[D3D12] Rename XeTextureCopy to XeTextureLoad in shaders

This commit is contained in:
Triang3l
2018-10-05 20:02:36 +03:00
parent 9dc7dfab02
commit 34946c57b0
58 changed files with 730 additions and 730 deletions

View File

@@ -1,29 +1,29 @@
#include "texture_copy.hlsli"
#include "texture_load.hlsli"
[numthreads(8, 32, 1)]
void main(uint3 xe_thread_id : SV_DispatchThreadID) {
// 1 thread = 4 uint4 blocks.
uint3 block_index = xe_thread_id;
block_index.x <<= 2u;
[branch] if (any(block_index >= xe_texture_copy_size_blocks)) {
[branch] if (any(block_index >= xe_texture_load_size_blocks)) {
return;
}
uint4 block_offsets_guest =
XeTextureCopyGuestBlockOffsets(block_index, 16u, 4u);
uint4 block_0 = xe_texture_copy_source.Load4(block_offsets_guest.x);
uint4 block_1 = xe_texture_copy_source.Load4(block_offsets_guest.y);
uint4 block_2 = xe_texture_copy_source.Load4(block_offsets_guest.z);
uint4 block_3 = xe_texture_copy_source.Load4(block_offsets_guest.w);
block_0 = XeByteSwap(block_0, xe_texture_copy_endianness);
block_1 = XeByteSwap(block_1, xe_texture_copy_endianness);
block_2 = XeByteSwap(block_2, xe_texture_copy_endianness);
block_3 = XeByteSwap(block_3, xe_texture_copy_endianness);
XeTextureLoadGuestBlockOffsets(block_index, 16u, 4u);
uint4 block_0 = xe_texture_load_source.Load4(block_offsets_guest.x);
uint4 block_1 = xe_texture_load_source.Load4(block_offsets_guest.y);
uint4 block_2 = xe_texture_load_source.Load4(block_offsets_guest.z);
uint4 block_3 = xe_texture_load_source.Load4(block_offsets_guest.w);
block_0 = XeByteSwap(block_0, xe_texture_load_endianness);
block_1 = XeByteSwap(block_1, xe_texture_load_endianness);
block_2 = XeByteSwap(block_2, xe_texture_load_endianness);
block_3 = XeByteSwap(block_3, xe_texture_load_endianness);
uint block_offset_host = XeTextureHostLinearOffset(
block_index, xe_texture_copy_size_blocks.y, xe_texture_copy_host_pitch,
16u) + xe_texture_copy_host_base;
block_index, xe_texture_load_size_blocks.y, xe_texture_load_host_pitch,
16u) + xe_texture_load_host_base;
uint4 block_offsets_host = uint4(0u, 16u, 32u, 48u) + block_offset_host;
xe_texture_copy_dest.Store4(block_offsets_host.x, block_0);
xe_texture_copy_dest.Store4(block_offsets_host.y, block_1);
xe_texture_copy_dest.Store4(block_offsets_host.z, block_2);
xe_texture_copy_dest.Store4(block_offsets_host.w, block_3);
xe_texture_load_dest.Store4(block_offsets_host.x, block_0);
xe_texture_load_dest.Store4(block_offsets_host.y, block_1);
xe_texture_load_dest.Store4(block_offsets_host.z, block_2);
xe_texture_load_dest.Store4(block_offsets_host.w, block_3);
}