[D3D12] EDRAM load, fix EDRAM depth encoding

This commit is contained in:
Triang3l
2018-08-11 23:39:27 +03:00
parent c7da5f0572
commit 19401f03d0
6 changed files with 292 additions and 46 deletions

View File

@@ -9,7 +9,7 @@ void main(uint3 xe_group_id : SV_GroupID,
tile_dword_index.x *= 4u;
uint edram_offset = XeEDRAMOffset(xe_group_id.xy, tile_dword_index);
uint4 depth24_stencil = xe_edram_load_store_source.Load4(edram_offset);
uint4 depth24 = depth24_stencil & 0xFFFFFFu;
uint4 depth24 = depth24_stencil >> 8u;
uint4 depth32 = xe_edram_load_store_source.Load4(10485760u + edram_offset);
// Depth. If the stored 32-bit depth converted to 24-bit is the same as the
// stored 24-bit depth, load the 32-bit value because it has more precision
@@ -22,7 +22,7 @@ void main(uint3 xe_group_id : SV_GroupID,
xe_thread_id.x * 16u;
xe_edram_load_store_dest.Store4(rt_offset, depth);
// Stencil.
uint4 stencil = (depth24_stencil >> 24u) << uint4(0u, 8u, 16u, 24u);
uint4 stencil = (depth24_stencil & 0xFFu) << uint4(0u, 8u, 16u, 24u);
stencil.xy |= stencil.zw;
stencil.x |= stencil.y;
rt_offset = xe_edram_rt_stencil_offset +