[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:
@@ -19,16 +19,16 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
|
||||
xe_texture_load_host_base) >> 4;
|
||||
int block_offset_guest =
|
||||
XeTextureLoadGuestBlockOffset(int3(block_index), 4u, 2u) >> 4;
|
||||
uint endian = XeTextureLoadEndian();
|
||||
uint endian = XeTextureLoadEndian32();
|
||||
XE_TEXTURE_LOAD_32BPB_TO_64BPB(
|
||||
XeByteSwap(xe_texture_load_source[block_offset_guest], endian),
|
||||
XeEndianSwap32(xe_texture_load_source[block_offset_guest], endian),
|
||||
xe_texture_load_dest[block_offset_host],
|
||||
xe_texture_load_dest[block_offset_host + 1]);
|
||||
block_offset_host += 2;
|
||||
// Odd 4 blocks = even 4 blocks + 32 bytes when tiled.
|
||||
block_offset_guest += XeTextureLoadIsTiled() ? 2 : 1;
|
||||
XE_TEXTURE_LOAD_32BPB_TO_64BPB(
|
||||
XeByteSwap(xe_texture_load_source[block_offset_guest], endian),
|
||||
XeEndianSwap32(xe_texture_load_source[block_offset_guest], endian),
|
||||
xe_texture_load_dest[block_offset_host],
|
||||
xe_texture_load_dest[block_offset_host + 1]);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user