[D3D12] Raw 32bpp resolve
This commit is contained in:
@@ -385,11 +385,11 @@ class RenderTargetCache {
|
||||
// 14 - log2(vertical sample count), 0 for 1x AA, 1 for 2x/4x AA.
|
||||
// 15 - log2(horizontal sample count), 0 for 1x/2x AA, 1 for 4x AA.
|
||||
// 16:17 - sample to load (16 - vertical index, 17 - horizontal index).
|
||||
// 18:19 - destination endianness.
|
||||
// 20:31 - BPP-specific info for swapping red/blue, 0 if not swapping.
|
||||
// 18:20 - destination endianness.
|
||||
// 21:31 - BPP-specific info for swapping red/blue, 0 if not swapping.
|
||||
// For 32 bits per pixel:
|
||||
// 20:24 - red/blue bit depth.
|
||||
// 25:29 - blue offset.
|
||||
// 21:25 - red/blue bit depth.
|
||||
// 26:30 - blue offset.
|
||||
// For 64 bits per pixel, it's 1 if need to swap 0:15 and 32:47.
|
||||
uint32_t tile_sample_dest_info;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user