[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

@@ -18,7 +18,7 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
int elements_pitch_host = xe_texture_load_host_pitch >> 4;
int block_offset_guest =
XeTextureLoadGuestBlockOffset(int3(block_index), 4u, 2u) >> (4 - 2);
uint endian = XeTextureLoadEndian();
uint endian = XeTextureLoadEndian32();
int i;
[unroll] for (i = 0; i < 8; i += 2) {
if (i == 4 && XeTextureLoadIsTiled()) {
@@ -26,10 +26,10 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
block_offset_guest += 1 << 2;
}
// TTBB TTBB -> TTTT on the top row, BBBB on the bottom row.
uint4 block_0 = XeByteSwap(xe_texture_load_source[block_offset_guest++],
endian);
uint4 block_1 = XeByteSwap(xe_texture_load_source[block_offset_guest++],
endian);
uint4 block_0 = XeEndianSwap32(xe_texture_load_source[block_offset_guest++],
endian);
uint4 block_1 = XeEndianSwap32(xe_texture_load_source[block_offset_guest++],
endian);
xe_texture_load_dest[block_offset_host] = uint4(block_0.xy, block_1.xy);
xe_texture_load_dest[block_offset_host + elements_pitch_host] =
uint4(block_0.zw, block_1.zw);