[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring
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@@ -28,6 +28,18 @@ DEFINE_bool(
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"the real reason why they're invalid is found.",
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"GPU");
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DEFINE_bool(
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half_pixel_offset, true,
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"Enable support of vertex half-pixel offset (D3D9 PA_SU_VTX_CNTL "
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"PIX_CENTER). Generally games are aware of the half-pixel offset, and "
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"having this enabled is the correct behavior (disabling this may "
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"significantly break post-processing in some games, like Halo 3), but in "
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"some games it might have been ignored, resulting in slight blurriness of "
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"UI textures, for instance, when they are read between texels rather than "
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"at texel centers (Banjo-Kazooie), or the leftmost/topmost pixels may not "
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"be fully covered when MSAA is used with fullscreen passes.",
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"GPU");
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DEFINE_int32(query_occlusion_fake_sample_count, 1000,
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"If set to -1 no sample counts are written, games may hang. Else, "
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"the sample count of every tile will be incremented on every "
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