[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring
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@@ -34,7 +34,7 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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int elements_pitch_host = xe_texture_load_host_pitch >> 4;
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int block_offset_guest =
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XeTextureLoadGuestBlockOffset(int3(block_index), 8u, 3u) >> 4;
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uint endian = XeTextureLoadEndian();
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uint endian = XeTextureLoadEndian32();
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int i;
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[unroll] for (i = 0; i < 2; ++i) {
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if (i) {
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@@ -43,8 +43,8 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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block_offset_guest += XeTextureLoadIsTiled() ? 2 : 1;
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}
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// Two blocks.
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uint4 blocks = XeByteSwap(xe_texture_load_source[block_offset_guest],
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endian);
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uint4 blocks = XeEndianSwap32(xe_texture_load_source[block_offset_guest],
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endian);
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// Unpack the endpoints as 0x00g000r0 0x00G000R0 0x00g100r1 0x00G100R1 so
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// they can be multiplied by their weights allowing overflow.
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uint4 end_8in16;
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