[GPU] Shaders to common, xb buildshaders instead of buildhlsl
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28
src/xenia/gpu/shaders/resolve_clear_64bpp.cs.hlsl
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28
src/xenia/gpu/shaders/resolve_clear_64bpp.cs.hlsl
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@@ -0,0 +1,28 @@
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#define XE_RESOLVE_CLEAR
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#include "resolve.hlsli"
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RWBuffer<uint4> xe_resolve_dest : register(u0);
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[numthreads(8, 8, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 8 samples (same as resolve granularity).
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uint2 extent_scale =
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uint2(XeResolveEdramMsaaSamples() >= uint2(kXenosMsaaSamples_4X,
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kXenosMsaaSamples_2X));
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// Group height is the same as resolve granularity, Y overflow check not
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// needed.
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[branch] if (xe_thread_id.x >= (XeResolveSizeDiv8().x << extent_scale.x)) {
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return;
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}
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uint address_int4s =
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XeEdramOffsetInts(
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(xe_thread_id.xy << uint2(3u, 0u)) +
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(XeResolveOffset() << extent_scale),
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XeResolveEdramBaseTiles(), XeResolveEdramPitchTiles(),
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kXenosMsaaSamples_1X, false, 1u)
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>> 2u;
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uint i;
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[unroll] for (i = 0u; i < 4u; ++i) {
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xe_resolve_dest[address_int4s + i] = xe_resolve_clear_value.xyxy;
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}
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}
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