[GPU] Change "element" name back to "block" in texture addressing

The 32_32_32_FLOAT format seems to be vertex-only, so it looks like there
can't be storage elements smaller than a single texel.

So, use a more precise name that can't be confused with "picture element"
(pixel) or "texture element" (texel) that represents a single logical pixel
rather than a storage block of pixels.
This commit is contained in:
Triang3l
2026-01-15 11:56:45 +03:00
parent c4e1242fa2
commit 88f95a8bd6
5 changed files with 124 additions and 134 deletions

View File

@@ -1005,12 +1005,12 @@ bool GetResolveInfo(const RegisterFile& regs, const Memory& memory,
auto rb_copy_dest_pitch = regs.Get<reg::RB_COPY_DEST_PITCH>();
const uint32_t copy_dest_pitch_aligned =
xe::align(rb_copy_dest_pitch.copy_dest_pitch,
texture_address::kStoragePitchHeightAlignmentElements);
texture_address::kStoragePitchHeightAlignmentBlocks);
info_out.copy_dest_coordinate_info.pitch_aligned_div_32 =
copy_dest_pitch_aligned >> 5;
const uint32_t copy_dest_height_aligned =
xe::align(rb_copy_dest_pitch.copy_dest_height,
texture_address::kStoragePitchHeightAlignmentElements);
texture_address::kStoragePitchHeightAlignmentBlocks);
info_out.copy_dest_coordinate_info.height_aligned_div_32 =
copy_dest_height_aligned >> 5;
const FormatInfo& dest_format_info = *FormatInfo::Get(dest_format);