[GPU/WGF] Use ByteAddressBuffer in precompiled shaders

Drivers and hardware may provide more optimal paths for untyped buffers
compared to typed.

Also, ByteAddressBuffer may be bound via a root descriptor in Direct3D 12,
greatly simplifying the binding logic.

ByteAddressBuffer also doesn't have the 128 * 2^20 element count limit that
typed and structured buffers have, and doesn't require the structure stride
to be specified at resource creation time in Direct3D 11.
This commit is contained in:
Triang3l
2026-02-09 21:29:18 +03:00
parent c7f61342d7
commit 80dad41454
211 changed files with 121690 additions and 123176 deletions

View File

@@ -20,10 +20,10 @@
// can't exceed 11 bits, and the modulo operator doesn't need to be performed to
// access the data in the render targets that are located in both ends of the
// EDRAM at the same time.
uint XeEdramOffsetInts(uint2_xe pixel_index, uint base_tiles, bool wrap,
uint pitch_tiles, uint msaa_samples, bool is_depth,
uint format_ints_log2, uint pixel_sample_index,
uint2_xe resolution_scale) {
uint XeEdramOffsetBytes(uint2_xe pixel_index, uint base_tiles, bool wrap,
uint pitch_tiles, uint msaa_samples, bool is_depth,
uint format_ints_log2, uint pixel_sample_index,
uint2_xe resolution_scale) {
uint2_xe rt_sample_index =
pixel_index <<
uint2_xe(greater_than_equal_xe(
@@ -54,7 +54,7 @@ uint XeEdramOffsetInts(uint2_xe pixel_index, uint base_tiles, bool wrap,
// EDRAM addressing is periodic (modulo the EDRAM size).
address %= tile_size_at_32bpp.x * tile_size_at_32bpp.y * 2048u;
}
return address;
return address << 2;
}
#endif // XENIA_GPU_SHADERS_EDRAM_XESLI_