/** ****************************************************************************** * 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 "endian.xesli" #include "pixel_formats.xesli" #define XE_RESOLVE_COPY_EDRAM_IS_UINT_VECTOR_BUFFER #include "resolve.xesli" array_buffer_wo_declare_xe(uint2_xe, xe_resolve_dest, set=1, binding=0, u0, space0) #define LOCAL_SIZE_X_XE 8 #define LOCAL_SIZE_Y_XE 8 #define LOCAL_SIZE_Z_XE 1 entry_bindings_begin_compute_xe XE_RESOLVE_PUSH_CONST_BINDING entry_binding_next_xe array_buffer_wo_binding_xe(uint2_xe, xe_resolve_dest, buffer(1)) entry_binding_next_xe XE_RESOLVE_COPY_EDRAM_BINDING entry_bindings_end_inputs_begin_compute_xe entry_in_global_thread_id_xe entry_inputs_end_code_begin_compute_xe { // 1 thread = 8 host pixels. XeResolveInfo resolve_info = XeResolveGetInfo(pass_push_consts_xe); // Group height can't cross resolve granularity, Y overflow check not needed. dont_flatten_xe if (in_global_thread_id_xe.x >= resolve_info.width_div_8_scaled) { return; } uint2_xe pixel_index = in_global_thread_id_xe.xy << uint2_xe(3u, 0u); float4_xe pixels_0123, pixels_4567; XeResolveLoad8RedColors( pass_uint_vector_buffer_xe(xe_resolve_edram) pass_next_after_uint_vector_buffer_xe resolve_info, XeResolveColorCopySourcePixelAddressIntsYHalfPixelOffsetFilling( resolve_info, pixel_index), pixels_0123, pixels_4567); dont_flatten_xe if (pixel_index.x == 0u && resolve_info.half_pixel_offset_fill_source.x != 0u) { if (resolve_info.half_pixel_offset_fill_source.x >= 2u) { if (resolve_info.half_pixel_offset_fill_source.x >= 3u) { pixels_0123.z = pixels_0123.w; } pixels_0123.y = pixels_0123.z; } pixels_0123.x = pixels_0123.y; } // Convert to R8. // TODO(Triang3l): Investigate formats 8_A and 8_B. array_buffer_store_xe( xe_resolve_dest, XeResolveDestPixelAddress(resolve_info, pixel_index, 0u) >> 3u, uint2_xe(XePackR8G8B8A8UNorm(pixels_0123), XePackR8G8B8A8UNorm(pixels_4567))); } entry_code_end_compute_xe