[D3D12] Depth untiling, update depth resolve documentation
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25
src/xenia/gpu/d3d12/shaders/texture_load_depth_float.cs.hlsl
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25
src/xenia/gpu/d3d12/shaders/texture_load_depth_float.cs.hlsl
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#include "pixel_formats.hlsli"
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#include "texture_copy.hlsli"
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[numthreads(8, 32, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 4 depth texels (24-bit float depth converted to 32-bit, can't
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// read stencil in shaders anyway because it would require a separate
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// DXGI_FORMAT_X32_TYPELESS_G8X24_UINT SRV).
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uint3 block_index = xe_thread_id;
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block_index.x <<= 2u;
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[branch] if (any(block_index >= xe_texture_copy_size_blocks)) {
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return;
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}
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uint4 block_offsets_guest =
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XeTextureCopyGuestBlockOffsets(block_index, 4u, 2u);
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uint4 blocks = uint4(xe_texture_copy_source.Load(block_offsets_guest.x),
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xe_texture_copy_source.Load(block_offsets_guest.y),
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xe_texture_copy_source.Load(block_offsets_guest.z),
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xe_texture_copy_source.Load(block_offsets_guest.w));
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blocks = XeByteSwap(blocks, xe_texture_copy_endianness);
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uint block_offset_host = XeTextureHostLinearOffset(
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block_index, xe_texture_copy_size_blocks.y, xe_texture_copy_host_pitch,
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4u) + xe_texture_copy_host_base;
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xe_texture_copy_dest.Store4(block_offset_host, XeFloat20e4To32(blocks >> 8u));
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}
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