[GPU] XeSL resolve shaders + host depth store width fix
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58
src/xenia/gpu/shaders/resolve_full_32bpp.xesli
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58
src/xenia/gpu/shaders/resolve_full_32bpp.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 "endian.xesli"
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#include "pixel_formats.xesli"
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#define XE_RESOLVE_SOURCE_IS_UINT_VECTOR_BUFFER
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#include "resolve.xesli"
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xesl_writeTypedStorageBuffer_declare(xesl_uint4, xe_resolve_dest, set=0,
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binding=0, u0, space0)
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#define xesl_localSize_x 8
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#define xesl_localSize_y 8
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#define xesl_localSize_z 1
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xesl_entry_bindings_begin_compute
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XE_RESOLVE_PUSH_CONSTANTS_BINDING
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xesl_entry_binding_next
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xesl_writeTypedStorageBuffer_binding(xesl_uint4, xe_resolve_dest,
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buffer(1))
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xesl_entry_binding_next
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XE_RESOLVE_SOURCE_BINDING
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xesl_entry_bindings_end_inputs_begin_compute
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xesl_entry_input_globalInvocationID
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xesl_entry_inputs_end_code_begin_compute
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// 1 thread = 4 host pixels.
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// 1 pixel per thread is 160% as slow on Nvidia Pascal, 8 pixels per thread is
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// 115% as slow.
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XeResolveInfo resolve_info =
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XeResolveGetInfo(xesl_function_call_pushConstants);
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xesl_uint2 pixel_index = xesl_GlobalInvocationID.xy << xesl_uint2(2u, 0u);
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// Group height can't cross resolve granularity, Y overflow check not needed.
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xesl_dont_flatten
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if (pixel_index.x >= resolve_info.width_div_8_scaled << 3u) {
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return;
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}
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xesl_float4 pixel_0, pixel_1, pixel_2, pixel_3;
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XeResolveLoad4RGBAColors(
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xesl_function_call_uintVectorBuffer(xe_resolve_source)
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xesl_function_call_next_after_uintVectorBuffer
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resolve_info,
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XeResolveColorCopySourcePixelAddressIntsYDuplicating(resolve_info,
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pixel_index),
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pixel_0, pixel_1, pixel_2, pixel_3);
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if (resolve_info.duplicate_second_host_pixel.x && pixel_index.x == 0u) {
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pixel_0 = pixel_1;
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}
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xesl_writeTypedStorageBufferStore(
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xe_resolve_dest,
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XeResolveDestPixelAddress(resolve_info, pixel_index, 2u) >> 4u,
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XeEndianSwap32(XePack32bpp4Pixels(pixel_0, pixel_1, pixel_2, pixel_3,
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resolve_info.dest_format),
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resolve_info.dest_endian_128));
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xesl_entry_code_end_compute
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