[GPU] Vulkan fragment shader interlock RB and related fixes/cleanup
Also fixes addressing of MSAA samples 2 and 3 for 64bpp color render targets in the ROV RB implementation on Direct3D 12. Additionally, with FSI/ROV, alpha test and alpha to coverage are done only if the render target 0 was dynamically written to (according to the Direct3D 9 rules for writing to color render targets, though not sure if they actually apply to the alpha tests on Direct3D 9, but for safety). There is also some code cleanup for things spotted during the development of the feature.
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@@ -54,9 +54,11 @@ DEFINE_string(
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"GPU");
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DEFINE_bool(shader_output_bindless_resources, false,
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"Output host shader with bindless resources used.", "GPU");
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DEFINE_bool(shader_output_dxbc_rov, false,
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"Output ROV-based output-merger code in DXBC pixel shaders.",
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"GPU");
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DEFINE_bool(
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shader_output_pixel_shader_interlock, false,
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"Output host shader with a render backend implementation based on pixel "
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"shader interlock.",
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"GPU");
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namespace xe {
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namespace gpu {
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@@ -124,12 +126,15 @@ int shader_compiler_main(const std::vector<std::string>& args) {
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SpirvShaderTranslator::Features spirv_features(true);
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if (cvars::shader_output_type == "spirv" ||
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cvars::shader_output_type == "spirvtext") {
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translator = std::make_unique<SpirvShaderTranslator>(spirv_features);
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translator = std::make_unique<SpirvShaderTranslator>(
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spirv_features, true, true,
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cvars::shader_output_pixel_shader_interlock);
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} else if (cvars::shader_output_type == "dxbc" ||
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cvars::shader_output_type == "dxbctext") {
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translator = std::make_unique<DxbcShaderTranslator>(
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ui::GraphicsProvider::GpuVendorID(0),
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cvars::shader_output_bindless_resources, cvars::shader_output_dxbc_rov);
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cvars::shader_output_bindless_resources,
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cvars::shader_output_pixel_shader_interlock);
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} else {
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// Just output microcode disassembly generated during microcode information
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// gathering.
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