/** ****************************************************************************** * 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" xesl_writeTypedStorageBuffer_declare(xesl_uint2, xe_resolve_dest, set=1, binding=0, u0, space0) #define xesl_localSize_x 8 #define xesl_localSize_y 8 #define xesl_localSize_z 1 xesl_entry_bindings_begin_compute XE_RESOLVE_PUSH_CONSTANTS_BINDING xesl_entry_binding_next xesl_writeTypedStorageBuffer_binding(xesl_uint2, xe_resolve_dest, buffer(1)) xesl_entry_binding_next XE_RESOLVE_COPY_EDRAM_BINDING xesl_entry_bindings_end_inputs_begin_compute xesl_entry_input_globalInvocationID xesl_entry_inputs_end_code_begin_compute // 1 thread = 8 host pixels. XeResolveInfo resolve_info = XeResolveGetInfo(xesl_function_call_pushConstants); // Group height can't cross resolve granularity, Y overflow check not needed. xesl_dont_flatten if (xesl_GlobalInvocationID.x >= resolve_info.width_div_8_scaled) { return; } xesl_uint2 pixel_index = xesl_GlobalInvocationID.xy << xesl_uint2(3u, 0u); xesl_float4 pixels_0123, pixels_4567; XeResolveLoad8RedColors( xesl_function_call_uintVectorBuffer(xe_resolve_edram) xesl_function_call_next_after_uintVectorBuffer resolve_info, XeResolveColorCopySourcePixelAddressIntsYHalfPixelOffsetFilling( resolve_info, pixel_index), pixels_0123, pixels_4567); xesl_dont_flatten 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. xesl_typedStorageBufferStore( xe_resolve_dest, XeResolveDestPixelAddress(resolve_info, pixel_index, 0u) >> 3u, xesl_uint2(XePackR8G8B8A8UNorm(pixels_0123), XePackR8G8B8A8UNorm(pixels_4567))); xesl_entry_code_end_compute