[D3D12] DXT3A textures
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29
src/xenia/gpu/d3d12/shaders/texture_load_dxt3a.cs.hlsl
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29
src/xenia/gpu/d3d12/shaders/texture_load_dxt3a.cs.hlsl
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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 DXT3A blocks to 4 DXT3 blocks with zero color.
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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, 8u, 3u);
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uint4 blocks_01 = uint4(xe_texture_copy_source.Load2(block_offsets_guest.x),
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xe_texture_copy_source.Load2(block_offsets_guest.y));
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uint4 blocks_23 = uint4(xe_texture_copy_source.Load2(block_offsets_guest.z),
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xe_texture_copy_source.Load2(block_offsets_guest.w));
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blocks_01 = XeByteSwap(blocks_01, xe_texture_copy_endianness);
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blocks_23 = XeByteSwap(blocks_23, 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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16u) + xe_texture_copy_host_base;
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xe_texture_copy_dest.Store4(block_offset_host, uint4(blocks_01.xy, 0u, 0u));
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xe_texture_copy_dest.Store4(block_offset_host + 16u,
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uint4(blocks_01.zw, 0u, 0u));
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xe_texture_copy_dest.Store4(block_offset_host + 32u,
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uint4(blocks_23.xy, 0u, 0u));
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xe_texture_copy_dest.Store4(block_offset_host + 48u,
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uint4(blocks_23.zw, 0u, 0u));
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}
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