[UI] UI common shaders to XeSL

This commit is contained in:
Triang3l
2022-02-06 22:48:24 +03:00
parent e07ed95f53
commit 9b1fdac986
76 changed files with 6490 additions and 6926 deletions

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xesl.xesli"
#include "amd_language.xesli"
xesl_push_constants_begin(b0, space0)
// 16 used by the vertex shader (GLSL push constant offsets are across
// stages).
xesl_block_offset_member(16, c0.x, xesl_float2,
xe_fsr_easu_input_output_size_ratio)
xesl_block_offset_member(24, c0.z, xesl_float2, xe_fsr_easu_input_size_inv)
xesl_push_constants_end
// Forward declaration because FsrEasu#F need xe_fsr_easu_source from the entry
// point bindings.
void FsrEasuF(out xesl_float3 pixel, xesl_uint2 pixel_position,
xesl_uint4 const0, xesl_uint4 const1, xesl_uint4 const2,
xesl_uint4 const3);
xesl_entry
xesl_sampler(xesl_sampler2D, xe_fsr_easu_source, set=0, binding=0, t0, space0,
s0, space0)
xesl_entry_bindings_end
xesl_input_frag_coord
xesl_entry_signature_next
xesl_output_color(xesl_float4, xe_fsr_easu_color, 0)
xesl_entry_signature_end
// FsrEasuCon with smaller push constant usage.
xesl_uint4 easu_const_0 =
xesl_uint4(
xesl_floatBitsToUint(
xesl_push_constant(xe_fsr_easu_input_output_size_ratio)),
xesl_floatBitsToUint(
0.5 * xesl_push_constant(xe_fsr_easu_input_output_size_ratio) -
0.5));
xesl_uint4 easu_const_1 =
xesl_floatBitsToUint(xesl_float4(1.0, 1.0, 1.0, -1.0) *
xesl_push_constant(xe_fsr_easu_input_size_inv).xyxy);
xesl_uint4 easu_const_2 =
xesl_floatBitsToUint(xesl_float4(-1.0, 2.0, 1.0, 2.0) *
xesl_push_constant(xe_fsr_easu_input_size_inv).xyxy);
xesl_uint4 easu_const_3 =
xesl_uint4(xesl_floatBitsToUint(0.0),
xesl_floatBitsToUint(
4.0 * xesl_push_constant(xe_fsr_easu_input_size_inv).y),
0u, 0u);
FsrEasuF(xe_fsr_easu_color.rgb, xesl_uint2(xesl_FragCoord.xy), easu_const_0,
easu_const_1, easu_const_2, easu_const_3);
xe_fsr_easu_color.a = 1.0;
xesl_entry_end
#define A_GPU 1
#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_a.h"
#define FSR_EASU_F 1
xesl_float4 FsrEasuRF(xesl_float2 p) {
return xesl_textureGatherRed2D_comb(xe_fsr_easu_source, p);
}
xesl_float4 FsrEasuGF(xesl_float2 p) {
return xesl_textureGatherGreen2D_comb(xe_fsr_easu_source, p);
}
xesl_float4 FsrEasuBF(xesl_float2 p) {
return xesl_textureGatherBlue2D_comb(xe_fsr_easu_source, p);
}
#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_fsr1.h"