[D3D12] 3D texture resolve
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@@ -543,17 +543,16 @@ class RenderTargetCache {
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// 0:11 - resolve area width/height in pixels.
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// 12:16 - offset in the destination texture (only up to 31 - assuming
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// 32*n is pre-applied to the base pointer).
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// 17: - left/top of the copied region (relative to EDRAM base).
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// 17:19 - Z in destination 3D texture (in [0]).
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// 20:31 - left/top of the copied region (relative to EDRAM base).
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uint32_t tile_sample_dimensions[2];
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uint32_t tile_sample_dest_base;
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// 0:13 - destination pitch.
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// 14:15 - sample to load (14 - vertical index, 15 - horizontal index).
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// 16:18 - destination endianness.
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// 19:31 - BPP-specific info for swapping red/blue, 0 if not swapping.
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// For 32 bits per pixel:
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// 19:23 - red/blue bit depth.
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// 24:28 - blue offset.
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// For 64 bits per pixel, it's 1 if need to swap 0:15 and 32:47.
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// 0:8 - align(destination pitch, 32) / 32.
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// 9:17 - align(destination height, 32) / 32 for 3D, 0 for 2D.
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// 18:19 - sample to load (18 - vertical index, 19 - horizontal index).
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// 20:22 - destination endianness.
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// 23:26 - source format (for red/blue swapping).
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// 27 - whether to swap red and blue.
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uint32_t tile_sample_dest_info;
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};
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struct {
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