[UI] UI common shaders to XeSL
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66
src/xenia/ui/shaders/guest_output_ffx_fsr_rcas.xesli
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66
src/xenia/ui/shaders/guest_output_ffx_fsr_rcas.xesli
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xesl.xesli"
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#include "amd_language.xesli"
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#if XE_GUEST_OUTPUT_DITHER
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#include "dither_8bpc.xesli"
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#endif // XE_GUEST_OUTPUT_DITHER
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xesl_push_constants_begin(b0, space0)
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// 16 used by the vertex shader (GLSL push constant offsets are across
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// stages).
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xesl_block_offset_member(16, c0.x, xesl_int2,
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xe_fsr_rcas_output_offset)
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xesl_block_offset_member(24, c0.z, float, xe_fsr_rcas_sharpness_post_setup)
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xesl_push_constants_end
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// Forward declaration because FsrRcasLoadF needs xe_fsr_rcas_source from the
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// entry point bindings.
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void FsrRcasF(out float pixel_r, out float pixel_g, out float pixel_b,
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xesl_uint2 pixel_position, xesl_uint4 constants);
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xesl_entry
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xesl_fetchSampler(xesl_sampler2D, xe_fsr_rcas_source, set=0, binding=0, t0,
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space0)
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xesl_entry_bindings_end
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xesl_input_frag_coord
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xesl_entry_signature_next
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xesl_output_color(xesl_float4, xe_fsr_rcas_color, 0)
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xesl_entry_signature_end
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xesl_uint2 pixel_coord =
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xesl_uint2(xesl_int2(xesl_FragCoord.xy) -
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xesl_push_constant(xe_fsr_rcas_output_offset));
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float sharpness = xesl_push_constant(xe_fsr_rcas_sharpness_post_setup);
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// FsrRcasCon with smaller push constant usage.
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xesl_uint4 rcas_const =
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xesl_uint4(xesl_floatBitsToUint(sharpness),
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xesl_packHalf2x16(xesl_float2(sharpness, sharpness)), 0u, 0u);
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FsrRcasF(xe_fsr_rcas_color.r, xe_fsr_rcas_color.g, xe_fsr_rcas_color.b,
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pixel_coord, rcas_const);
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#if XE_GUEST_OUTPUT_DITHER
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// Clamping because on Vulkan, the surface may specify any format, including
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// floating-point.
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xe_fsr_rcas_color.rgb =
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xesl_saturate(xe_fsr_rcas_color.rgb + XeDitherOffset8bpc(pixel_coord));
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#endif // XE_GUEST_OUTPUT_DITHER
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// Force alpha to 1 to make sure the surface won't be translucent.
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xe_fsr_rcas_color.a = 1.0;
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xesl_entry_end
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#define A_GPU 1
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#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_a.h"
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#define FSR_RCAS_F 1
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xesl_float4 FsrRcasLoadF(xesl_int2 p) {
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return xesl_float4(xesl_texelFetch2D_comb(xe_fsr_rcas_source, p, 0).rgb, 1.0);
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}
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void FsrRcasInputF(inout float r, inout float g, inout float b) {}
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#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_fsr1.h"
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