[D3D12] Add red/blue swap to EDRAM loads and describe resolve modes
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@ -19,6 +19,7 @@
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#include "xenia/base/memory.h"
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#include "xenia/base/profiling.h"
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#include "xenia/gpu/d3d12/d3d12_command_processor.h"
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#include "xenia/gpu/texture_info.h"
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namespace xe {
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namespace gpu {
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@ -876,7 +877,7 @@ bool RenderTargetCache::Resolve(SharedMemory* shared_memory, Memory* memory) {
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bool RenderTargetCache::ResolveCopy(SharedMemory* shared_memory,
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uint32_t edram_base, uint32_t surface_pitch,
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MsaaSamples msaa_samples, bool is_depth,
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uint32_t format,
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uint32_t src_format,
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const D3D12_RECT& src_rect) {
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auto& regs = *register_file_;
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@ -909,9 +910,77 @@ bool RenderTargetCache::ResolveCopy(SharedMemory* shared_memory,
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uint32_t src_height =
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std::min(uint32_t(src_rect.bottom - src_rect.top), dest_height);
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XELOGGPU("Copying samples %u to 0x%.8X (%ux%u), info 0x%.8X",
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(rb_copy_control >> 4) & 0x7, regs[XE_GPU_REG_RB_COPY_DEST_BASE].u32,
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dest_pitch, dest_height, regs[XE_GPU_REG_RB_COPY_DEST_INFO].u32);
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// Get format info.
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uint32_t dest_info = regs[XE_GPU_REG_RB_COPY_DEST_INFO].u32;
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TextureFormat src_texture_format;
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if (is_depth) {
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src_texture_format =
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DepthRenderTargetToTextureFormat(DepthRenderTargetFormat(src_format));
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} else {
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src_texture_format =
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ColorRenderTargetToTextureFormat(ColorRenderTargetFormat(src_format));
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}
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assert_true(src_texture_format != TextureFormat::kUnknown);
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src_texture_format = GetBaseFormat(src_texture_format);
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TextureFormat dest_format =
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GetBaseFormat(TextureFormat((dest_info >> 7) & 0x3F));
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// Get the destination location.
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uint32_t dest_address = regs[XE_GPU_REG_RB_COPY_DEST_BASE].u32 & 0x1FFFFFFF;
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if (dest_address & 0x3) {
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assert_always();
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// Not 4-aligning may break UAV access significantly, let's hope games don't
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// resolve to 8bpp or 16bpp textures at very odd locations.
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return false;
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}
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int32_t dest_exp_bias = int32_t((dest_info >> 16) << 26) >> 26;
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uint32_t dest_swap = (dest_info >> 24) & 0x1;
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// TODO(Triang3l): Copy to array slices.
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// TODO(Triang3l): Investigate what copy_dest_number is.
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XELOGGPU(
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"Copying samples %u to 0x%.8X (%ux%u), destination format %s, "
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"exponent bias %d, red and blue %sswapped",
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(rb_copy_control >> 4) & 0x7, dest_address, dest_pitch, dest_height,
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FormatInfo::Get(dest_format)->name, dest_exp_bias,
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dest_swap ? "" : "not ");
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// There are 3 paths for resolving in this function - they don't necessarily
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// have to map directly to kRaw and kConvert CopyCommands.
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// - Raw color - when the source is single-sampled and has the same format as
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// the destination, and there's no need to apply exponent bias. A regular
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// EDRAM load is done to a buffer, and the buffer is then tiled to the
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// shared memory. Because swapping red and blue is very common, this path
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// supports swapping.
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// - Depth to depth - when the source and the destination formats are
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// renderable depth-stencil ones (D24S8 or D24FS8). A single sample is
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// taken from the EDRAM buffer, converted between D24 and D24F if needed,
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// and tiled directly to the shared memory buffer.
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// - Conversion - when a simple copy is not enough. The EDRAM region is loaded
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// to a render target resource, which is then used as a texture in a shader
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// performing the resolve (by sampling the texture on or between pixels with
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// bilinear filtering), applying exponent bias and swapping red and blue in
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// a format-agnostic way, then the resulting color is written to a temporary
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// RTV of the destination format. This also works for converting depth to
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// 16-bit or 32-bit.
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if (dest_format == TextureFormat::k_24_8 ||
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dest_format == TextureFormat::k_24_8_FLOAT) {
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// Depth to depth.
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XELOGGPU("Resolving to a depth texture");
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if (!is_depth) {
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return false;
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}
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// TODO(Triang3l): Depth to depth.
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return false;
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} else if (src_texture_format == dest_format &&
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msaa_samples == MsaaSamples::k1X && dest_exp_bias == 0) {
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XELOGGPU("Resolving a single-sampled surface without conversion");
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// TODO(Triang3l): Raw resolve.
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return false;
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} else {
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XELOGGPU("Resolving with a pixel shader");
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// TODO(Triang3l): Conversion.
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return false;
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}
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return true;
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}
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@ -1290,10 +1359,12 @@ void RenderTargetCache::StoreRenderTargetsToEDRAM() {
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location_dest.PlacedFootprint = render_target->footprints[1];
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command_list->CopyTextureRegion(&location_dest, 0, 0, 0, &location_source,
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nullptr);
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root_constants.rt_stencil_offset =
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root_constants.rt_stencil_offset_or_swap_red_blue =
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uint32_t(location_dest.PlacedFootprint.Offset);
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root_constants.rt_stencil_pitch =
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location_dest.PlacedFootprint.Footprint.RowPitch;
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} else {
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root_constants.rt_stencil_offset_or_swap_red_blue = 0;
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}
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// Transition the copy buffer to SRV.
