[XeSL] Metal Shading Language definitions

This commit is contained in:
Triang3l
2022-06-16 21:39:16 +03:00
parent 820b7ba217
commit 166be463be
176 changed files with 83740 additions and 83682 deletions

View File

@@ -23,9 +23,10 @@ uint XeEdramOffsetInts(xesl_uint2 pixel_index, uint base_tiles,
xesl_uint2 rt_sample_index =
pixel_index <<
xesl_uint2(xesl_greaterThanEqual(
msaa_samples.xx,
xesl_uint_x2(msaa_samples),
xesl_uint2(kXenosMsaaSamples_4X, kXenosMsaaSamples_2X)));
rt_sample_index += (pixel_sample_index.xx >> xesl_uint2(1u, 0u)) & 1u;
rt_sample_index +=
(xesl_uint_x2(pixel_sample_index) >> xesl_uint2(1u, 0u)) & 1u;
// For now, while the actual storage of 64bpp render targets in comparison to
// 32bpp is not known, storing 40x16 64bpp samples per tile for simplicity of
// addressing in different scenarios.