[D3D12] Depth untiling, update depth resolve documentation

This commit is contained in:
Triang3l
2018-08-21 23:05:41 +03:00
parent da1be211eb
commit ddc8f17fa5
5 changed files with 73 additions and 17 deletions

View File

@@ -0,0 +1,25 @@
#include "pixel_formats.hlsli"
#include "texture_copy.hlsli"
[numthreads(8, 32, 1)]
void main(uint3 xe_thread_id : SV_DispatchThreadID) {
// 1 thread = 4 depth texels (24-bit float depth converted to 32-bit, can't
// read stencil in shaders anyway because it would require a separate
// DXGI_FORMAT_X32_TYPELESS_G8X24_UINT SRV).
uint3 block_index = xe_thread_id;
block_index.x <<= 2u;
[branch] if (any(block_index >= xe_texture_copy_size_blocks)) {
return;
}
uint4 block_offsets_guest =
XeTextureCopyGuestBlockOffsets(block_index, 4u, 2u);
uint4 blocks = uint4(xe_texture_copy_source.Load(block_offsets_guest.x),
xe_texture_copy_source.Load(block_offsets_guest.y),
xe_texture_copy_source.Load(block_offsets_guest.z),
xe_texture_copy_source.Load(block_offsets_guest.w));
blocks = XeByteSwap(blocks, xe_texture_copy_endianness);
uint block_offset_host = XeTextureHostLinearOffset(
block_index, xe_texture_copy_size_blocks.y, xe_texture_copy_host_pitch,
4u) + xe_texture_copy_host_base;
xe_texture_copy_dest.Store4(block_offset_host, XeFloat20e4To32(blocks >> 8u));
}