/** ****************************************************************************** * 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. * ****************************************************************************** */ #ifndef XENIA_GPU_SHADERS_TEXTURE_LOAD_XESLI_ #define XENIA_GPU_SHADERS_TEXTURE_LOAD_XESLI_ #include "endian.xesli" #include "texture_address.xesli" xesl_cbuffer_begin(xe_texture_load_constants, set=2, binding=0, b0, space0) uint xe_texture_load_is_tiled_3d_endian_scale; // Base offset in bytes, resolution-scaled. uint xe_texture_load_guest_offset; // For tiled textures - row pitch in guest blocks, aligned to 32, unscaled. // For linear textures - row pitch in bytes. uint xe_texture_load_guest_pitch_aligned; // For 3D textures only (ignored otherwise) - aligned to 32, unscaled. uint xe_texture_load_guest_z_stride_block_rows_aligned; // - std140 vector boundary - // If this is a packed mip tail, this is aligned to tile dimensions. // Resolution-scaled. xesl_uint3 xe_texture_load_size_blocks; // Base offset in bytes. uint xe_texture_load_host_offset; // - std140 vector boundary - uint xe_texture_load_host_pitch; uint xe_texture_load_height_texels; xesl_cbuffer_end(xe_texture_load_constants) bool XeTextureLoadIsTiled() { #ifdef XE_TEXTURE_LOAD_RESOLUTION_SCALED // Only resolved textures can be resolution-scaled, and resolving is only // possible to a tiled destination. return true; #else return (xesl_constant(xe_texture_load_constants, xe_texture_load_is_tiled_3d_endian_scale) & 1u) != 0u; #endif } bool XeTextureLoadIs3D() { return (xesl_constant(xe_texture_load_constants, xe_texture_load_is_tiled_3d_endian_scale) & (1u << 1u)) != 0u; } uint XeTextureLoadEndian32() { return (xesl_constant(xe_texture_load_constants, xe_texture_load_is_tiled_3d_endian_scale) >> 2u) & 3u; } xesl_uint2 XeTextureLoadResolutionScale() { #ifdef XE_TEXTURE_LOAD_RESOLUTION_SCALED return (xesl_constant(xe_texture_load_constants, xe_texture_load_is_tiled_3d_endian_scale.xx) >> xesl_uint2(4u, 6u)) & 3u; #else return xesl_uint2(1u, 1u); #endif } xesl_uint3 XeTextureLoadSizeBlocks() { return xesl_constant(xe_texture_load_constants, xe_texture_load_size_blocks); } uint XeTextureLoadHostOffset() { return xesl_constant(xe_texture_load_constants, xe_texture_load_host_offset); } uint XeTextureLoadHostPitch() { return xesl_constant(xe_texture_load_constants, xe_texture_load_host_pitch); } uint XeTextureLoadHeightTexels() { return xesl_constant(xe_texture_load_constants, xe_texture_load_height_texels); } // bpb and bpb_log2 are separate because bpb may be not a power of 2 (like 96). uint XeTextureLoadGuestBlockOffset(xesl_uint3 block_index, uint bpb, uint bpb_log2) { #ifdef XE_TEXTURE_LOAD_RESOLUTION_SCALED // Only resolved textures can be resolution-scaled, and resolving is only // possible to a tiled destination. return xesl_constant(xe_texture_load_constants, xe_texture_load_guest_offset) + XeTextureScaledTiledOffset( XeTextureLoadIs3D(), block_index, xesl_constant(xe_texture_load_constants, xe_texture_load_guest_pitch_aligned), xesl_constant(xe_texture_load_constants, xe_texture_load_guest_z_stride_block_rows_aligned), bpb_log2, XeTextureLoadResolutionScale()); #else int block_offset_guest; xesl_dont_flatten if (XeTextureLoadIsTiled()) { xesl_dont_flatten if (XeTextureLoadIs3D()) { block_offset_guest = XeTextureTiledOffset3D( xesl_int3(block_index), xesl_constant(xe_texture_load_constants, xe_texture_load_guest_pitch_aligned), xesl_constant(xe_texture_load_constants, xe_texture_load_guest_z_stride_block_rows_aligned), bpb_log2); } else { block_offset_guest = XeTextureTiledOffset2D( xesl_int2(block_index.xy), xesl_constant(xe_texture_load_constants, xe_texture_load_guest_pitch_aligned), bpb_log2); } } else { block_offset_guest = XeTextureGuestLinearOffset( xesl_int3(block_index), xesl_constant(xe_texture_load_constants, xe_texture_load_guest_pitch_aligned), xesl_constant(xe_texture_load_constants, xe_texture_load_guest_z_stride_block_rows_aligned), bpb); } return uint(int(xesl_constant(xe_texture_load_constants, xe_texture_load_guest_offset)) + block_offset_guest); #endif } // Offset of the beginning of the odd R32G32/R32G32B32A32 load address from the // address of the even load, for power-of-two-sized textures. uint XeTextureLoadRightConsecutiveBlocksOffset(uint block_x, uint bpb_log2) { #ifdef XE_TEXTURE_LOAD_RESOLUTION_SCALED return XeTextureScaledRightSubUnitOffsetInConsecutivePair( block_x, bpb_log2, XeTextureLoadResolutionScale()); #else uint offset; uint consecutive_blocks_log2 = XeTextureTiledConsecutiveBlocksLog2(bpb_log2); xesl_dont_flatten if (XeTextureLoadIsTiled()) { offset = XeTextureTiledOddConsecutiveBlocksOffset(bpb_log2); } else { offset = 1u << (consecutive_blocks_log2 + bpb_log2); } return offset; #endif } #endif // XENIA_GPU_SHADERS_TEXTURE_LOAD_XESLI_