[D3D12] 32bpp and 20e4 clearing in resolves

This commit is contained in:
Triang3l
2018-08-25 17:03:06 +03:00
parent 66510b2e6f
commit 50470d67a8
5 changed files with 265 additions and 4 deletions

View File

@@ -0,0 +1,34 @@
#define XE_EDRAM_WRITE_ONLY
#include "edram_load_store.hlsli"
// Load4/Store4 aren't needed here, but 80x16 threads is over the limit.
[numthreads(40, 16, 1)]
void main(uint3 xe_group_id : SV_GroupID,
uint3 xe_group_thread_id : SV_GroupThreadID,
uint3 xe_thread_id : SV_DispatchThreadID) {
uint4 clear_rect;
clear_rect.xz = xe_edram_clear_rect & 0xFFFFu;
clear_rect.yw = xe_edram_clear_rect >> 16u;
uint2 sample_index = xe_thread_id.xy;
sample_index.x *= 2u;
[branch] if (any(sample_index < clear_rect.xy) ||
any(sample_index >= clear_rect.zw)) {
return;
}
uint2 tile_dword_index = xe_group_thread_id.xy;
tile_dword_index.x *= 2u;
bool second_sample_inside = sample_index.x + 1u < clear_rect.z;
// 24-bit depth.
uint edram_offset = XeEDRAMOffset(xe_group_id.xy, tile_dword_index);
xe_edram_load_store_dest.Store(edram_offset, xe_edram_clear_depth24);
[branch] if (second_sample_inside) {
xe_edram_load_store_dest.Store(edram_offset + 4u, xe_edram_clear_depth24);
}
// 32-bit depth (pre-converted on the CPU).
xe_edram_load_store_dest.Store(edram_offset + 10485760u,
xe_edram_clear_depth32);
[branch] if (second_sample_inside) {
xe_edram_load_store_dest.Store(edram_offset + 10485764u,
xe_edram_clear_depth32);
}
}