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Xenia-Canary/src/xenia/ui/shaders/guest_output_ffx_cas_resample.xesli
Triang3l 04d5c40d0d [GPU/UI] XeSL readability improvements + float suffix
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++.
2025-08-19 21:36:06 +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 "xesl.xesli"
#include "amd_language.xesli"
#if XE_GUEST_OUTPUT_DITHER
#include "dither_8bpc.xesli"
#endif // XE_GUEST_OUTPUT_DITHER
push_const_begin_xe(b0, space0)
// 16 used by the vertex shader (GLSL push constant offsets are across
// stages).
block_offset_member_xe(16, c0.x, int2_xe, xe_cas_output_offset)
// CasSetup const0.xy.
block_offset_member_xe(24, c0.z, float2_xe, xe_cas_input_output_size_ratio)
// CasSetup const1.x.
block_offset_member_xe(32, c1.x, float, xe_cas_sharpness_post_setup)
push_const_end_xe
// FIXME(Triang3l): This approach doesn't work for MSL - the texture must be
// passed explicitly from the entry point's arguments to CasLoad.
// Forward declaration because CasLoad needs xe_cas_source from the entry point
// bindings.
void CasFilter(out_param_xe(float, pixel_r), out_param_xe(float, pixel_g),
out_param_xe(float, pixel_b), uint2_xe pixel_position,
uint4_xe const0, uint4_xe const1, bool no_scaling);
entry_outputs_begin_xe
entry_out_target_xe(float4_xe, xe_cas_color, 0)
entry_outputs_end_stage_inputs_begin_xe
entry_stage_inputs_end_bindings_begin_pixel_xe
push_const_binding_xe(buffer(0))
entry_binding_next_xe
texture_xe(texture_2d_xe, xe_cas_source, set=0, binding=0, t0, space0,
texture(0))
entry_bindings_end_inputs_begin_xe
entry_in_pixel_coord_xe
entry_inputs_end_code_begin_xe
{
uint2_xe pixel_coord = uint2_xe(int2_xe(in_pixel_coord_xe.xy) -
push_const_xe(xe_cas_output_offset));
// CasSetup with smaller push constants usage.
uint4_xe cas_const_0 =
uint4_xe(
float_bits_to_uint_xe(push_const_xe(xe_cas_input_output_size_ratio)),
float_bits_to_uint_xe(
0.5f * push_const_xe(xe_cas_input_output_size_ratio) - 0.5f));
uint4_xe cas_const_1 =
uint4_xe(
float_bits_to_uint_xe(push_const_xe(xe_cas_sharpness_post_setup)),
pack_half_2x16_xe(float2_xe(
push_const_xe(xe_cas_sharpness_post_setup), 0.0f)),
float_bits_to_uint_xe(8.0f), 0u);
float4_xe cas_color;
CasFilter(cas_color.r, cas_color.g, cas_color.b, pixel_coord, cas_const_0,
cas_const_1, false);
// Linear conversion approximation as recommended in the CAS presentation.
cas_color.rgb = sqrt(cas_color.rgb);
#if XE_GUEST_OUTPUT_DITHER
// Clamping because on Vulkan, the surface may specify any format, including
// floating-point.
cas_color.rgb =
saturate_xe(cas_color.rgb + XeDitherOffset8bpc(pixel_coord));
#endif // XE_GUEST_OUTPUT_DITHER
// Force alpha to 1 to make sure the surface won't be translucent.
cas_color.a = 1.0f;
out_xe(xe_cas_color) = cas_color;
}
entry_code_end_xe
#define A_GPU 1
#include "../../../../third_party/FidelityFX-CAS/ffx-cas/ffx_a.h"
float3_xe CasLoad(int2_xe p) {
return texel_fetch_2d_xe(xe_cas_source, p, 0).rgb;
}
void CasInput(inout_param_xe(float, r), inout_param_xe(float, g),
inout_param_xe(float, b)) {
// Linear conversion approximation as recommended in the CAS presentation.
r *= r;
g *= g;
b *= b;
}
#include "../../../../third_party/FidelityFX-CAS/ffx-cas/ffx_cas.h"