[D3D12] DXT5 decompression shader (not used yet)
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@@ -15,22 +15,17 @@
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// MM NN OO PP
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void XeCTX1FourBlocksRowToR8G8(uint4 end_low_rr00gg00, uint4 end_high_rr00gg00,
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uint4 weights_high, uint weights_shift,
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out uint4 row_01, out uint4 row_23) {
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uint4 weights_high, out uint4 row_01,
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out uint4 row_23) {
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uint4 weights_low = ~weights_high;
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uint4 weights_shifts = weights_shift + uint4(0u, 2u, 4u, 6u);
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uint4 row_3aaaa =
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((weights_low >> weights_shifts.x) & 3u) * end_low_rr00gg00 +
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((weights_high >> weights_shifts.x) & 3u) * end_high_rr00gg00;
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uint4 row_3bbbb =
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((weights_low >> weights_shifts.y) & 3u) * end_low_rr00gg00 +
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((weights_high >> weights_shifts.y) & 3u) * end_high_rr00gg00;
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uint4 row_3cccc =
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((weights_low >> weights_shifts.z) & 3u) * end_low_rr00gg00 +
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((weights_high >> weights_shifts.z) & 3u) * end_high_rr00gg00;
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uint4 row_3dddd =
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((weights_low >> weights_shifts.w) & 3u) * end_low_rr00gg00 +
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((weights_high >> weights_shifts.w) & 3u) * end_high_rr00gg00;
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uint4 row_3aaaa = (weights_low & 3u) * end_low_rr00gg00 +
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(weights_high & 3u) * end_high_rr00gg00;
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uint4 row_3bbbb = ((weights_low >> 2u) & 3u) * end_low_rr00gg00 +
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((weights_high >> 2u) & 3u) * end_high_rr00gg00;
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uint4 row_3cccc = ((weights_low >> 4u) & 3u) * end_low_rr00gg00 +
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((weights_high >> 4u) & 3u) * end_high_rr00gg00;
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uint4 row_3dddd = ((weights_low >> 6u) & 3u) * end_low_rr00gg00 +
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((weights_high >> 6u) & 3u) * end_high_rr00gg00;
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uint4 row_half_3acac = uint4(row_3aaaa.xy, row_3cccc.xy).xzyw;
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uint4 row_half_3bdbd = uint4(row_3bbbb.xy, row_3dddd.xy).xzyw;
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// R0A G0A R0B G0B | R0C G0C R0D G0D | R1A G1A R1B G1B | R1C G1C R1D G1D
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@@ -85,8 +80,8 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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xe_texture_copy_host_pitch, 2u) + xe_texture_copy_host_base;
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for (uint i = 0u; i < 4u; ++i) {
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uint4 row_01, row_23;
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XeCTX1FourBlocksRowToR8G8(end_low_rr00gg00, end_high_rr00gg00, weights_high,
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i * 8u, row_01, row_23);
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XeCTX1FourBlocksRowToR8G8(end_low_rr00gg00, end_high_rr00gg00,
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weights_high >> (i * 8u), row_01, row_23);
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xe_texture_copy_dest.Store4(texel_offset_host, row_01);
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xe_texture_copy_dest.Store4(texel_offset_host + 16u, row_23);
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if (++texel_index_host.y >= xe_texture_copy_size_texels.y) {
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