[Vulkan] Remove old Vulkan code, change shaders directory, create empty Vulkan backend
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26
src/xenia/gpu/shaders/resolve_full_128bpp.cs.hlsl
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26
src/xenia/gpu/shaders/resolve_full_128bpp.cs.hlsl
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@@ -0,0 +1,26 @@
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#include "endian.hlsli"
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#include "resolve.hlsli"
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RWBuffer<uint4> xe_resolve_dest : register(u0);
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ByteAddressBuffer xe_resolve_source : register(t0);
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[numthreads(8, 8, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 2 pixels.
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uint2 pixel_index = xe_thread_id.xy << uint2(1u, 0u);
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// Group height is the same as resolve granularity, Y overflow check not
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// needed.
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[branch] if (pixel_index.x >= XeResolveSize().x) {
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return;
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}
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float4 pixel_0, pixel_1;
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XeResolveLoad2RGBAColorsX1(
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xe_resolve_source, XeResolveColorCopySourcePixelAddressInts(pixel_index),
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pixel_0, pixel_1);
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// Only 32_32_32_32_FLOAT color format is 128bpp.
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uint endian = XeResolveDestEndian128();
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uint dest_address = XeResolveDestPixelAddress(pixel_index, 4u) >> 4u;
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xe_resolve_dest[dest_address] = XeEndianSwap128(asuint(pixel_0), endian);
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// Odd pixel = even pixel + 16 bytes when tiled.
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xe_resolve_dest[dest_address + 2u] = XeEndianSwap128(asuint(pixel_1), endian);
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}
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