[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

@@ -17,12 +17,12 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
xe_texture_load_host_base) >> 4;
int block_offset_guest =
XeTextureLoadGuestBlockOffset(int3(block_index), 16u, 4u) >> 4;
uint endian = XeTextureLoadEndian();
uint endian = XeTextureLoadEndian32();
xe_texture_load_dest[block_offset_host] =
XeByteSwap(xe_texture_load_source[block_offset_guest], endian);
XeEndianSwap32(xe_texture_load_source[block_offset_guest], endian);
++block_offset_host;
// Odd block = even block + 32 bytes when tiled.
block_offset_guest += XeTextureLoadIsTiled() ? 2 : 1;
xe_texture_load_dest[block_offset_host] =
XeByteSwap(xe_texture_load_source[block_offset_guest], endian);
XeEndianSwap32(xe_texture_load_source[block_offset_guest], endian);
}