[Vulkan] Remove old Vulkan code, change shaders directory, create empty Vulkan backend

This commit is contained in:
Triang3l
2020-08-31 21:44:29 +03:00
parent 1e9ee8f43b
commit 7b93670dbd
461 changed files with 161 additions and 22194 deletions

View File

@@ -0,0 +1,26 @@
#include "endian.hlsli"
#include "resolve.hlsli"
RWBuffer<uint4> xe_resolve_dest : register(u0);
ByteAddressBuffer xe_resolve_source : register(t0);
[numthreads(8, 8, 1)]
void main(uint3 xe_thread_id : SV_DispatchThreadID) {
// 1 thread = 2 pixels.
uint2 pixel_index = xe_thread_id.xy << uint2(1u, 0u);
// Group height is the same as resolve granularity, Y overflow check not
// needed.
[branch] if (pixel_index.x >= XeResolveSize().x) {
return;
}
float4 pixel_0, pixel_1;
XeResolveLoad2RGBAColorsX1(
xe_resolve_source, XeResolveColorCopySourcePixelAddressInts(pixel_index),
pixel_0, pixel_1);
// Only 32_32_32_32_FLOAT color format is 128bpp.
uint endian = XeResolveDestEndian128();
uint dest_address = XeResolveDestPixelAddress(pixel_index, 4u) >> 4u;
xe_resolve_dest[dest_address] = XeEndianSwap128(asuint(pixel_0), endian);
// Odd pixel = even pixel + 16 bytes when tiled.
xe_resolve_dest[dest_address + 2u] = XeEndianSwap128(asuint(pixel_1), endian);
}