[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring
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@@ -728,12 +728,12 @@ void DxbcShaderTranslator::StartPixelShader() {
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// it will be sampled with higher resolution too.
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// Check if resolution scale is 2x2 and multiply by 0.5 in this case.
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system_constants_used_ |= 1ull
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<< kSysConst_EDRAMResolutionSquareScale_Index;
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<< kSysConst_EdramResolutionSquareScale_Index;
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DxbcOpIEq(DxbcDest::R(param_gen_temp, 0b0100),
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DxbcSrc::CB(cbuffer_index_system_constants_,
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uint32_t(CbufferRegister::kSystemConstants),
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kSysConst_EDRAMResolutionSquareScale_Vec)
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.Select(kSysConst_EDRAMResolutionSquareScale_Comp),
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kSysConst_EdramResolutionSquareScale_Vec)
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.Select(kSysConst_EdramResolutionSquareScale_Comp),
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DxbcSrc::LU(4));
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DxbcOpIf(true, DxbcSrc::R(param_gen_temp, DxbcSrc::kZZZZ));
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{
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@@ -2684,7 +2684,7 @@ void DxbcShaderTranslator::WriteResourceDefinitions() {
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shader_object_.push_back(uint32_t(DxbcRdefDimension::kUAVBuffer));
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// Not multisampled.
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shader_object_.push_back(0xFFFFFFFFu);
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shader_object_.push_back(uint32_t(UAVRegister::kEDRAM));
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shader_object_.push_back(uint32_t(UAVRegister::kEdram));
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// One binding.
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shader_object_.push_back(1);
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// No DxbcRdefInputFlags.
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@@ -3587,8 +3587,8 @@ void DxbcShaderTranslator::WriteShaderCode() {
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shader_object_.push_back(EncodeVectorSwizzledOperand(
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D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 3));
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shader_object_.push_back(uav_index_edram_);
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shader_object_.push_back(uint32_t(UAVRegister::kEDRAM));
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shader_object_.push_back(uint32_t(UAVRegister::kEDRAM));
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shader_object_.push_back(uint32_t(UAVRegister::kEdram));
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shader_object_.push_back(uint32_t(UAVRegister::kEdram));
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shader_object_.push_back(
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ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_UINT, 0) |
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ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_UINT, 1) |
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