[D3D12] 64bpp raw resolve and EDRAM refactoring
This commit is contained in:
@@ -15,11 +15,11 @@ void main(uint3 xe_group_id : SV_GroupID,
|
||||
any(sample_index >= clear_rect.zw)) {
|
||||
return;
|
||||
}
|
||||
uint2 tile_dword_index = xe_group_thread_id.xy;
|
||||
tile_dword_index.x *= 2u;
|
||||
uint2 tile_sample_index = xe_group_thread_id.xy;
|
||||
tile_sample_index.x *= 2u;
|
||||
bool second_sample_inside = sample_index.x + 1u < clear_rect.z;
|
||||
// 24-bit depth.
|
||||
uint edram_offset = XeEDRAMOffset(xe_group_id.xy, tile_dword_index);
|
||||
uint edram_offset = XeEDRAMOffset32bpp(xe_group_id.xy, tile_sample_index);
|
||||
xe_edram_load_store_dest.Store(edram_offset, xe_edram_clear_depth24);
|
||||
[branch] if (second_sample_inside) {
|
||||
xe_edram_load_store_dest.Store(edram_offset + 4u, xe_edram_clear_depth24);
|
||||
|
||||
Reference in New Issue
Block a user