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