[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:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user