[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

@@ -15,45 +15,55 @@
#include "dither_8bpc.xesli"
#endif // XE_GUEST_OUTPUT_DITHER
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_int2,
xe_fsr_rcas_output_offset)
xesl_block_offset_member(24, c0.z, float, xe_fsr_rcas_sharpness_post_setup)
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 FsrRcasLoadF.
// Forward declaration because FsrRcasLoadF needs xe_fsr_rcas_source from the
// entry point bindings.
void FsrRcasF(out float pixel_r, out float pixel_g, out float pixel_b,
void FsrRcasF(xesl_function_param_out(float, pixel_r),
xesl_function_param_out(float, pixel_g),
xesl_function_param_out(float, pixel_b),
xesl_uint2 pixel_position, xesl_uint4 constants);
xesl_entry
xesl_texture(xesl_texture2D, xe_fsr_rcas_source, set=0, binding=0, t0, space0)
xesl_entry_bindings_end
xesl_input_frag_coord
xesl_entry_signature_next
xesl_output_color(xesl_float4, xe_fsr_rcas_color, 0)
xesl_entry_signature_end
xesl_entry_outputs_begin
xesl_entry_output_target(xesl_float4, xe_fsr_rcas_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_texture(xesl_texture2D, xe_fsr_rcas_source, set=0, binding=0, t0, space0,
texture(0))
xesl_entry_bindings_end_inputs_begin
xesl_entry_input_fragCoord
xesl_entry_inputs_end_code_begin
xesl_uint2 pixel_coord =
xesl_uint2(xesl_int2(xesl_FragCoord.xy) -
xesl_push_constant(xe_fsr_rcas_output_offset));
float sharpness = xesl_push_constant(xe_fsr_rcas_sharpness_post_setup);
xesl_pushConstant(xe_fsr_rcas_output_offset));
float sharpness = xesl_pushConstant(xe_fsr_rcas_sharpness_post_setup);
// FsrRcasCon with smaller push constant usage.
xesl_uint4 rcas_const =
xesl_uint4(xesl_floatBitsToUint(sharpness),
xesl_packHalf2x16(xesl_float2(sharpness, sharpness)), 0u, 0u);
FsrRcasF(xe_fsr_rcas_color.r, xe_fsr_rcas_color.g, xe_fsr_rcas_color.b,
pixel_coord, rcas_const);
xesl_float4 rcas_color;
FsrRcasF(rcas_color.r, rcas_color.g, rcas_color.b, pixel_coord, rcas_const);
#if XE_GUEST_OUTPUT_DITHER
// Clamping because on Vulkan, the surface may specify any format, including
// floating-point.
xe_fsr_rcas_color.rgb =
xesl_saturate(xe_fsr_rcas_color.rgb + XeDitherOffset8bpc(pixel_coord));
rcas_color.rgb =
xesl_saturate(rcas_color.rgb + XeDitherOffset8bpc(pixel_coord));
#endif // XE_GUEST_OUTPUT_DITHER
// Force alpha to 1 to make sure the surface won't be translucent.
xe_fsr_rcas_color.a = 1.0;
xesl_entry_end
rcas_color.a = 1.0;
xesl_Output(xe_fsr_rcas_color) = rcas_color;
xesl_entry_code_end
#define A_GPU 1
#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_a.h"
@@ -61,5 +71,7 @@ xesl_entry_end
xesl_float4 FsrRcasLoadF(xesl_int2 p) {
return xesl_float4(xesl_texelFetch2D(xe_fsr_rcas_source, p, 0).rgb, 1.0);
}
void FsrRcasInputF(inout float r, inout float g, inout float b) {}
void FsrRcasInputF(xesl_function_param_inout(float, r),
xesl_function_param_inout(float, g),
xesl_function_param_inout(float, b)) {}
#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_fsr1.h"