[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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[numthreads(8, 32, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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@@ -7,30 +7,30 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// DXT3 because the overhead is the same, 2x, but the size must be 4-aligned).
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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 alpha4_r01 = uint4(blocks_01.xz, blocks_23.xz);
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uint4 alpha4_r23 = uint4(blocks_01.yw, blocks_23.yw);
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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, 1u) + 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, 1u) + xe_texture_load_host_base;
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for (uint i = 0u; i < 4u; ++i) {
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xe_texture_copy_dest.Store4(texel_offset_host, XeDXT3FourBlocksRowToA8(
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xe_texture_load_dest.Store4(texel_offset_host, XeDXT3FourBlocksRowToA8(
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(i < 2u ? alpha4_r01 : alpha4_r23) >> ((i & 1u) * 16u)));
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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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