[D3D12] Raw 32bpp resolve
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@@ -1,12 +1,15 @@
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#ifndef XENIA_GPU_D3D12_SHADERS_BYTE_SWAP_HLSLI_
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#define XENIA_GPU_D3D12_SHADERS_BYTE_SWAP_HLSLI_
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// These functions may accept endianness without it being masked with & 3 -
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// don't use ==, <=, >= here!
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#define XE_BYTE_SWAP_OVERLOAD(XeByteSwapType) \
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XeByteSwapType XeByteSwap(XeByteSwapType v, uint endian) { \
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[flatten] if (((endian ^ (endian >> 1u)) & 1u) != 0u) { \
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if (((endian ^ (endian >> 1u)) & 1u) != 0u) { \
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v = ((v & 0x00FF00FFu) << 8u) | ((v & 0xFF00FF00u) >> 8u); \
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} \
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[flatten] if ((endian & 2u) != 0u) { \
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if ((endian & 2u) != 0u) { \
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v = (v << 16u) | (v >> 16u); \
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} \
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return v; \
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@@ -18,7 +21,7 @@ XE_BYTE_SWAP_OVERLOAD(uint4)
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#define XE_BYTE_SWAP_16_OVERLOAD(XeByteSwapType) \
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XeByteSwapType XeByteSwap16(XeByteSwapType v, uint endian) { \
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[flatten] if (((endian ^ (endian >> 1u)) & 1u) != 0u) { \
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if (((endian ^ (endian >> 1u)) & 1u) != 0u) { \
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v = (v << 8u) | (v >> 8u); \
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} \
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return v; \
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@@ -28,4 +31,19 @@ XE_BYTE_SWAP_16_OVERLOAD(uint2)
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XE_BYTE_SWAP_16_OVERLOAD(uint3)
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XE_BYTE_SWAP_16_OVERLOAD(uint4)
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uint2 XeByteSwap64(uint2 v, uint endian) {
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if (endian & 4u) {
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v = v.yx;
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endian = 2u;
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}
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return XeByteSwap(v, endian);
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}
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uint4 XeByteSwap64(uint4 v, uint endian) {
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if (endian & 4u) {
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v = v.yxwz;
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endian = 2u;
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}
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return XeByteSwap(v, endian);
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}
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#endif // XENIA_GPU_D3D12_SHADERS_BYTE_SWAP_HLSLI_
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@@ -23,11 +23,11 @@ cbuffer XeEDRAMLoadStoreConstants : register(b0) {
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// 14 - log2(vertical sample count), 0 for 1x AA, 1 for 2x/4x AA.
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// 15 - log2(horizontal sample count), 0 for 1x/2x AA, 1 for 4x AA.
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// 16:17 - sample to load (16 - vertical index, 17 - horizontal index).
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// 18:19 - destination endianness.
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// 20:31 - BPP-specific info for swapping red/blue, 0 if not swapping.
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// 18:20 - destination endianness.
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// 21:31 - BPP-specific info for swapping red/blue, 0 if not swapping.
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// For 32 bits per pixel:
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// 20:24 - red/blue bit depth.
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// 25:29 - blue offset.
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// 21:25 - red/blue bit depth.
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// 26:30 - blue offset.
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// For 64 bits per pixel, it's 1 if need to swap 0:15 and 32:47.
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#define xe_edram_tile_sample_dest_info (xe_edram_load_store_constants.w)
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@@ -1,3 +1,4 @@
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#include "byte_swap.hlsli"
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#include "edram_load_store.hlsli"
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#include "texture_address.hlsli"
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@@ -6,8 +7,9 @@ void main(uint3 xe_group_id : SV_GroupID,
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uint3 xe_group_thread_id : SV_GroupThreadID,
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uint3 xe_thread_id : SV_DispatchThreadID) {
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// Check if not outside of the destination texture completely.
