[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

@@ -34,7 +34,7 @@ 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), 8u, 3u) >> 4;
uint endian = XeTextureLoadEndian();
uint endian = XeTextureLoadEndian32();
int i;
[unroll] for (i = 0; i < 2; ++i) {
if (i) {
@@ -43,8 +43,8 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
block_offset_guest += XeTextureLoadIsTiled() ? 2 : 1;
}
// Two blocks.
uint4 blocks = XeByteSwap(xe_texture_load_source[block_offset_guest],
endian);
uint4 blocks = XeEndianSwap32(xe_texture_load_source[block_offset_guest],
endian);
// Unpack the endpoints as 0x00g000r0 0x00G000R0 0x00g100r1 0x00G100R1 so
// they can be multiplied by their weights allowing overflow.
uint4 end_8in16;