[D3D12] Rename XeTextureCopy to XeTextureLoad in shaders
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@@ -1,34 +1,34 @@
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#include "texture_copy.hlsli"
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#include "texture_load.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 ushort blocks.
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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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[branch] if (any(block_index >= xe_texture_load_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, 2u, 1u);
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XeTextureLoadGuestBlockOffsets(block_index, 2u, 1u);
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uint4 dword_offsets_guest = block_offsets_guest & ~3u;
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uint4 blocks = uint4(xe_texture_copy_source.Load(dword_offsets_guest.x),
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xe_texture_copy_source.Load(dword_offsets_guest.y),
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xe_texture_copy_source.Load(dword_offsets_guest.z),
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xe_texture_copy_source.Load(dword_offsets_guest.w));
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uint4 blocks = uint4(xe_texture_load_source.Load(dword_offsets_guest.x),
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xe_texture_load_source.Load(dword_offsets_guest.y),
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xe_texture_load_source.Load(dword_offsets_guest.z),
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xe_texture_load_source.Load(dword_offsets_guest.w));
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blocks = (blocks >> ((block_offsets_guest & 2u) << 3u)) & 0xFFFFu;
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blocks = XeByteSwap16(blocks, xe_texture_copy_endianness);
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blocks = XeByteSwap16(blocks, xe_texture_load_endianness);
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// Swap components - Xenos 16-bit packed textures are RGBA, but in Direct3D 12
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// they are BGRA.
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if (xe_texture_copy_guest_format == 3u) {
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if (xe_texture_load_guest_format == 3u) {
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// k_1_5_5_5.
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blocks = (blocks & ((31u << 5u) | (1u << 15u))) | ((blocks & 31u) << 10u) |
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((blocks >> 10u) & 31u);
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} else if (xe_texture_copy_guest_format == 4u) {
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} else if (xe_texture_load_guest_format == 4u) {
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// k_5_6_5.
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blocks = (blocks & (63u << 5u)) | ((blocks & 31u) << 11u) |
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((blocks >> 11u) & 31u);
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} else if (xe_texture_copy_guest_format == 15u) {
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} else if (xe_texture_load_guest_format == 15u) {
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// k_4_4_4_4.
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blocks =
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(blocks & 0xF0F0u) | ((blocks & 15u) << 8u) | ((blocks >> 8u) & 15u);
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@@ -36,8 +36,8 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// TODO(Triang3l): k_6_5_5.
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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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2u) + xe_texture_copy_host_base;
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xe_texture_copy_dest.Store2(block_offset_host,
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block_index, xe_texture_load_size_blocks.y, xe_texture_load_host_pitch,
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2u) + xe_texture_load_host_base;
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xe_texture_load_dest.Store2(block_offset_host,
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blocks.xz | (blocks.yw << 16u));
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}
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