cbuffer XeResolveConstants : register(b0) { // In samples. // Left and top in the lower 16 bits, width and height in the upper. uint2 xe_resolve_rect_samples; // In samples. Width in the lower 16 bits, height in the upper. uint xe_resolve_source_size; // 0 - log2(vertical sample count), 0 for 1x AA, 1 for 2x/4x AA. // 1 - log2(horizontal sample count), 0 for 1x/2x AA, 1 for 4x AA. // 2:3 - vertical sample position: // 0 for the upper samples with 2x/4x AA. // 1 for 1x AA or to mix samples with 2x/4x AA. // 2 for the lower samples with 2x/4x AA. // 4:5 - horizontal sample position: // 0 for the left samples with 4x AA. // 1 for 1x/2x AA or to mix samples with 4x AA. // 2 for the right samples with 4x AA. // 6 - whether to apply the hack and duplicate the top/left // half-row/half-column to reduce the impact of half-pixel offset with // 2x resolution scale. // 7:12 - exponent bias. uint xe_resolve_info; }; Texture2D xe_resolve_source : register(t0); SamplerState xe_resolve_sampler : register(s0); float4 main(float4 xe_position : SV_Position) : SV_Target { // The source texture dimensions are snapped to 80x16 samples for ease of // EDRAM loading, but resolving may be done from different regions within it. // The viewport and the quad have the size of the needed region, but the // viewport starts at (0,0), so texture sample positions need to be offset. // Also because there may be excess texels in the source, clamping needs to be // done manually so those pixels won't effect bilinear filtering. Resolving is // done without stretching, but the resolve region on the source texture is 2 // or 4 times bigger than the destination - bilinear filtering is used to mix // the samples (if exact samples are needed, the source texture is sampled at // texel centers, if AA is resolved, it's sampled between texels). // Go to sample coordinates and select the needed samples. float2 resolve_position = max(xe_position.xy, (float((xe_resolve_info >> 6u) & 1u) + 0.5).xx) * float2(((xe_resolve_info.xx >> uint2(1u, 0u)) & 1u) + 1u) + (float2((xe_resolve_info.xx >> uint2(4u, 2u)) & 3u) * 0.5 - 0.5); // Clamp, offset and normalize the position. resolve_position = min(resolve_position, float2(xe_resolve_rect_samples >> 16u) - 0.5) + float2(xe_resolve_rect_samples & 0xFFFFu); resolve_position /= float2((xe_resolve_source_size >> uint2(0u, 16u)) & 0xFFFFu); // Resolve the samples. float4 pixel = xe_resolve_source.SampleLevel(xe_resolve_sampler, resolve_position, 0.0); // Bias the exponent. pixel *= exp2(float(int(xe_resolve_info << (32u - 13u)) >> 26)); return pixel; }