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Xenia-Canary/src/xenia/gpu/shaders/texture_load.xesli
2022-06-16 21:39:16 +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. *
******************************************************************************
*/
#ifndef XENIA_GPU_SHADERS_TEXTURE_LOAD_XESLI_
#define XENIA_GPU_SHADERS_TEXTURE_LOAD_XESLI_
#include "endian.xesli"
#include "texture_address.xesli"
// 128 threads per group (the maximum wave size supported by DXIL and SPIR-V,
// and the minimum required number of threads per group on Vulkan), laid out as
// 4x32 (32 texels along Y per group - one guest tile) - starting with 64x32
// blocks (2x1 guest tiles) per group for 8bpb / 16bpb, and smaller for larger
// block sizes. Since the mip tail is packed in 32x / x32 storage, there's no
// need for the Y group size smaller than 32 - 8x16, for instance, would result
// in 128x16 blocks per group for 8bpb / 16bpb, and for a 32x32 mip tail, there
// would be two groups rather than one, for a total of 128x32 blocks - 75% of
// the work will be wasted rather than 50% with one 64x32-block group.
#define xesl_localSize_x 4
#define xesl_localSize_y 32
#define xesl_localSize_z 1
xesl_constantBuffer_begin(xe_texture_load_constants, set=2, binding=0, b0,
space0)
uint xe_texture_load_is_tiled_3d_endian_scale;
// Base offset in bytes, resolution-scaled.
uint xe_texture_load_guest_offset;
// For tiled textures - row pitch in guest blocks, aligned to 32, unscaled.
// For linear textures - row pitch in bytes.
uint xe_texture_load_guest_pitch_aligned;
// For 3D textures only (ignored otherwise) - aligned to 32, unscaled.
uint xe_texture_load_guest_z_stride_block_rows_aligned;
// - std140 vector boundary -
// If this is a packed mip tail, this is aligned to tile dimensions.
// Resolution-scaled.
xesl_uint3 xe_texture_load_size_blocks;
// Base offset in bytes.
uint xe_texture_load_host_offset;
// - std140 vector boundary -
uint xe_texture_load_host_pitch;
uint xe_texture_load_height_texels;
xesl_constantBuffer_end(xe_texture_load_constants)
#define XE_TEXTURE_LOAD_CONSTANT_BUFFER_BINDING \
xesl_constantBuffer_binding(xe_texture_load_constants, buffer(0))
struct XeTextureLoadInfo {
bool is_tiled;
bool is_3d;
uint endian_32;
xesl_uint2 resolution_scale;
uint guest_offset;
uint guest_pitch_aligned;
uint guest_z_stride_block_rows_aligned;
xesl_uint3 size_blocks;
uint host_offset;
uint host_pitch;
uint height_texels;
};
XeTextureLoadInfo XeTextureLoadGetInfo(
xesl_function_param_constantBuffer(xe_texture_load_constants)) {
XeTextureLoadInfo load_info;
uint is_tiled_3d_endian_scale = xesl_constant(
xe_texture_load_constants, xe_texture_load_is_tiled_3d_endian_scale);
#ifdef XE_TEXTURE_LOAD_RESOLUTION_SCALED
// Only resolved textures can be resolution-scaled, and resolving is only
// possible to a tiled destination.
load_info.is_tiled = true;
#else
load_info.is_tiled = (is_tiled_3d_endian_scale & 1u) != 0u;
#endif
load_info.is_3d = (is_tiled_3d_endian_scale & (1u << 1u)) != 0u;
load_info.endian_32 = (is_tiled_3d_endian_scale >> 2u) & 3u;
#ifdef XE_TEXTURE_LOAD_RESOLUTION_SCALED
load_info.resolution_scale =
((xesl_uint_x2(is_tiled_3d_endian_scale)) >> xesl_uint2(4u, 6u)) & 3u;
#else
load_info.resolution_scale = xesl_uint2(1u, 1u);
#endif
load_info.guest_offset =
xesl_constant(xe_texture_load_constants, xe_texture_load_guest_offset);
load_info.guest_pitch_aligned = xesl_constant(
xe_texture_load_constants, xe_texture_load_guest_pitch_aligned);
load_info.guest_z_stride_block_rows_aligned =
xesl_constant(xe_texture_load_constants,
xe_texture_load_guest_z_stride_block_rows_aligned);
load_info.size_blocks =
xesl_constant(xe_texture_load_constants, xe_texture_load_size_blocks);
load_info.host_offset =
xesl_constant(xe_texture_load_constants, xe_texture_load_host_offset);
load_info.host_pitch =
xesl_constant(xe_texture_load_constants, xe_texture_load_host_pitch);
load_info.height_texels =
xesl_constant(xe_texture_load_constants, xe_texture_load_height_texels);
return load_info;
}
// bpb and bpb_log2 are separate because bpb may be not a power of 2 (like 96).
uint XeTextureLoadGuestBlockOffset(XeTextureLoadInfo load_info,
xesl_uint3 block_index, uint bpb,
uint bpb_log2) {
#ifdef XE_TEXTURE_LOAD_RESOLUTION_SCALED
// Only resolved textures can be resolution-scaled, and resolving is only
// possible to a tiled destination.
return
load_info.guest_offset +
XeTextureScaledTiledOffset(load_info.is_3d, block_index,
load_info.guest_pitch_aligned,
load_info.guest_z_stride_block_rows_aligned,
bpb_log2, load_info.resolution_scale);
#else
int block_offset_guest;
xesl_dont_flatten if (load_info.is_tiled) {
xesl_dont_flatten if (load_info.is_3d) {
block_offset_guest = XeTextureTiledOffset3D(
xesl_int3(block_index), load_info.guest_pitch_aligned,
load_info.guest_z_stride_block_rows_aligned, bpb_log2);
} else {
block_offset_guest = XeTextureTiledOffset2D(
xesl_int2(block_index.xy), load_info.guest_pitch_aligned,
bpb_log2);
}
} else {
block_offset_guest = XeTextureGuestLinearOffset(
xesl_int3(block_index), load_info.guest_pitch_aligned,
load_info.guest_z_stride_block_rows_aligned, bpb);
}
return uint(int(load_info.guest_offset) + block_offset_guest);
#endif
}
// Offset of the beginning of the odd R32G32/R32G32B32A32 load address from the
// address of the even load, for power-of-two-sized textures.
uint XeTextureLoadRightConsecutiveBlocksOffset(XeTextureLoadInfo load_info,
uint block_x, uint bpb_log2) {
#ifdef XE_TEXTURE_LOAD_RESOLUTION_SCALED
return XeTextureScaledRightSubUnitOffsetInConsecutivePair(
block_x, bpb_log2, load_info.resolution_scale);
#else
uint offset;
uint consecutive_blocks_log2 =
XeTextureTiledConsecutiveBlocksLog2(bpb_log2);
xesl_dont_flatten if (load_info.is_tiled) {
offset = XeTextureTiledOddConsecutiveBlocksOffset(bpb_log2);
} else {
offset = 1u << (consecutive_blocks_log2 + bpb_log2);
}
return offset;
#endif
}
#endif // XENIA_GPU_SHADERS_TEXTURE_LOAD_XESLI_