[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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@@ -10,19 +10,7 @@
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#include "pixel_formats.xesli"
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#include "texture_load.xesli"
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array_buffer_wo_declare_xe(uint4_xe, xe_texture_load_dest, set=0, binding=0, u0,
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space0)
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array_buffer_declare_xe(uint4_xe, xe_texture_load_source, set=1, binding=0, t0,
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space0)
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entry_bindings_begin_compute_xe
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XE_TEXTURE_LOAD_PUSH_CONST_BINDING
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entry_binding_next_xe
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array_buffer_wo_binding_xe(uint4_xe, xe_texture_load_dest, buffer(1))
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entry_binding_next_xe
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array_buffer_binding_xe(uint4_xe, xe_texture_load_source, buffer(2))
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entry_bindings_end_inputs_begin_compute_xe
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entry_in_global_thread_id_xe
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entry_inputs_end_code_begin_compute_xe
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XE_TEXTURE_LOAD_ENTRY(16)
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{
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// 1 thread = 4 DXT3A blocks to 16x4 R8 texels (no need to convert to DXT3
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// because the overhead is the same, 2x, but the size must be 4-aligned on
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@@ -34,38 +22,37 @@ entry_inputs_end_code_begin_compute_xe
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return;
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}
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uint3_xe texel_index_host = block_index << uint3_xe(2u, 2u, 0u);
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uint block_offset_host = uint(
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(XeTextureHostLinearOffset(int3_xe(texel_index_host),
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load_info.host_pitch, load_info.height_texels,
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1u) +
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load_info.host_offset) >> 4u);
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uint elements_pitch_host = load_info.host_pitch >> 4u;
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uint block_offset_host =
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load_info.host_offset +
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uint(XeTextureHostLinearOffset(int3_xe(texel_index_host),
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load_info.host_pitch,
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load_info.height_texels, 1u));
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uint block_offset_guest =
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XeTextureLoadSourceAddress(load_info, block_index, 3u) >> 4u;
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XeTextureLoadSourceAddress(load_info, block_index, 3u);
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uint4_xe blocks_01 = XeEndianSwap32(
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array_buffer_load_xe(xe_texture_load_source, block_offset_guest),
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byte_buffer_align16_load16_xe(xe_texture_load_source, block_offset_guest),
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load_info.endian_32);
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// Odd 2 blocks = even 2 blocks + 32 bytes when tiled.
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block_offset_guest += load_info.is_tiled ? 2u : 1u;
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block_offset_guest += XeTextureLoadLocalXAddressXor(2u, 3u,
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load_info.is_tiled);
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uint4_xe blocks_23 = XeEndianSwap32(
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array_buffer_load_xe(xe_texture_load_source, block_offset_guest),
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byte_buffer_align16_load16_xe(xe_texture_load_source, block_offset_guest),
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load_info.endian_32);
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array_buffer_store_xe(
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byte_buffer_align16_store16_xe(
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xe_texture_load_dest, block_offset_host,
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XeDXT3FourBlocksRowToA8(uint4_xe(blocks_01.xz, blocks_23.xz)));
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dont_flatten_xe if (++texel_index_host.y < load_info.height_texels) {
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block_offset_host += elements_pitch_host;
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array_buffer_store_xe(
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block_offset_host += load_info.host_pitch;
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byte_buffer_align16_store16_xe(
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xe_texture_load_dest, block_offset_host,
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XeDXT3FourBlocksRowToA8(uint4_xe(blocks_01.xz, blocks_23.xz) >> 16u));
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dont_flatten_xe if (++texel_index_host.y < load_info.height_texels) {
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block_offset_host += elements_pitch_host;
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array_buffer_store_xe(
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block_offset_host += load_info.host_pitch;
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byte_buffer_align16_store16_xe(
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xe_texture_load_dest, block_offset_host,
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XeDXT3FourBlocksRowToA8(uint4_xe(blocks_01.yw, blocks_23.yw)));
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dont_flatten_xe if (++texel_index_host.y < load_info.height_texels) {
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block_offset_host += elements_pitch_host;
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array_buffer_store_xe(
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block_offset_host += load_info.host_pitch;
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byte_buffer_align16_store16_xe(
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xe_texture_load_dest, block_offset_host,
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XeDXT3FourBlocksRowToA8(
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uint4_xe(blocks_01.yw, blocks_23.yw) >> 16u));
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