[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring
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@@ -0,0 +1,30 @@
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#include "endian.hlsli"
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#include "resolve.hlsli"
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RWBuffer<uint4> xe_resolve_dest : register(u0);
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Buffer<uint4> xe_resolve_source : register(t0);
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[numthreads(8, 8, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 8 pixels.
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uint2 pixel_index = xe_thread_id.xy << uint2(3u, 0u);
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// Group height is the same as resolve granularity, Y overflow check not
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// needed.
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[branch] if (pixel_index.x >= XeResolveSize().x) {
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return;
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}
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uint source_address_int4s =
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XeEdramOffsetInts(pixel_index + XeResolveOffset(),
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XeResolveEdramBaseTiles(), XeResolveEdramPitchTiles(),
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XeResolveEdramMsaaSamples(), XeResolveEdramIsDepth(),
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0u, XeResolveFirstSampleIndex())
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>> 2u;
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uint4 pixels_0123 = xe_resolve_source[source_address_int4s];
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uint4 pixels_4567 = xe_resolve_source[source_address_int4s + 1u];
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XeResolveSwap8PixelsRedBlue32bpp(pixels_0123, pixels_4567);
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uint endian = XeResolveDestEndian128();
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uint dest_address = XeResolveDestPixelAddress(pixel_index, 2u) >> 4u;
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xe_resolve_dest[dest_address] = XeEndianSwap32(pixels_0123, endian);
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// Odd 4 pixels = even 4 pixels + 32 bytes when tiled.
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xe_resolve_dest[dest_address + 2u] = XeEndianSwap32(pixels_4567, endian);
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}
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