[D3D12] Rename XeTextureCopy to XeTextureLoad in shaders
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@@ -1,24 +1,24 @@
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#include "pixel_formats.hlsli"
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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 DXN (16bpb) blocks to 16x4 R8G8 texels.
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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, 16u, 4u);
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uint4 block_0 = xe_texture_copy_source.Load4(block_offsets_guest.x);
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uint4 block_1 = xe_texture_copy_source.Load4(block_offsets_guest.y);
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uint4 block_2 = xe_texture_copy_source.Load4(block_offsets_guest.z);
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uint4 block_3 = xe_texture_copy_source.Load4(block_offsets_guest.w);
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block_0 = XeByteSwap(block_0, xe_texture_copy_endianness);
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block_1 = XeByteSwap(block_1, xe_texture_copy_endianness);
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block_2 = XeByteSwap(block_2, xe_texture_copy_endianness);
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block_3 = XeByteSwap(block_3, xe_texture_copy_endianness);
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XeTextureLoadGuestBlockOffsets(block_index, 16u, 4u);
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uint4 block_0 = xe_texture_load_source.Load4(block_offsets_guest.x);
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uint4 block_1 = xe_texture_load_source.Load4(block_offsets_guest.y);
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uint4 block_2 = xe_texture_load_source.Load4(block_offsets_guest.z);
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uint4 block_3 = xe_texture_load_source.Load4(block_offsets_guest.w);
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block_0 = XeByteSwap(block_0, xe_texture_load_endianness);
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block_1 = XeByteSwap(block_1, xe_texture_load_endianness);
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block_2 = XeByteSwap(block_2, xe_texture_load_endianness);
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block_3 = XeByteSwap(block_3, xe_texture_load_endianness);
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uint4 r_blocks_0 = uint4(block_0.x, block_1.x, block_2.x, block_3.x);
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uint4 r_blocks_1 = uint4(block_0.y, block_1.y, block_2.y, block_3.y);
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uint4 g_blocks_0 = uint4(block_0.z, block_1.z, block_2.z, block_3.z);
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@@ -47,8 +47,8 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// Uncompress and write the rows.
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uint3 texel_index_host = block_index << uint3(2u, 2u, 0u);
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uint texel_offset_host = XeTextureHostLinearOffset(
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texel_index_host, xe_texture_copy_size_texels.y,
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xe_texture_copy_host_pitch, 2u) + xe_texture_copy_host_base;
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texel_index_host, xe_texture_load_size_texels.y,
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xe_texture_load_host_pitch, 2u) + xe_texture_load_host_base;
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for (uint i = 0u; i < 4u; ++i) {
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uint4 r_row = XeDXT5Four8StepBlocksRowToA8(
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r_end_low, r_end_high,
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@@ -67,16 +67,16 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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(((r_row.xxyy >> uint4(8u, 24u, 8u, 24u)) & 0xFFu) << 16u) |
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(((g_row.xxyy >> uint4(0u, 16u, 0u, 16u)) & 0xFFu) << 8u) |
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(((g_row.xxyy >> uint4(8u, 24u, 8u, 24u)) & 0xFFu) << 24u);
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xe_texture_copy_dest.Store4(texel_offset_host, rg_row_half);
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xe_texture_load_dest.Store4(texel_offset_host, rg_row_half);
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rg_row_half =
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((r_row.zzww >> uint4(0u, 16u, 0u, 16u)) & 0xFFu) |
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(((r_row.zzww >> uint4(8u, 24u, 8u, 24u)) & 0xFFu) << 16u) |
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(((g_row.zzww >> uint4(0u, 16u, 0u, 16u)) & 0xFFu) << 8u) |
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(((g_row.zzww >> uint4(8u, 24u, 8u, 24u)) & 0xFFu) << 24u);
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xe_texture_copy_dest.Store4(texel_offset_host + 16u, rg_row_half);
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if (++texel_index_host.y >= xe_texture_copy_size_texels.y) {
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xe_texture_load_dest.Store4(texel_offset_host + 16u, rg_row_half);
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if (++texel_index_host.y >= xe_texture_load_size_texels.y) {
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return;
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}
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texel_offset_host += xe_texture_copy_host_pitch;
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texel_offset_host += xe_texture_load_host_pitch;
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}
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}
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