[GPU] 2x1-subsampled texture RGBA8 conversion shader
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@@ -44,8 +44,8 @@ namespace shaders {
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_64bpb_scaled_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_8bpb_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_8bpb_scaled_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_bgrg8_rgba8_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_bgrg8_rgbg8_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_bgrg8_rgbg8_scaled_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_ctx1_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_depth_float_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_depth_float_scaled_cs.h"
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@@ -59,7 +59,7 @@ namespace shaders {
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_dxt5_rgba8_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_dxt5a_r8_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_gbgr8_grgb8_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_gbgr8_grgb8_scaled_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_gbgr8_rgba8_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r10g11b11_rgba16_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r10g11b11_rgba16_scaled_cs.h"
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#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r10g11b11_rgba16_snorm_cs.h"
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@@ -133,17 +133,15 @@ const D3D12TextureCache::HostFormat D3D12TextureCache::host_formats_[64] = {
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LoadMode::kUnknown, xenos::XE_GPU_TEXTURE_SWIZZLE_RGGG},
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// k_Cr_Y1_Cb_Y0_REP
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// Red and blue swapped in the load shader for simplicity.
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// TODO(Triang3l): Decompress if the size is uneven.
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{DXGI_FORMAT_G8R8_G8B8_UNORM, DXGI_FORMAT_G8R8_G8B8_UNORM,
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LoadMode::kGBGR8ToGRGB8, DXGI_FORMAT_UNKNOWN, LoadMode::kUnknown, true,
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DXGI_FORMAT_UNKNOWN, LoadMode::kUnknown,
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DXGI_FORMAT_R8G8B8A8_UNORM, LoadMode::kGBGR8ToRGBA8,
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xenos::XE_GPU_TEXTURE_SWIZZLE_RGBB},
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// k_Y1_Cr_Y0_Cb_REP
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// Red and blue swapped in the load shader for simplicity.
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// TODO(Triang3l): Decompress if the size is uneven.
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{DXGI_FORMAT_R8G8_B8G8_UNORM, DXGI_FORMAT_R8G8_B8G8_UNORM,
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LoadMode::kBGRG8ToRGBG8, DXGI_FORMAT_UNKNOWN, LoadMode::kUnknown, true,
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DXGI_FORMAT_UNKNOWN, LoadMode::kUnknown,
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DXGI_FORMAT_R8G8B8A8_UNORM, LoadMode::kBGRG8ToRGBA8,
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xenos::XE_GPU_TEXTURE_SWIZZLE_RGBB},
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// k_16_16_EDRAM
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// Not usable as a texture, also has -32...32 range.
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@@ -406,13 +404,13 @@ const D3D12TextureCache::LoadModeInfo D3D12TextureCache::load_mode_info_[] = {
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shaders::texture_load_r4g4b4a4_b4g4r4a4_scaled_cs,
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sizeof(shaders::texture_load_r4g4b4a4_b4g4r4a4_scaled_cs), 4, 4, 2, 4, 16},
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{shaders::texture_load_gbgr8_grgb8_cs,
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sizeof(shaders::texture_load_gbgr8_grgb8_cs),
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shaders::texture_load_gbgr8_grgb8_scaled_cs,
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sizeof(shaders::texture_load_gbgr8_grgb8_scaled_cs), 4, 4, 4, 3, 8},
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sizeof(shaders::texture_load_gbgr8_grgb8_cs), nullptr, 0, 4, 4, 4, 3, 8},
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{shaders::texture_load_gbgr8_rgba8_cs,
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sizeof(shaders::texture_load_gbgr8_rgba8_cs), nullptr, 0, 4, 4, 8, 3, 16},
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{shaders::texture_load_bgrg8_rgbg8_cs,
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sizeof(shaders::texture_load_bgrg8_rgbg8_cs),
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shaders::texture_load_bgrg8_rgbg8_scaled_cs,
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sizeof(shaders::texture_load_bgrg8_rgbg8_scaled_cs), 4, 4, 4, 3, 8},
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sizeof(shaders::texture_load_bgrg8_rgbg8_cs), nullptr, 0, 4, 4, 4, 3, 8},
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{shaders::texture_load_bgrg8_rgba8_cs,
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sizeof(shaders::texture_load_bgrg8_rgba8_cs), nullptr, 0, 4, 4, 8, 3, 16},
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{shaders::texture_load_r10g11b11_rgba16_cs,
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sizeof(shaders::texture_load_r10g11b11_rgba16_cs),
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shaders::texture_load_r10g11b11_rgba16_scaled_cs,
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