[D3D12] Rename XeTextureCopy to XeTextureLoad in shaders
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@@ -1,5 +1,5 @@
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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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void XeDXT1FourTransBlocksRowToRGBA8(
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uint4 rgb_10b_low, uint4 rgb_10b_high, uint4 weights, out uint4 row_0,
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@@ -51,17 +51,17 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 4 DXT1 (8bpb) blocks to 16x4 R8G8B8A8 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, 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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XeTextureLoadGuestBlockOffsets(block_index, 8u, 3u);
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uint4 blocks_01 = uint4(xe_texture_load_source.Load2(block_offsets_guest.x),
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xe_texture_load_source.Load2(block_offsets_guest.y));
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uint4 blocks_23 = uint4(xe_texture_load_source.Load2(block_offsets_guest.z),
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xe_texture_load_source.Load2(block_offsets_guest.w));
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blocks_01 = XeByteSwap(blocks_01, xe_texture_load_endianness);
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blocks_23 = XeByteSwap(blocks_23, xe_texture_load_endianness);
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uint4 codes = uint4(blocks_01.yw, blocks_23.yw);
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// Sort the color indices so they can be used as weights for the second
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@@ -87,8 +87,8 @@ 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, 4u) + 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, 4u) + xe_texture_load_host_base;
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for (uint i = 0u; i < 4u; ++i) {
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uint4 row_opaque_0, row_opaque_1, row_opaque_2, row_opaque_3;
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XeDXTFourBlocksRowToRGB8(rgb_10b_low, rgb_10b_high,
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@@ -102,17 +102,17 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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XeDXT1FourTransBlocksRowToRGBA8(rgb_10b_low, rgb_10b_high,
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weights_trans >> (i * 8u), row_trans_0,
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row_trans_1, row_trans_2, row_trans_3);
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xe_texture_copy_dest.Store4(texel_offset_host,
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xe_texture_load_dest.Store4(texel_offset_host,
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is_trans.x ? row_trans_0 : row_opaque_0);
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xe_texture_copy_dest.Store4(texel_offset_host + 16u,
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xe_texture_load_dest.Store4(texel_offset_host + 16u,
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is_trans.y ? row_trans_1 : row_opaque_1);
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xe_texture_copy_dest.Store4(texel_offset_host + 32u,
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xe_texture_load_dest.Store4(texel_offset_host + 32u,
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is_trans.z ? row_trans_2 : row_opaque_2);
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xe_texture_copy_dest.Store4(texel_offset_host + 48u,
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xe_texture_load_dest.Store4(texel_offset_host + 48u,
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is_trans.w ? row_trans_3 : row_opaque_3);
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if (++texel_index_host.y >= xe_texture_copy_size_texels.y) {
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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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