[D3D12] 64bpp resolve and clear - GTA IV ingame
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25
src/xenia/gpu/d3d12/shaders/edram_clear_64bpp.cs.hlsl
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25
src/xenia/gpu/d3d12/shaders/edram_clear_64bpp.cs.hlsl
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@@ -0,0 +1,25 @@
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#define XE_EDRAM_WRITE_ONLY
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#include "edram_load_store.hlsli"
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// Load4/Store4 aren't needed here, but 80x16 threads is over the limit.
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[numthreads(40, 16, 1)]
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void main(uint3 xe_group_id : SV_GroupID,
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uint3 xe_group_thread_id : SV_GroupThreadID,
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uint3 xe_thread_id : SV_DispatchThreadID) {
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uint4 clear_rect;
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clear_rect.xz = xe_edram_clear_rect & 0xFFFFu;
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clear_rect.yw = xe_edram_clear_rect >> 16u;
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uint2 sample_index = xe_thread_id.xy;
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sample_index.x *= 2u;
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[branch] if (any(sample_index < clear_rect.xy) ||
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any(sample_index >= clear_rect.zw)) {
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return;
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}
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uint2 tile_sample_index = xe_group_thread_id.xy;
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tile_sample_index.x *= 2u;
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uint edram_offset = XeEDRAMOffset64bpp(xe_group_id.xy, tile_sample_index);
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xe_edram_load_store_dest.Store2(edram_offset, xe_edram_clear_color64);
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if (sample_index.x + 1u < clear_rect.z) {
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xe_edram_load_store_dest.Store2(edram_offset + 8u, xe_edram_clear_color64);
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}
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}
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@@ -14,7 +14,7 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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uint4 texels = xe_texture_tile_source.Load4(
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xe_texture_tile_host_base + texel_index.y * xe_texture_tile_host_pitch +
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texel_index.x * 4u);
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texels = XeByteSwap(texels, xe_texture_tile_endian_guest_pitch & 7u);
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texels = XeByteSwap(texels, xe_texture_tile_endian_guest_pitch);
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uint4 texel_addresses = xe_texture_tile_guest_base + XeTextureTiledOffset2D(
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texel_index, xe_texture_tile_endian_guest_pitch >> 3u, 2u);
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xe_texture_tile_dest.Store(texel_addresses.x, texels.x);
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37
src/xenia/gpu/d3d12/shaders/texture_tile_64bpp.cs.hlsl
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37
src/xenia/gpu/d3d12/shaders/texture_tile_64bpp.cs.hlsl
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@@ -0,0 +1,37 @@
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#include "texture_tile.hlsli"
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RWByteAddressBuffer xe_texture_tile_dest : register(u0);
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[numthreads(8, 32, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 4 texels.
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uint2 texture_size = (xe_texture_tile_size >> uint2(0u, 16u)) & 0xFFFFu;
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uint2 texel_index = xe_thread_id.xy;
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texel_index.x <<= 2u;
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[branch] if (any(texel_index >= texture_size)) {
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return;
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}
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uint4 texel_addresses = xe_texture_tile_guest_base + XeTextureTiledOffset2D(
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texel_index, xe_texture_tile_endian_guest_pitch >> 3u, 3u);
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bool3 texels_inside = uint3(1u, 2u, 3u) + texel_index.x < texture_size.x;
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uint texels_source_offset = xe_texture_tile_host_base + texel_index.y *
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xe_texture_tile_host_pitch + texel_index.x * 8u;
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uint4 texels = XeByteSwap64(
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xe_texture_tile_source.Load4(texels_source_offset),
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xe_texture_tile_endian_guest_pitch);
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xe_texture_tile_dest.Store2(texel_addresses.x, texels.xy);
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[branch] if (texels_inside.x) {
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xe_texture_tile_dest.Store2(texel_addresses.y, texels.zw);
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[branch] if (texels_inside.y) {
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texels = XeByteSwap64(
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xe_texture_tile_source.Load4(texels_source_offset + 16u),
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xe_texture_tile_endian_guest_pitch);
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xe_texture_tile_dest.Store2(texel_addresses.z, texels.xy);
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[branch] if (texels_inside.z) {
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xe_texture_tile_dest.Store2(texel_addresses.w, texels.zw);
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}
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}
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}
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}
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