[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring
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@@ -17,12 +17,12 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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xe_texture_load_host_base) >> 4;
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int block_offset_guest =
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XeTextureLoadGuestBlockOffset(int3(block_index), 16u, 4u) >> 4;
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uint endian = XeTextureLoadEndian();
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uint endian = XeTextureLoadEndian32();
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xe_texture_load_dest[block_offset_host] =
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XeByteSwap(xe_texture_load_source[block_offset_guest], endian);
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XeEndianSwap32(xe_texture_load_source[block_offset_guest], endian);
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++block_offset_host;
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// Odd block = even block + 32 bytes when tiled.
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block_offset_guest += XeTextureLoadIsTiled() ? 2 : 1;
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xe_texture_load_dest[block_offset_host] =
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XeByteSwap(xe_texture_load_source[block_offset_guest], endian);
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XeEndianSwap32(xe_texture_load_source[block_offset_guest], endian);
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}
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