[GPU] XeSL host depth store and VS passthrough shaders
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59
src/xenia/gpu/shaders/host_depth_store_1xmsaa.cs.xesl
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59
src/xenia/gpu/shaders/host_depth_store_1xmsaa.cs.xesl
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "../../ui/shaders/xesl.xesli"
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#include "edram.xesli"
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#include "host_depth_store.xesli"
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xesl_entry
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xesl_writeTypedStorageBuffer(xesl_uint4, xe_host_depth_store_dest, set=0,
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binding=0, u0, space0)
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xesl_entry_binding_next
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xesl_texture(xesl_texture2D, xe_host_depth_store_source, set=1, binding=0, t0,
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space0)
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xesl_entry_bindings_end_local_size(8, 8, 1)
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xesl_input_global_invocation_id
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xesl_entry_signature_end
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// 1 thread = 8 samples (same as resolve granularity).
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// Group height can't cross resolve granularity, Y overflow check not needed.
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xesl_dont_flatten
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if (xesl_GlobalInvocationID.x >= XeHostDepthStoreScaledWidthDiv8()) {
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return;
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}
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xesl_int2 pixel_index =
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xesl_int2(XeHostDepthStoreScaledOrigin() +
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(xesl_GlobalInvocationID.xy << xesl_uint2(3u, 0u)));
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uint edram_address_int4s =
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XeEdramOffsetInts(xesl_uint2(pixel_index), 0u,
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XeHostDepthStorePitchTiles(), kXenosMsaaSamples_1X,
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false, 0u, 0u, XeHostDepthStoreResolutionScale())
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>> 2u;
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xesl_writeTypedStorageBufferStore(
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xe_host_depth_store_dest, edram_address_int4s,
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xesl_floatBitsToUint(xesl_float4(
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xesl_texelFetch2D(xe_host_depth_store_source, pixel_index, 0).r,
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xesl_texelFetch2D(xe_host_depth_store_source,
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pixel_index + xesl_int2(1, 0), 0).r,
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xesl_texelFetch2D(xe_host_depth_store_source,
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pixel_index + xesl_int2(2, 0), 0).r,
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xesl_texelFetch2D(xe_host_depth_store_source,
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pixel_index + xesl_int2(3, 0), 0).r)));
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xesl_writeTypedStorageBufferStore(
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xe_host_depth_store_dest, edram_address_int4s + 1u,
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xesl_floatBitsToUint(xesl_float4(
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xesl_texelFetch2D(xe_host_depth_store_source,
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pixel_index + xesl_int2(4, 0), 0).r,
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xesl_texelFetch2D(xe_host_depth_store_source,
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pixel_index + xesl_int2(5, 0), 0).r,
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xesl_texelFetch2D(xe_host_depth_store_source,
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pixel_index + xesl_int2(6, 0), 0).r,
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xesl_texelFetch2D(xe_host_depth_store_source,
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pixel_index + xesl_int2(7, 0), 0).r)));
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xesl_entry_end
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