[GPU] XeSL swap shaders
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86
src/xenia/gpu/shaders/apply_gamma_table.xesli
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86
src/xenia/gpu/shaders/apply_gamma_table.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 "../../ui/shaders/xesl.xesli"
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#ifdef XE_APPLY_GAMMA_COMPUTE
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#ifdef XE_APPLY_GAMMA_FXAA_LUMA
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#define XE_APPLY_GAMMA_DEST_FORMAT xesl_imageFormat_rgba16f
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#else
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#define XE_APPLY_GAMMA_DEST_FORMAT xesl_imageFormat_rgb10_a2
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#endif
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xesl_pushConstants_begin(b0, space0)
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xesl_uint2 xe_apply_gamma_size;
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xesl_pushConstants_end
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#define xesl_localSize_x 16
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#define xesl_localSize_y 8
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#define xesl_localSize_z 1
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xesl_entry_bindings_begin_compute
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xesl_pushConstants_binding(buffer(0))
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xesl_entry_binding_next
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xesl_texture(xesl_textureBuffer, xe_apply_gamma_ramp, set=0, binding=0, t0,
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space0, texture(0))
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xesl_entry_binding_next
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xesl_texture(xesl_texture2D, xe_apply_gamma_source, set=1, binding=0, t1,
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space0, texture(1))
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xesl_entry_binding_next
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xesl_writeImage(xesl_image2D, XE_APPLY_GAMMA_DEST_FORMAT, xe_apply_gamma_dest,
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set=2, binding=0, u0, space0, texture(2))
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xesl_entry_bindings_end_inputs_begin_compute
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xesl_entry_input_globalInvocationID
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xesl_entry_inputs_end_code_begin_compute
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xesl_uint2 pixel_index = xesl_GlobalInvocationID.xy;
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xesl_dont_flatten
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if (any(xesl_greaterThanEqual(pixel_index,
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xesl_pushConstant(xe_apply_gamma_size)))) {
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return;
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}
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#else
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xesl_entry_outputs_begin
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xesl_entry_output_target(xesl_float4, xe_apply_gamma_dest, 0)
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xesl_entry_outputs_end_stageInputs_begin
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xesl_entry_stageInputs_end_bindings_begin_pixel
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xesl_texture(xesl_textureBuffer, xe_apply_gamma_ramp, set=0, binding=0, t0,
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space0, texture(0))
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xesl_entry_binding_next
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xesl_texture(xesl_texture2D, xe_apply_gamma_source, set=1, binding=0, t1,
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space0, texture(1))
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xesl_entry_bindings_end_inputs_begin
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xesl_entry_input_fragCoord
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xesl_entry_inputs_end_code_begin
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xesl_uint2 pixel_index = xesl_uint2(xesl_FragCoord.xy);
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#endif // XE_APPLY_GAMMA_COMPUTE
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// UNORM conversion according to the Direct3D 10+ rules.
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xesl_uint3 apply_gamma_input = xesl_uint3(
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xesl_texelFetch2D(xe_apply_gamma_source, pixel_index, 0).rgb * 255.0 +
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0.5);
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// The ramp has blue in bits 0:9, green in 10:19, red in 20:29 - BGR passed as
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// an R10G10B10A2 buffer.
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xesl_float4 apply_gamma_output;
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apply_gamma_output.r =
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xesl_texelFetchBuffer(xe_apply_gamma_ramp, apply_gamma_input.r).b;
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apply_gamma_output.g =
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xesl_texelFetchBuffer(xe_apply_gamma_ramp, apply_gamma_input.g).g;
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apply_gamma_output.b =
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xesl_texelFetchBuffer(xe_apply_gamma_ramp, apply_gamma_input.b).r;
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#ifdef XE_APPLY_GAMMA_FXAA_LUMA
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// Perceptual luma.
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apply_gamma_output.a =
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dot(apply_gamma_output.rgb, xesl_float3(0.299, 0.587, 0.114));
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#else
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// Perceptual luma.
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apply_gamma_output.a = 1.0;
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#endif
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#ifdef XE_APPLY_GAMMA_COMPUTE
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xesl_imageStore2DRGBA(xe_apply_gamma_dest, pixel_index, apply_gamma_output);
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xesl_entry_code_end_compute
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#else
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xesl_Output(xe_apply_gamma_dest) = apply_gamma_output;
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xesl_entry_code_end
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#endif
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