Files
Xenia-Canary/src/xenia/gpu/shaders/resolve_full_128bpp.xesli
Triang3l 80dad41454 [GPU/WGF] Use ByteAddressBuffer in precompiled shaders
Drivers and hardware may provide more optimal paths for untyped buffers
compared to typed.

Also, ByteAddressBuffer may be bound via a root descriptor in Direct3D 12,
greatly simplifying the binding logic.

ByteAddressBuffer also doesn't have the 128 * 2^20 element count limit that
typed and structured buffers have, and doesn't require the structure stride
to be specified at resource creation time in Direct3D 11.
2026-02-17 23:28:42 +03:00

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/**
******************************************************************************
* 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