[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

@@ -11,52 +11,60 @@
#include "amd_language.xesli"
xesl_push_constants_begin(b0, space0)
xesl_pushConstants_begin(b0, space0)
// 16 used by the vertex shader (GLSL push constant offsets are across
// stages).
xesl_block_offset_member(16, c0.x, xesl_float2,
xe_fsr_easu_input_output_size_ratio)
xesl_block_offset_member(24, c0.z, xesl_float2, xe_fsr_easu_input_size_inv)
xesl_push_constants_end
xesl_pushConstants_end
// FIXME(Triang3l): This approach doesn't work for MSL - the texture must be
// passed explicitly from the entry point's arguments to FsrEasu#F.
// Forward declaration because FsrEasu#F need xe_fsr_easu_source from the entry
// point bindings.
void FsrEasuF(out xesl_float3 pixel, xesl_uint2 pixel_position,
xesl_uint4 const0, xesl_uint4 const1, xesl_uint4 const2,
xesl_uint4 const3);
void FsrEasuF(xesl_function_param_out(xesl_float3, pixel),
xesl_uint2 pixel_position, xesl_uint4 const0, xesl_uint4 const1,
xesl_uint4 const2, xesl_uint4 const3);
xesl_entry
xesl_texture(xesl_texture2D, xe_fsr_easu_source, set=0, binding=0, t0, space0)
xesl_entry_outputs_begin
xesl_entry_output_target(xesl_float4, xe_fsr_easu_color, 0)
xesl_entry_outputs_end_stageInputs_begin
xesl_entry_stageInputs_end_bindings_begin_pixel
xesl_pushConstants_binding(buffer(0))
xesl_entry_binding_next
xesl_samplerState(xe_fsr_easu_sampler, set=0, binding=1, s0, space0)
xesl_entry_bindings_end
xesl_input_frag_coord
xesl_entry_signature_next
xesl_output_color(xesl_float4, xe_fsr_easu_color, 0)
xesl_entry_signature_end
xesl_texture(xesl_texture2D, xe_fsr_easu_source, set=0, binding=0, t0, space0,
texture(0))
xesl_entry_binding_next
xesl_samplerState(xe_fsr_easu_sampler, set=0, binding=1, s0, space0,
sampler(0))
xesl_entry_bindings_end_inputs_begin
xesl_entry_input_fragCoord
xesl_entry_inputs_end_code_begin
// FsrEasuCon with smaller push constant usage.
xesl_uint4 easu_const_0 =
xesl_uint4(
xesl_floatBitsToUint(
xesl_push_constant(xe_fsr_easu_input_output_size_ratio)),
xesl_pushConstant(xe_fsr_easu_input_output_size_ratio)),
xesl_floatBitsToUint(
0.5 * xesl_push_constant(xe_fsr_easu_input_output_size_ratio) -
0.5 * xesl_pushConstant(xe_fsr_easu_input_output_size_ratio) -
0.5));
xesl_uint4 easu_const_1 =
xesl_floatBitsToUint(xesl_float4(1.0, 1.0, 1.0, -1.0) *
xesl_push_constant(xe_fsr_easu_input_size_inv).xyxy);
xesl_pushConstant(xe_fsr_easu_input_size_inv).xyxy);
xesl_uint4 easu_const_2 =
xesl_floatBitsToUint(xesl_float4(-1.0, 2.0, 1.0, 2.0) *
xesl_push_constant(xe_fsr_easu_input_size_inv).xyxy);
xesl_pushConstant(xe_fsr_easu_input_size_inv).xyxy);
xesl_uint4 easu_const_3 =
xesl_uint4(xesl_floatBitsToUint(0.0),
xesl_floatBitsToUint(
4.0 * xesl_push_constant(xe_fsr_easu_input_size_inv).y),
4.0 * xesl_pushConstant(xe_fsr_easu_input_size_inv).y),
0u, 0u);
FsrEasuF(xe_fsr_easu_color.rgb, xesl_uint2(xesl_FragCoord.xy), easu_const_0,
easu_const_1, easu_const_2, easu_const_3);
xe_fsr_easu_color.a = 1.0;
xesl_entry_end
FsrEasuF(xesl_Output(xe_fsr_easu_color).rgb, xesl_uint2(xesl_FragCoord.xy),
easu_const_0, easu_const_1, easu_const_2, easu_const_3);
xesl_Output(xe_fsr_easu_color).a = 1.0;
xesl_entry_code_end
#define A_GPU 1
#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_a.h"