[GPU] Use `le<>` type for depth sample counts
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@ -1145,6 +1145,7 @@ bool CommandProcessor::ExecutePacketType3_EVENT_WRITE_EXT(RingBuffer* reader,
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bool CommandProcessor::ExecutePacketType3_EVENT_WRITE_ZPD(RingBuffer* reader,
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bool CommandProcessor::ExecutePacketType3_EVENT_WRITE_ZPD(RingBuffer* reader,
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uint32_t packet,
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uint32_t packet,
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uint32_t count) {
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uint32_t count) {
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// Set by D3D as BE but struct ABI is LE
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const uint32_t kQueryFinished = xe::byte_swap(0xFFFFFEED);
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const uint32_t kQueryFinished = xe::byte_swap(0xFFFFFEED);
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assert_true(count == 1);
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assert_true(count == 1);
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uint32_t initiator = reader->ReadAndSwap<uint32_t>();
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uint32_t initiator = reader->ReadAndSwap<uint32_t>();
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@ -1229,14 +1229,14 @@ struct alignas(uint32_t) xe_gpu_depth_sample_counts {
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// This is little endian as it is swapped in D3D code.
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// This is little endian as it is swapped in D3D code.
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// Corresponding A and B values are summed up by D3D.
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// Corresponding A and B values are summed up by D3D.
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// Occlusion there is calculated by substracting begin from end struct.
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// Occlusion there is calculated by substracting begin from end struct.
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uint32_t Total_A;
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le<uint32_t> Total_A;
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uint32_t Total_B;
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le<uint32_t> Total_B;
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uint32_t ZFail_A;
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le<uint32_t> ZFail_A;
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uint32_t ZFail_B;
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le<uint32_t> ZFail_B;
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uint32_t ZPass_A;
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le<uint32_t> ZPass_A;
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uint32_t ZPass_B;
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le<uint32_t> ZPass_B;
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uint32_t StencilFail_A;
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le<uint32_t> StencilFail_A;
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uint32_t StencilFail_B;
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le<uint32_t> StencilFail_B;
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};
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};
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static_assert_size(xe_gpu_depth_sample_counts, sizeof(uint32_t) * 8);
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static_assert_size(xe_gpu_depth_sample_counts, sizeof(uint32_t) * 8);
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