#include "texture_tile.hlsli" RWBuffer xe_texture_tile_dest : register(u0); [numthreads(8, 32, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 4 texels. uint2 texture_size = (xe_texture_tile_size >> uint2(0u, 16u)) & 0xFFFFu; uint2 texel_index = xe_thread_id.xy; texel_index.x <<= 2u; [branch] if (any(texel_index >= texture_size)) { return; } uint4 texels = (xe_texture_tile_source.Load( xe_texture_tile_host_base + texel_index.y * xe_texture_tile_host_pitch + texel_index.x).xxxx >> uint4(0u, 8u, 16u, 24u)) & 0xFFu; uint4 texel_addresses = xe_texture_tile_guest_base + XeTextureTiledOffset2D( texel_index, xe_texture_tile_endian_format_guest_pitch >> 9u, 0u); xe_texture_tile_dest[texel_addresses.x] = texels.x; bool3 texels_inside = uint3(1u, 2u, 3u) + texel_index.x < texture_size.x; [branch] if (texels_inside.x) { xe_texture_tile_dest[texel_addresses.y] = texels.y; [branch] if (texels_inside.y) { xe_texture_tile_dest[texel_addresses.z] = texels.z; [branch] if (texels_inside.z) { xe_texture_tile_dest[texel_addresses.w] = texels.w; } } } }