[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

@@ -9,18 +9,17 @@
#include "endian.xesli"
#include "pixel_formats.xesli"
#define XE_RESOLVE_COPY_EDRAM_IS_UINT_VECTOR_BUFFER
#define XE_RESOLVE_COPY_EDRAM_BYTE_BUFFER_ALIGNMENT 4
#include "resolve.xesli"
array_buffer_wo_declare_xe(uint4_xe, xe_resolve_dest, set=1, binding=0, u0,
space0)
byte_buffer_align16_wo_declare_xe(xe_resolve_dest, set=1, binding=0, u0, space0)
#define LOCAL_SIZE_X_XE 8
#define LOCAL_SIZE_Y_XE 8
#define LOCAL_SIZE_Z_XE 1
entry_bindings_begin_compute_xe
XE_RESOLVE_PUSH_CONST_BINDING
entry_binding_next_xe
array_buffer_wo_binding_xe(uint4_xe, xe_resolve_dest, buffer(1))
byte_buffer_wo_binding_xe(xe_resolve_dest, buffer(1))
entry_binding_next_xe
XE_RESOLVE_COPY_EDRAM_BINDING
entry_bindings_end_inputs_begin_compute_xe
@@ -37,10 +36,9 @@ entry_inputs_end_code_begin_compute_xe
}
float4_xe pixel_0, pixel_1, pixel_2, pixel_3;
XeResolveLoad4RGBAColors(
pass_uint_vector_buffer_xe(xe_resolve_edram)
pass_next_after_uint_vector_buffer_xe
pass_byte_buffer_xe(xe_resolve_edram) pass_next_after_byte_buffer_xe
resolve_info,
XeResolveColorCopySourcePixelAddressIntsYHalfPixelOffsetFilling(
XeResolveColorCopySourcePixelAddressBytesYHalfPixelOffsetFilling(
resolve_info, pixel_index),
pixel_0, pixel_1, pixel_2, pixel_3);
uint4_xe packed_01, packed_23;
@@ -57,13 +55,12 @@ entry_inputs_end_code_begin_compute_xe
}
packed_01.xy = packed_01.zw;
}
uint dest_address =
XeResolveDestPixelAddress(resolve_info, pixel_index, 3u) >> 4u;
array_buffer_store_xe(
uint dest_address = XeResolveDestPixelAddress(resolve_info, pixel_index, 3u);
byte_buffer_align16_store16_xe(
xe_resolve_dest, dest_address,
XeEndianSwap64(packed_01, resolve_info.dest_endian_128));
dest_address += XeResolveLocalXAddressXor(2u, 3u) >> 4u;
array_buffer_store_xe(
dest_address += XeResolveLocalXAddressXor(2u, 3u);
byte_buffer_align16_store16_xe(
xe_resolve_dest, dest_address,
XeEndianSwap64(packed_23, resolve_info.dest_endian_128));
}