[GPU] Make resolve EDRAM binding DS 0 and rename it

Ordering the descriptor sets by the change frequency on Vulkan, in increasing order (the opposite of D3D12 root signatures). The EDRAM binding never changes there (always one storage buffer), while the destination buffer binding may become changeable in the future (to split dispatches if exceeding `maxStorageBufferRange`, for example).
This commit is contained in:
Triang3l
2022-06-20 12:15:52 +03:00
parent 9b83d3d0f4
commit b61953374e
56 changed files with 47980 additions and 47994 deletions

View File

@@ -9,10 +9,10 @@
#include "endian.xesli"
#include "pixel_formats.xesli"
#define XE_RESOLVE_SOURCE_IS_UINT_VECTOR_BUFFER
#define XE_RESOLVE_COPY_EDRAM_IS_UINT_VECTOR_BUFFER
#include "resolve.xesli"
xesl_writeTypedStorageBuffer_declare(xesl_uint4, xe_resolve_dest, set=0,
xesl_writeTypedStorageBuffer_declare(xesl_uint4, xe_resolve_dest, set=1,
binding=0, u0, space0)
#define xesl_localSize_x 8
#define xesl_localSize_y 8
@@ -23,7 +23,7 @@ xesl_entry_bindings_begin_compute
xesl_writeTypedStorageBuffer_binding(xesl_uint4, xe_resolve_dest,
buffer(1))
xesl_entry_binding_next
XE_RESOLVE_SOURCE_BINDING
XE_RESOLVE_COPY_EDRAM_BINDING
xesl_entry_bindings_end_inputs_begin_compute
xesl_entry_input_globalInvocationID
xesl_entry_inputs_end_code_begin_compute
@@ -40,7 +40,7 @@ xesl_entry_inputs_end_code_begin_compute
}
xesl_float4 pixel_0, pixel_1, pixel_2, pixel_3;
XeResolveLoad4RGBAColors(
xesl_function_call_uintVectorBuffer(xe_resolve_source)
xesl_function_call_uintVectorBuffer(xe_resolve_edram)
xesl_function_call_next_after_uintVectorBuffer
resolve_info,
XeResolveColorCopySourcePixelAddressIntsYDuplicating(resolve_info,