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@ -1458,10 +1529,12 @@ void RenderTargetCache::LoadRenderTargetsFromEDRAM(
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root_constants.rt_color_depth_pitch =
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render_target->footprints[0].Footprint.RowPitch;
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if (render_target->key.is_depth) {
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root_constants.rt_stencil_offset =
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root_constants.rt_stencil_offset_or_swap_red_blue =
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uint32_t(render_target->footprints[1].Offset);
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root_constants.rt_stencil_pitch =
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render_target->footprints[1].Footprint.RowPitch;
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} else {
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root_constants.rt_stencil_offset_or_swap_red_blue = 0;
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}
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// Validate the height in case the resolve is somehow too large (shouldn't
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@ -338,7 +338,8 @@ class RenderTargetCache {
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// Performs the copying part of a resolve.
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bool ResolveCopy(SharedMemory* shared_memory, uint32_t edram_base,
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uint32_t surface_pitch, MsaaSamples msaa_samples,
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bool is_depth, uint32_t format, const D3D12_RECT& src_rect);
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bool is_depth, uint32_t src_format,
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const D3D12_RECT& src_rect);
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D3D12CommandProcessor* command_processor_;
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RegisterFile* register_file_;
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@ -354,7 +355,7 @@ class RenderTargetCache {
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uint32_t base_tiles;
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uint32_t pitch_tiles;
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uint32_t rt_color_depth_pitch;
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uint32_t rt_stencil_offset;
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uint32_t rt_stencil_offset_or_swap_red_blue;
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uint32_t rt_stencil_pitch;
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};
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// EDRAM buffer load/store pipelines.
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@ -8,6 +8,15 @@ void main(uint3 xe_group_id : SV_GroupID,
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tile_dword_index.x *= 4u;
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uint4 pixels = xe_edram_load_store_source.Load4(
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XeEDRAMOffset(xe_group_id.xy, tile_dword_index));
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if (xe_edram_swap_red_blue != 0u) {
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// Not a very long shift, just 16 or 20.
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uint blue_shift = xe_edram_swap_red_blue >> 16u;
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uint red_mask = xe_edram_swap_red_blue & 0xFFFFu;
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uint blue_mask = red_mask << blue_shift;
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pixels = (pixels & ~(red_mask | blue_mask)) |
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((pixels & red_mask) << blue_shift) |
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((pixels >> blue_shift) & red_mask);
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}
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uint rt_offset = xe_thread_id.y * xe_edram_rt_color_depth_pitch +
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xe_thread_id.x * 16u;
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xe_edram_load_store_dest.Store4(rt_offset, pixels);
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@ -13,6 +13,11 @@ void main(uint3 xe_group_id : SV_GroupID,
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}
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uint4 pixels = xe_edram_load_store_source.Load4(
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XeEDRAMOffset(xe_group_id.xy, tile_dword_index));
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if (xe_edram_swap_red_blue != 0u) {
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// The only 64-bit formats with a blue component are 16_16_16_16 and
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// 16_16_16_16_FLOAT.
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pixels = (pixels.yxwz & 0xFFFFu) | (pixels & 0xFFFF0000u);
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}
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uint rt_offset = xe_thread_id.y * xe_edram_rt_color_depth_pitch +
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xe_thread_id.x * 16u;
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xe_edram_load_store_dest.Store4(rt_offset, pixels);
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@ -14,6 +14,10 @@ void main(uint3 xe_group_id : SV_GroupID,
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uint4 pixels_f16u32_packed =
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uint4(pixel_0_f16u32.xz, pixel_1_f16u32.xz) |
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(uint4(pixel_0_f16u32.yw, pixel_1_f16u32.yw) << 16u);
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if (xe_edram_swap_red_blue != 0u) {
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pixels_f16u32_packed = (pixels_f16u32_packed.yxwz & 0xFFFFu) |
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(pixels_f16u32_packed & 0xFFFF0000u);
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}
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uint rt_offset = xe_thread_id.y * xe_edram_rt_color_depth_pitch +
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xe_thread_id.x * 16u;
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xe_edram_load_store_dest.Store4(rt_offset, pixels_f16u32_packed);
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@ -5,9 +5,13 @@ cbuffer XeEDRAMLoadStoreConstants : register(b0) {
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uint xe_edram_base_tiles;
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uint xe_edram_pitch_tiles;
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uint xe_edram_rt_color_depth_pitch;
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uint xe_edram_rt_stencil_offset;
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uint xe_edram_rt_stencil_offset_or_swap_red_blue;
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uint xe_edram_rt_stencil_pitch;
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};
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#define xe_edram_rt_stencil_offset xe_edram_rt_stencil_offset_or_swap_red_blue
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// For loads only. How exactly it's handled depends on the specific load shader,
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// but 0 always means red and blue shouldn't be swapped.
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#define xe_edram_swap_red_blue xe_edram_rt_stencil_offset_or_swap_red_blue
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ByteAddressBuffer xe_edram_load_store_source : register(t0);
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RWByteAddressBuffer xe_edram_load_store_dest : register(u0);
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