[D3D12] Add red/blue swap to EDRAM loads and describe resolve modes

This commit is contained in:
Triang3l
2018-08-21 22:04:06 +03:00
parent d628e92ff5
commit da1be211eb
6 changed files with 105 additions and 9 deletions

View File

@@ -338,7 +338,8 @@ class RenderTargetCache {
// Performs the copying part of a resolve.
bool ResolveCopy(SharedMemory* shared_memory, uint32_t edram_base,
uint32_t surface_pitch, MsaaSamples msaa_samples,
bool is_depth, uint32_t format, const D3D12_RECT& src_rect);
bool is_depth, uint32_t src_format,
const D3D12_RECT& src_rect);
D3D12CommandProcessor* command_processor_;
RegisterFile* register_file_;
@@ -354,7 +355,7 @@ class RenderTargetCache {
uint32_t base_tiles;
uint32_t pitch_tiles;
uint32_t rt_color_depth_pitch;
uint32_t rt_stencil_offset;
uint32_t rt_stencil_offset_or_swap_red_blue;
uint32_t rt_stencil_pitch;
};
// EDRAM buffer load/store pipelines.