[XeSL] Metal Shading Language definitions
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@@ -9,29 +9,34 @@
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#include "texture_load.xesli"
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xesl_entry
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xesl_writeTypedStorageBuffer(xesl_uint4, xe_texture_load_dest, set=0,
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binding=0, u0, space0)
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xesl_writeTypedStorageBuffer_declare(xesl_uint4, xe_texture_load_dest, set=0,
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binding=0, u0, space0)
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xesl_typedStorageBuffer_declare(xesl_uint2, xe_texture_load_source, set=1,
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binding=0, t0, space0)
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xesl_entry_bindings_begin_compute
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XE_TEXTURE_LOAD_CONSTANT_BUFFER_BINDING
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xesl_entry_binding_next
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xesl_typedStorageBuffer(xesl_uint2, xe_texture_load_source, set=1, binding=0,
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t0, space0)
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xesl_entry_bindings_end_local_size(kXeTextureLoadGroupSizeX,
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kXeTextureLoadGroupSizeY, 1)
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xesl_input_global_invocation_id
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xesl_entry_signature_end
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xesl_writeTypedStorageBuffer_binding(xesl_uint4, xe_texture_load_dest,
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buffer(1))
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xesl_entry_binding_next
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xesl_typedStorageBuffer_binding(xesl_uint2, xe_texture_load_source, buffer(2))
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xesl_entry_bindings_end_inputs_begin_compute
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xesl_entry_input_globalInvocationID
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xesl_entry_inputs_end_code_begin_compute
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// 1 thread = 16 blocks.
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XeTextureLoadInfo load_info = XeTextureLoadGetInfo(
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xesl_function_call_constantBuffer(xe_texture_load_constants));
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xesl_uint3 block_index = xesl_GlobalInvocationID << xesl_uint3(4u, 0u, 0u);
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xesl_uint3 size_blocks = XeTextureLoadSizeBlocks();
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xesl_dont_flatten
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if (any(xesl_greaterThanEqual(block_index.xy, size_blocks.xy))) {
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if (any(xesl_greaterThanEqual(block_index.xy, load_info.size_blocks.xy))) {
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return;
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}
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uint block_offset_host = uint(
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(XeTextureHostLinearOffset(xesl_int3(block_index),
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XeTextureLoadHostPitch(), size_blocks.y, 1u) +
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XeTextureLoadHostOffset()) >> 4u);
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(XeTextureHostLinearOffset(xesl_int3(block_index), load_info.host_pitch,
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load_info.size_blocks.y, 1u) +
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load_info.host_offset) >> 4u);
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uint block_offset_guest =
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XeTextureLoadGuestBlockOffset(block_index, 1u, 0u) >> 3u;
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XeTextureLoadGuestBlockOffset(load_info, block_index, 1u, 0u) >> 3u;
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xesl_writeTypedStorageBufferStore(
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xe_texture_load_dest, block_offset_host,
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xesl_uint4(
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@@ -40,6 +45,7 @@ xesl_entry_signature_end
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xesl_typedStorageBufferLoad(
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xe_texture_load_source,
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block_offset_guest +
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(XeTextureLoadRightConsecutiveBlocksOffset(block_index.x, 0u)
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(XeTextureLoadRightConsecutiveBlocksOffset(load_info,
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block_index.x, 0u)
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>> 3u))));
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xesl_entry_end
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xesl_entry_code_end_compute
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