[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring

This commit is contained in:
Triang3l
2020-08-09 21:33:10 +03:00
parent 72e41e2bf8
commit bd5f77bc3b
378 changed files with 72288 additions and 37207 deletions

View File

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