[GPU] Properly handle scaled textures and weights
Fix d3d12 logic wrt scaling weights, add vulkan impelementation for using scaled texture offsets and fix resolution-scaled texture detection
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@@ -34,7 +34,7 @@ class SpirvShaderTranslator : public ShaderTranslator {
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// TODO(Triang3l): Change to 0xYYYYMMDD once it's out of the rapid
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// prototyping stage (easier to do small granular updates with an
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// incremental counter).
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static constexpr uint32_t kVersion = 6;
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static constexpr uint32_t kVersion = 7;
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enum class DepthStencilMode : uint32_t {
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kNoModifiers,
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@@ -202,6 +202,10 @@ class SpirvShaderTranslator : public ShaderTranslator {
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// swizzles for 2 texture fetch constants (in bits 0:11 and 12:23).
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uint32_t texture_swizzles[16];
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// Whether the contents of each texture in fetch constants comes from a
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// resolve operation (bit per texture, 32 textures max).
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uint32_t textures_resolved;
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float alpha_test_reference;
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uint32_t edram_32bpp_tile_pitch_dwords_scaled;
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uint32_t edram_depth_base_dwords_scaled;
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@@ -821,6 +825,7 @@ class SpirvShaderTranslator : public ShaderTranslator {
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kSystemConstantPointScreenDiameterToNdcRadius,
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kSystemConstantTextureSwizzledSigns,
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kSystemConstantTextureSwizzles,
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kSystemConstantTexturesResolved,
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kSystemConstantAlphaTestReference,
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kSystemConstantEdram32bppTilePitchDwordsScaled,
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kSystemConstantEdramDepthBaseDwordsScaled,
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