[GPU] XeSL texture load shaders + minor XeSL cleanup
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46
src/xenia/gpu/shaders/texture_load_64bpb.xesli
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46
src/xenia/gpu/shaders/texture_load_64bpb.xesli
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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 "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_entry_binding_next
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xesl_typedStorageBuffer(xesl_uint4, xe_texture_load_source, set=1, binding=0,
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t0, space0)
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xesl_entry_bindings_end_local_size(8, 32, 1)
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xesl_input_global_invocation_id
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xesl_entry_signature_end
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// 1 thread = 4 blocks.
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xesl_uint3 block_index = xesl_GlobalInvocationID << xesl_uint3(2u, 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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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, 8u) +
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XeTextureLoadHostOffset()) >> 4u);
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uint block_offset_guest =
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XeTextureLoadGuestBlockOffset(block_index, 8u, 3u) >> 4u;
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uint endian = XeTextureLoadEndian32();
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xesl_writeTypedStorageBufferStore(
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xe_texture_load_dest, block_offset_host,
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XeEndianSwap32(xesl_typedStorageBufferLoad(xe_texture_load_source,
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block_offset_guest), endian));
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++block_offset_host;
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block_offset_guest +=
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XeTextureLoadRightConsecutiveBlocksOffset(block_index.x, 3u) >> 4u;
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xesl_writeTypedStorageBufferStore(
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xe_texture_load_dest, block_offset_host,
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XeEndianSwap32(xesl_typedStorageBufferLoad(xe_texture_load_source,
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block_offset_guest), endian));
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xesl_entry_end
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