[GPU] XeSL swap shaders
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@@ -1235,7 +1235,7 @@ bool D3D12CommandProcessor::SetupContext() {
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apply_gamma_root_descriptor_range_source.RangeType =
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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apply_gamma_root_descriptor_range_source.NumDescriptors = 1;
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apply_gamma_root_descriptor_range_source.BaseShaderRegister = 0;
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apply_gamma_root_descriptor_range_source.BaseShaderRegister = 1;
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apply_gamma_root_descriptor_range_source.RegisterSpace = 0;
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apply_gamma_root_descriptor_range_source.OffsetInDescriptorsFromTableStart =
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0;
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@@ -1254,7 +1254,7 @@ bool D3D12CommandProcessor::SetupContext() {
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apply_gamma_root_descriptor_range_ramp.RangeType =
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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apply_gamma_root_descriptor_range_ramp.NumDescriptors = 1;
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apply_gamma_root_descriptor_range_ramp.BaseShaderRegister = 1;
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apply_gamma_root_descriptor_range_ramp.BaseShaderRegister = 0;
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apply_gamma_root_descriptor_range_ramp.RegisterSpace = 0;
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apply_gamma_root_descriptor_range_ramp.OffsetInDescriptorsFromTableStart = 0;
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{
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@@ -1964,7 +1964,7 @@ void D3D12CommandProcessor::IssueSwap(uint32_t frontbuffer_ptr,
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}
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SetExternalPipeline(apply_gamma_pipeline);
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SubmitBarriers();
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uint32_t group_count_x = (uint32_t(swap_texture_desc.Width) + 7) / 8;
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uint32_t group_count_x = (uint32_t(swap_texture_desc.Width) + 15) / 16;
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uint32_t group_count_y = (uint32_t(swap_texture_desc.Height) + 7) / 8;
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deferred_command_list_.D3DDispatch(group_count_x, group_count_y, 1);
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@@ -78,7 +78,7 @@ namespace d3d12 {
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// Generated with `xb buildshaders`.
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namespace shaders {
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/clear_uint2_ps.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/fullscreen_vs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/fullscreen_cw_vs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/host_depth_store_1xmsaa_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/host_depth_store_2xmsaa_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/host_depth_store_4xmsaa_cs.h"
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@@ -954,9 +954,10 @@ bool D3D12RenderTargetCache::Initialize() {
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D3D12_GRAPHICS_PIPELINE_STATE_DESC uint32_rtv_clear_pipeline_desc = {};
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uint32_rtv_clear_pipeline_desc.pRootSignature =
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uint32_rtv_clear_root_signature_;
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uint32_rtv_clear_pipeline_desc.VS.pShaderBytecode = shaders::fullscreen_vs;
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uint32_rtv_clear_pipeline_desc.VS.pShaderBytecode =
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shaders::fullscreen_cw_vs;
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uint32_rtv_clear_pipeline_desc.VS.BytecodeLength =
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sizeof(shaders::fullscreen_vs);
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sizeof(shaders::fullscreen_cw_vs);
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uint32_rtv_clear_pipeline_desc.PS.pShaderBytecode = shaders::clear_uint2_ps;
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uint32_rtv_clear_pipeline_desc.PS.BytecodeLength =
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sizeof(shaders::clear_uint2_ps);
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