[D3D12] CTX1 texture loading shader
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@@ -5,7 +5,7 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 4 uint4 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)) {
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[branch] if (any(block_index >= xe_texture_copy_size_blocks)) {
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return;
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}
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uint4 block_offsets_guest =
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@@ -19,8 +19,8 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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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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uint block_offset_host = XeTextureHostLinearOffset(
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block_index, xe_texture_copy_size.y, xe_texture_copy_host_pitch, 16u) +
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xe_texture_copy_host_base;
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block_index, xe_texture_copy_size_blocks.y, xe_texture_copy_host_pitch,
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16u) + xe_texture_copy_host_base;
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uint4 block_offsets_host = uint4(0u, 16u, 32u, 48u) + block_offset_host;
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xe_texture_copy_dest.Store4(block_offsets_host.x, block_0);
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xe_texture_copy_dest.Store4(block_offsets_host.y, block_1);
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