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uint4 copy_rect =
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(xe_edram_tile_sample_rect.xyxy >> uint4(0u, 0u, 16u, 16u)) & 0xFFFFu;
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uint4 copy_rect;
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copy_rect.xz = xe_edram_tile_sample_rect & 0xFFFFu;
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copy_rect.yw = xe_edram_tile_sample_rect >> 16u;
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uint2 texel_index = xe_thread_id.xy;
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texel_index.x *= 4u;
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[branch] if (any(texel_index < copy_rect.xy) ||
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@@ -19,9 +21,12 @@ void main(uint3 xe_group_id : SV_GroupID,
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// XY - log2(pixel size), ZW - selected sample offset.
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uint4 sample_info =
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(xe_edram_tile_sample_dest_info.xxxx >> uint4(15u, 14u, 17u, 16u)) & 1u;
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uint2 edram_tile_quarter =
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uint2(uint2(10u, 8u) <= xe_group_thread_id) * sample_info.xy;
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uint edram_offset = XeEDRAMOffset(
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xe_group_id.xy << sample_info.xy,
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xe_thread_id.xy << (sample_info.xy + uint2(2u, 0u)) + sample_info.zw);
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(xe_group_id.xy << sample_info.xy) + edram_tile_quarter,
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(xe_group_thread_id.xy - edram_tile_quarter * uint2(10u, 8u)) <<
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(sample_info.xy + uint2(2u, 0u)) + sample_info.zw);
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// At 1x and 2x, this contains samples of 4 pixels. At 4x, this contains
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// samples of 2, need to load 2 more.
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uint4 pixels = xe_edram_load_store_source.Load4(edram_offset);
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@@ -30,7 +35,7 @@ void main(uint3 xe_group_id : SV_GroupID,
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pixels.zw = xe_edram_load_store_source.Load3(edram_offset + 16u).xz;
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}
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uint red_blue_swap = xe_edram_tile_sample_dest_info >> 20u;
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uint red_blue_swap = xe_edram_tile_sample_dest_info >> 21u;
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if (red_blue_swap != 0u) {
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uint red_mask = (1u << (red_blue_swap & 31u)) - 1u;
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// No need to be ready for a long shift Barney, it's just 16 or 20.
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@@ -42,16 +47,18 @@ void main(uint3 xe_group_id : SV_GroupID,
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}
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// Tile the pixels to the shared memory.
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pixels = XeByteSwap(pixels, xe_edram_tile_sample_dest_info >> 18u);
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uint4 texel_addresses =
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xe_edram_tile_sample_dest_base +
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XeTextureTiledOffset2D(texel_index - copy_rect.xy,
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xe_edram_tile_sample_dest_info & 16383u, 2u);
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xe_edram_load_store_dest.Store(texel_addresses.x, pixels.x);
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[branch] if (texel_index.x + 1u < copy_rect.z) {
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bool3 texels_in_rect = uint3(1u, 2u, 3u) + texel_index.x < copy_rect.z;
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[branch] if (texels_in_rect.x) {
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xe_edram_load_store_dest.Store(texel_addresses.y, pixels.y);
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[branch] if (texel_index.x + 2u < copy_rect.z) {
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[branch] if (texels_in_rect.y) {
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xe_edram_load_store_dest.Store(texel_addresses.z, pixels.z);
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[branch] if (texel_index.x + 3u < copy_rect.z) {
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[branch] if (texels_in_rect.z) {
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xe_edram_load_store_dest.Store(texel_addresses.w, pixels.w);
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}
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}
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@@ -57,7 +57,7 @@ uint4 XeFloat32To20e4(uint4 f32u32) {
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}
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uint4 XeFloat20e4To32(uint4 f24u32) {
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uint4 mantissa = f24u32 & 0xF00000u;
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uint4 mantissa = f24u32 & 0xFFFFFu;
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uint4 exponent = f24u32 >> 20u;
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// Normalize the values for the denormalized components.
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// Exponent = 1;
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