[GPU] Mostly generic, not square-only resolution scaling
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30
src/xenia/gpu/shaders/resolve_full_32bpp.hlsli
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30
src/xenia/gpu/shaders/resolve_full_32bpp.hlsli
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#include "endian.hlsli"
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#include "pixel_formats.hlsli"
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#include "resolve.hlsli"
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RWBuffer<uint4> xe_resolve_dest : register(u0);
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ByteAddressBuffer xe_resolve_source : register(t0);
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[numthreads(8, 8, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 4 host pixels.
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// 1 pixel per thread is 160% as slow on Nvidia Pascal, 8 pixels per thread is
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// 115% as slow.
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uint2 pixel_index = xe_thread_id.xy << uint2(2u, 0u);
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// Group height can't cross resolve granularity, Y overflow check not needed.
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[branch] if (pixel_index.x >= XeResolveScaledSize().x) {
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return;
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}
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float4 pixel_0, pixel_1, pixel_2, pixel_3;
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XeResolveLoad4RGBAColors(
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xe_resolve_source,
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XeResolveColorCopySourcePixelAddressIntsYDuplicating(pixel_index),
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pixel_0, pixel_1, pixel_2, pixel_3);
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if (XeResolveDuplicateSecondHostPixel().x && pixel_index.x == 0u) {
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pixel_0 = pixel_1;
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}
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xe_resolve_dest[XeResolveDestPixelAddress(pixel_index, 2u) >> 4u] =
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XeEndianSwap32(XePack32bpp4Pixels(pixel_0, pixel_1, pixel_2, pixel_3,
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XeResolveDestFormat()),
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XeResolveDestEndian128());
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}
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