[D3D12] Use typed buffers for texture untiling, calculate guest address once per thread
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@@ -1,30 +1,28 @@
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#include "texture_load.hlsli"
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[numthreads(8, 32, 1)]
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Buffer<uint4> xe_texture_load_source : register(t0);
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RWBuffer<uint4> xe_texture_load_dest : register(u0);
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[numthreads(16, 32, 1)]
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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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// 1 thread = 2 blocks.
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uint3 block_index = xe_thread_id << uint3(1, 0, 0);
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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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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 block_offsets_host;
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block_offsets_host.x = XeTextureHostLinearOffset(
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block_index, xe_texture_load_size_blocks.y, xe_texture_load_host_pitch,
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16u) + xe_texture_load_host_base;
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block_offsets_host.yzw = uint3(16u, 32u, 48u) + block_offsets_host.x;
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xe_texture_load_dest.Store4(block_offsets_host.x, block_0);
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xe_texture_load_dest.Store4(block_offsets_host.y, block_1);
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xe_texture_load_dest.Store4(block_offsets_host.z, block_2);
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xe_texture_load_dest.Store4(block_offsets_host.w, block_3);
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int block_offset_host =
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(XeTextureHostLinearOffset(int3(block_index),
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xe_texture_load_size_blocks.y,
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xe_texture_load_host_pitch, 16u) +
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xe_texture_load_host_base) >> 4;
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int block_offset_guest =
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XeTextureLoadGuestBlockOffset(int3(block_index), 16u, 4u) >> 4;
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uint endian = XeTextureLoadEndian();
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xe_texture_load_dest[block_offset_host] =
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XeByteSwap(xe_texture_load_source[block_offset_guest], endian);
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++block_offset_host;
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// Odd block = even block + 32 bytes when tiled.
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block_offset_guest += XeTextureLoadIsTiled() ? 2 : 1;
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xe_texture_load_dest[block_offset_host] =
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XeByteSwap(xe_texture_load_source[block_offset_guest], endian);
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}
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