[D3D12] 32bpp tiling shader
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src/xenia/gpu/d3d12/shaders/texture_tile.hlsli
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src/xenia/gpu/d3d12/shaders/texture_tile.hlsli
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#ifndef XENIA_GPU_D3D12_SHADERS_TEXTURE_TILE_HLSLI_
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#define XENIA_GPU_D3D12_SHADERS_TEXTURE_TILE_HLSLI_
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#include "byte_swap.hlsli"
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#include "texture_address.hlsli"
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cbuffer XeTextureTileConstants : register(b0) {
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// Either from the start of the shared memory or from the start of the typed
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// UAV, in bytes.
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uint xe_texture_tile_guest_base;
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// 0:2 - endianness (up to Xin128).
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// 3:31 - actual guest texture width.
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uint xe_texture_tile_endian_guest_pitch;
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// Size to copy, texels with index bigger than this won't be written.
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// Width in the lower 16 bits, height in the upper.
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uint xe_texture_tile_size;
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// Byte offset to the first texel from the beginning of the source buffer.
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uint xe_texture_tile_host_base;
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// Row pitch of the source buffer.
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uint xe_texture_tile_host_pitch;
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}
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ByteAddressBuffer xe_texture_tile_source : register(t0);
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// The target is u0, may be a raw UAV or a typed UAV depending on the format.
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#endif // XENIA_GPU_D3D12_SHADERS_TEXTURE_TILE_HLSLI_
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