[D3D12] Use typed buffers for texture untiling, calculate guest address once per thread

This commit is contained in:
Triang3l
2020-07-03 20:03:53 +03:00
parent 1d35ba9ee7
commit 713f26b5c8
169 changed files with 49015 additions and 22864 deletions

View File

@@ -1,45 +1,2 @@
#include "texture_load.hlsli"
[numthreads(8, 32, 1)]
void main(uint3 xe_thread_id : SV_DispatchThreadID) {
// 1 thread = 4 ushort blocks.
uint3 block_index = xe_thread_id;
block_index.x <<= 2u;
[branch] if (any(block_index >= xe_texture_load_size_blocks)) {
return;
}
uint4 block_offsets_guest =
XeTextureLoadGuestBlockOffsets(block_index, 2u, 1u);
uint4 dword_offsets_guest = block_offsets_guest & ~3u;
uint4 blocks = uint4(xe_texture_load_source.Load(dword_offsets_guest.x),
xe_texture_load_source.Load(dword_offsets_guest.y),
xe_texture_load_source.Load(dword_offsets_guest.z),
xe_texture_load_source.Load(dword_offsets_guest.w));
blocks = (blocks >> ((block_offsets_guest & 2u) << 3u)) & 0xFFFFu;
blocks = XeByteSwap16(blocks, xe_texture_load_endianness);
// Swap components - Xenos 16-bit packed textures are RGBA, but in Direct3D 12
// they are BGRA.
if (xe_texture_load_guest_format == 3u) {
// k_1_5_5_5.
blocks = (blocks & ((31u << 5u) | (1u << 15u))) | ((blocks & 31u) << 10u) |
(blocks >> 10u);
} else if (xe_texture_load_guest_format == 4u) {
// k_5_6_5.
blocks = (blocks & (63u << 5u)) | ((blocks & 31u) << 11u) | (blocks >> 11u);
} else if (xe_texture_load_guest_format == 5u) {
// k_6_5_5 - RRRRR GGGGG BBBBBB to GGGGG BBBBBB RRRRR (use RBGA swizzle when
// reading).
blocks = ((blocks & 31u) << 11u) | (blocks >> 5u);
} else if (xe_texture_load_guest_format == 15u) {
// k_4_4_4_4.
blocks =
(blocks & 0xF0F0u) | ((blocks & 15u) << 8u) | ((blocks >> 8u) & 15u);
}
uint block_offset_host = XeTextureHostLinearOffset(
block_index, xe_texture_load_size_blocks.y, xe_texture_load_host_pitch,
2u) + xe_texture_load_host_base;
xe_texture_load_dest.Store2(block_offset_host,
blocks.xz | (blocks.yw << 16u));
}
#define XE_TEXTURE_LOAD_16BPB_TRANSFORM(blocks) (blocks)
#include "texture_load_16bpb.hlsli"