#include "pixel_formats.hlsli" #include "texture_load.hlsli" [numthreads(8, 32, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 4 depth texels (24-bit float depth converted to 32-bit, can't // read stencil in shaders anyway because it would require a separate // DXGI_FORMAT_X32_TYPELESS_G8X24_UINT SRV). 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, 4u, 2u); uint4 blocks = uint4(xe_texture_load_source.Load(block_offsets_guest.x), xe_texture_load_source.Load(block_offsets_guest.y), xe_texture_load_source.Load(block_offsets_guest.z), xe_texture_load_source.Load(block_offsets_guest.w)); blocks = XeByteSwap(blocks, xe_texture_load_endianness); uint block_offset_host = XeTextureHostLinearOffset( block_index, xe_texture_load_size_blocks.y, xe_texture_load_host_pitch, 4u) + xe_texture_load_host_base; xe_texture_load_dest.Store4(block_offset_host, XeFloat20e4To32(blocks >> 8u)); }