[D3D12] 32bpb and 128bpb untiling, fix 3D tiled offset

This commit is contained in:
Triang3l
2018-08-06 23:31:09 +03:00
parent cfd3821b83
commit 83cf482a50
7 changed files with 155 additions and 89 deletions

View File

@@ -0,0 +1,22 @@
#include "texture_copy.hlsli"
[numthreads(8, 32, 1)]
void main(uint3 xe_thread_id : SV_DispatchThreadID) {
// 1 thread = 4 uint blocks.
uint3 block_index = xe_thread_id;
block_index.x <<= 2u;
[branch] if (any(block_index >= xe_texture_copy_size)) {
return;
}
uint4 block_offsets_guest =
XeTextureCopyGuestBlockOffsets(block_index, 4u, 2u);
uint4 blocks = uint4(xe_texture_copy_source.Load(block_offsets_guest.x),
xe_texture_copy_source.Load(block_offsets_guest.y),
xe_texture_copy_source.Load(block_offsets_guest.z),
xe_texture_copy_source.Load(block_offsets_guest.w));
blocks = XeByteSwap(blocks, xe_texture_copy_endianness);
uint block_offset_host = XeTextureHostLinearOffset(
block_index, xe_texture_copy_size.y, xe_texture_copy_host_pitch, 4u) +
xe_texture_copy_host_base;
xe_texture_copy_dest.Store4(block_offset_host, blocks);
}