[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

@@ -20,13 +20,13 @@ 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();
uint4 blocks_01 = XeByteSwap(xe_texture_load_source[block_offset_guest],
endian);
uint endian = XeTextureLoadEndian32();
uint4 blocks_01 = XeEndianSwap32(xe_texture_load_source[block_offset_guest],
endian);
// Odd 2 blocks = even 2 blocks + 32 bytes when tiled.
block_offset_guest += XeTextureLoadIsTiled() ? 2 : 1;
uint4 blocks_23 = XeByteSwap(xe_texture_load_source[block_offset_guest],
endian);
uint4 blocks_23 = XeEndianSwap32(xe_texture_load_source[block_offset_guest],
endian);
xe_texture_load_dest[block_offset_host] =
XeDXT3AAs1111TwoBlocksRowToBGRA4(blocks_01.xz);
xe_texture_load_dest[block_offset_host + 1] =