[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring
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@@ -47,7 +47,7 @@ ID3D12RootSignature* CreateRootSignature(
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return root_signature;
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}
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ID3D12PipelineState* CreateComputePipeline(
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ID3D12PipelineState* CreateComputePipelineState(
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ID3D12Device* device, const void* shader, size_t shader_size,
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ID3D12RootSignature* root_signature) {
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D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
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@@ -39,10 +39,9 @@ inline bool ReleaseAndNull(T& object) {
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ID3D12RootSignature* CreateRootSignature(D3D12Provider* provider,
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const D3D12_ROOT_SIGNATURE_DESC& desc);
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ID3D12PipelineState* CreateComputePipeline(ID3D12Device* device,
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const void* shader,
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size_t shader_size,
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ID3D12RootSignature* root_signature);
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ID3D12PipelineState* CreateComputePipelineState(
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ID3D12Device* device, const void* shader, size_t shader_size,
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ID3D12RootSignature* root_signature);
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constexpr DXGI_FORMAT GetUintPow2DXGIFormat(uint32_t element_size_bytes_log2) {
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switch (element_size_bytes_log2) {
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