[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.
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@@ -8,18 +8,17 @@
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*/
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#include "endian.xesli"
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#define XE_RESOLVE_COPY_EDRAM_IS_UINT_VECTOR_BUFFER
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#define XE_RESOLVE_COPY_EDRAM_BYTE_BUFFER_ALIGNMENT 4
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#include "resolve.xesli"
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array_buffer_wo_declare_xe(uint4_xe, xe_resolve_dest, set=1, binding=0, u0,
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space0)
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byte_buffer_align16_wo_declare_xe(xe_resolve_dest, set=1, binding=0, u0, space0)
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#define LOCAL_SIZE_X_XE 8
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#define LOCAL_SIZE_Y_XE 8
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#define LOCAL_SIZE_Z_XE 1
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entry_bindings_begin_compute_xe
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XE_RESOLVE_PUSH_CONST_BINDING
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entry_binding_next_xe
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array_buffer_wo_binding_xe(uint4_xe, xe_resolve_dest, buffer(1))
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byte_buffer_wo_binding_xe(xe_resolve_dest, buffer(1))
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entry_binding_next_xe
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XE_RESOLVE_COPY_EDRAM_BINDING
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entry_bindings_end_inputs_begin_compute_xe
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@@ -36,10 +35,9 @@ entry_inputs_end_code_begin_compute_xe
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}
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float4_xe pixel_0, pixel_1;
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XeResolveLoad2RGBAColors(
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pass_uint_vector_buffer_xe(xe_resolve_edram)
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pass_next_after_uint_vector_buffer_xe
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pass_byte_buffer_xe(xe_resolve_edram) pass_next_after_byte_buffer_xe
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resolve_info,
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XeResolveColorCopySourcePixelAddressIntsYHalfPixelOffsetFilling(
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XeResolveColorCopySourcePixelAddressBytesYHalfPixelOffsetFilling(
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resolve_info,
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uint2_xe(max(pixel_index.x,
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resolve_info.half_pixel_offset_fill_source.x),
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@@ -56,14 +54,13 @@ entry_inputs_end_code_begin_compute_xe
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pixel_1 = pixel_0;
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}
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// Only 32_32_32_32_FLOAT color format is 128bpp.
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uint dest_address =
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XeResolveDestPixelAddress(resolve_info, pixel_index, 4u) >> 4u;
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array_buffer_store_xe(
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uint dest_address = XeResolveDestPixelAddress(resolve_info, pixel_index, 4u);
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byte_buffer_align16_store16_xe(
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xe_resolve_dest, dest_address,
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XeEndianSwap128(float_bits_to_uint_xe(pixel_0),
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resolve_info.dest_endian_128));
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dest_address += XeResolveLocalXAddressXor(1u, 4u) >> 4u;
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array_buffer_store_xe(
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dest_address += XeResolveLocalXAddressXor(1u, 4u);
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byte_buffer_align16_store16_xe(
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xe_resolve_dest, dest_address,
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XeEndianSwap128(float_bits_to_uint_xe(pixel_1),
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resolve_info.dest_endian_128));
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