Use the _xe suffix instead of the xesl_ prefix for quicker visual recognition of identifiers, also switch to snake_case for consistency. Also add the f suffix to float32 literals because the Metal Shading Language is based on C++.
76 lines
3.0 KiB
Plaintext
76 lines
3.0 KiB
Plaintext
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xesl.xesli"
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#include "amd_language.xesli"
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#if XE_GUEST_OUTPUT_DITHER
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#include "dither_8bpc.xesli"
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#endif // XE_GUEST_OUTPUT_DITHER
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push_const_begin_xe(b0, space0)
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// 16 used by the vertex shader (GLSL push constant offsets are across
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// stages).
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block_offset_member_xe(16, c0.x, int2_xe, xe_fsr_rcas_output_offset)
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block_offset_member_xe(24, c0.z, float, xe_fsr_rcas_sharpness_post_setup)
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push_const_end_xe
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// FIXME(Triang3l): This approach doesn't work for MSL - the texture must be
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// passed explicitly from the entry point's arguments to FsrRcasLoadF.
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// Forward declaration because FsrRcasLoadF needs xe_fsr_rcas_source from the
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// entry point bindings.
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void FsrRcasF(out_param_xe(float, pixel_r), out_param_xe(float, pixel_g),
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out_param_xe(float, pixel_b), uint2_xe pixel_position,
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uint4_xe constants);
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entry_outputs_begin_xe
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entry_out_target_xe(float4_xe, xe_fsr_rcas_color, 0)
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entry_outputs_end_stage_inputs_begin_xe
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entry_stage_inputs_end_bindings_begin_pixel_xe
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push_const_binding_xe(buffer(0))
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entry_binding_next_xe
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texture_xe(texture_2d_xe, xe_fsr_rcas_source, set=0, binding=0, t0, space0,
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texture(0))
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entry_bindings_end_inputs_begin_xe
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entry_in_pixel_coord_xe
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entry_inputs_end_code_begin_xe
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{
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uint2_xe pixel_coord = uint2_xe(int2_xe(in_pixel_coord_xe.xy) -
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push_const_xe(xe_fsr_rcas_output_offset));
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float sharpness = push_const_xe(xe_fsr_rcas_sharpness_post_setup);
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// FsrRcasCon with smaller push constant usage.
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uint4_xe rcas_const =
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uint4_xe(float_bits_to_uint_xe(sharpness),
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pack_half_2x16_xe(float2_xe(sharpness, sharpness)), 0u, 0u);
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float4_xe rcas_color;
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FsrRcasF(rcas_color.r, rcas_color.g, rcas_color.b, pixel_coord, rcas_const);
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#if XE_GUEST_OUTPUT_DITHER
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// Clamping because on Vulkan, the surface may specify any format, including
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// floating-point.
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rcas_color.rgb =
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saturate_xe(rcas_color.rgb + XeDitherOffset8bpc(pixel_coord));
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#endif // XE_GUEST_OUTPUT_DITHER
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// Force alpha to 1 to make sure the surface won't be translucent.
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rcas_color.a = 1.0f;
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out_xe(xe_fsr_rcas_color) = rcas_color;
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}
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entry_code_end_xe
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#define A_GPU 1
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#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_a.h"
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#define FSR_RCAS_F 1
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float4_xe FsrRcasLoadF(int2_xe p) {
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return float4_xe(texel_fetch_2d_xe(xe_fsr_rcas_source, p, 0).rgb, 1.0f);
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}
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void FsrRcasInputF(inout_param_xe(float, r), inout_param_xe(float, g),
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inout_param_xe(float, b)) {}
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#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_fsr1.h"
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