[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring
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@@ -394,7 +394,7 @@ union RB_MODECONTROL {
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union RB_SURFACE_INFO {
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struct {
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uint32_t surface_pitch : 14; // +0
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uint32_t surface_pitch : 14; // +0 in pixels.
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uint32_t : 2; // +14
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xenos::MsaaSamples msaa_samples : 2; // +16
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uint32_t hiz_pitch : 14; // +18
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@@ -454,7 +454,7 @@ union RB_COLORCONTROL {
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union RB_COLOR_INFO {
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struct {
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uint32_t color_base : 12; // +0
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uint32_t color_base : 12; // +0 in tiles.
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uint32_t : 4; // +12
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xenos::ColorRenderTargetFormat color_format : 4; // +16
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int32_t color_exp_bias : 6; // +20
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@@ -540,7 +540,7 @@ union RB_STENCILREFMASK {
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union RB_DEPTH_INFO {
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struct {
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uint32_t depth_base : 12; // +0
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uint32_t depth_base : 12; // +0 in tiles.
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uint32_t : 4; // +12
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xenos::DepthRenderTargetFormat depth_format : 1; // +16
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};
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@@ -548,6 +548,8 @@ union RB_DEPTH_INFO {
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static constexpr Register register_index = XE_GPU_REG_RB_DEPTH_INFO;
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};
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// Copy registers are very different than on Adreno.
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union RB_COPY_CONTROL {
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struct {
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uint32_t copy_src_select : 3; // +0 Depth is 4.
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