/** ****************************************************************************** * 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" #define XE_RESOLVE_COPY_EDRAM_BYTE_BUFFER_ALIGNMENT 4 #include "resolve.xesli" byte_buffer_align16_wo_declare_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 byte_buffer_wo_binding_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 = 2 host pixels. XeResolveInfo resolve_info = XeResolveGetInfo(pass_push_consts_xe); uint2_xe pixel_index = in_global_thread_id_xe.xy << uint2_xe(1u, 0u); // Group height can't cross resolve granularity, Y overflow check not needed. dont_flatten_xe if (pixel_index.x >= resolve_info.width_div_8_scaled << 3u) { return; } float4_xe pixel_0, pixel_1; XeResolveLoad2RGBAColors( pass_byte_buffer_xe(xe_resolve_edram) pass_next_after_byte_buffer_xe resolve_info, XeResolveColorCopySourcePixelAddressBytesYHalfPixelOffsetFilling( resolve_info, uint2_xe(max(pixel_index.x, resolve_info.half_pixel_offset_fill_source.x), pixel_index.y)), pixel_0, pixel_1); // Inside the half-pixel offset filling columns, pixel_0 now contains the // pixel to stretch, pixel_1 contains the pixel after it. However, this means // that the pixel offset is not aligned to 2 anymore. If 1 is the pixel to // stretch, the two pixels will be 1 and 2 for pixel_index.x == 0. If 3 is, // they will be 3 and 4 for pixel_index.x == 0 and 2. However, in the former // case, they should be 1 and 1, and in the latter, 3 and 3. dont_flatten_xe if (pixel_index.x < resolve_info.half_pixel_offset_fill_source.x) { pixel_1 = pixel_0; } // Only 32_32_32_32_FLOAT color format is 128bpp. uint dest_address = XeResolveDestPixelAddress(resolve_info, pixel_index, 4u); byte_buffer_align16_store16_xe( xe_resolve_dest, dest_address, XeEndianSwap128(float_bits_to_uint_xe(pixel_0), resolve_info.dest_endian_128)); dest_address += XeResolveLocalXAddressXor(1u, 4u); byte_buffer_align16_store16_xe( xe_resolve_dest, dest_address, XeEndianSwap128(float_bits_to_uint_xe(pixel_1), resolve_info.dest_endian_128)); } entry_code_end_compute_xe