#include "pixel_formats.hlsli" #include "texture_load.hlsli" void XeDXT1FourTransBlocksRowToRGBA8( uint4 rgb_10b_low, uint4 rgb_10b_high, uint4 weights, out uint4 row_0, out uint4 row_1, out uint4 row_2, out uint4 row_3) { const uint4 weights_shifts_low = uint4(0u, 2u, 4u, 6u); const uint4 weights_shifts_high = uint4(1u, 3u, 5u, 7u); // Whether the texel is (RGB0+RGB1)/2 - divide the weighted sum by 2 (shift // right by 1) if it is. uint4 weights_sums_log2 = weights & ((weights & 0xAAAAAAAAu) >> 1u); // Whether the texel is opaque. uint4 weights_alpha = (weights & 0x55555555u) | ((weights & 0xAAAAAAAAu) >> 1u); uint4 block_rgb_10b = ((weights.xxxx >> weights_shifts_low) & 1u) * rgb_10b_low.x + ((weights.xxxx >> weights_shifts_high) & 1u) * rgb_10b_high.x; uint4 block_rgb_shift = (weights_sums_log2.xxxx >> weights_shifts_low) & 1u; row_0 = ((block_rgb_10b & 1023u) >> block_rgb_shift) + ((((block_rgb_10b >> 10u) & 1023u) >> block_rgb_shift) << 8u) + (((block_rgb_10b >> 20u) >> block_rgb_shift) << 16u) + (((weights_alpha.xxxx >> weights_shifts_low) & 1u) * 0xFF000000u); block_rgb_10b = ((weights.yyyy >> weights_shifts_low) & 1u) * rgb_10b_low.y + ((weights.yyyy >> weights_shifts_high) & 1u) * rgb_10b_high.y; block_rgb_shift = (weights_sums_log2.yyyy >> weights_shifts_low) & 1u; row_1 = ((block_rgb_10b & 1023u) >> block_rgb_shift) + ((((block_rgb_10b >> 10u) & 1023u) >> block_rgb_shift) << 8u) + (((block_rgb_10b >> 20u) >> block_rgb_shift) << 16u) + (((weights_alpha.yyyy >> weights_shifts_low) & 1u) * 0xFF000000u); block_rgb_10b = ((weights.zzzz >> weights_shifts_low) & 1u) * rgb_10b_low.z + ((weights.zzzz >> weights_shifts_high) & 1u) * rgb_10b_high.z; block_rgb_shift = (weights_sums_log2.zzzz >> weights_shifts_low) & 1u; row_2 = ((block_rgb_10b & 1023u) >> block_rgb_shift) + ((((block_rgb_10b >> 10u) & 1023u) >> block_rgb_shift) << 8u) + (((block_rgb_10b >> 20u) >> block_rgb_shift) << 16u) + (((weights_alpha.zzzz >> weights_shifts_low) & 1u) * 0xFF000000u); block_rgb_10b = ((weights.wwww >> weights_shifts_low) & 1u) * rgb_10b_low.w + ((weights.wwww >> weights_shifts_high) & 1u) * rgb_10b_high.w; block_rgb_shift = (weights_sums_log2.wwww >> weights_shifts_low) & 1u; row_3 = ((block_rgb_10b & 1023u) >> block_rgb_shift) + ((((block_rgb_10b >> 10u) & 1023u) >> block_rgb_shift) << 8u) + (((block_rgb_10b >> 20u) >> block_rgb_shift) << 16u) + (((weights_alpha.wwww >> weights_shifts_low) & 1u) * 0xFF000000u); } [numthreads(8, 32, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 4 DXT1 (8bpb) blocks to 16x4 R8G8B8A8 texels. 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, 8u, 3u); uint4 blocks_01 = uint4(xe_texture_load_source.Load2(block_offsets_guest.x), xe_texture_load_source.Load2(block_offsets_guest.y)); uint4 blocks_23 = uint4(xe_texture_load_source.Load2(block_offsets_guest.z), xe_texture_load_source.Load2(block_offsets_guest.w)); blocks_01 = XeByteSwap(blocks_01, xe_texture_load_endianness); blocks_23 = XeByteSwap(blocks_23, xe_texture_load_endianness); uint4 codes = uint4(blocks_01.yw, blocks_23.yw); // Sort the color indices so they can be used as weights for the second // endpoint in the opaque mode. uint4 weights_opaque_high = XeDXTHighColorWeights(codes); // Sort the color indices so bits of them can be used as endpoint weights, and // AND of those bits can be used as the right shift amount for mixing the two // colors in the punchthrough mode. // Initially 00 = 1:0, 01 = 0:1, 10 = 1:1, 11 = 0:0. // 00 = 0:0, 01 = 1:1, 10 = 0:1, 11 = 1:0. uint4 weights_trans = ~codes; // 00 = 0:0, 01 = 1:0, 10 = 0:1, 11 = 1:1. weights_trans ^= (weights_trans & 0x55555555u) << 1u; // Get endpoint RGB for mixing, as 8-bit components in 10-bit sequences. uint4 rgb_565 = uint4(blocks_01.xz, blocks_23.xz); uint4 rgb_10b_low, rgb_10b_high; XeDXTColorEndpointsTo8In10(rgb_565, rgb_10b_low, rgb_10b_high); // Get modes for each block. bool4 is_trans = (rgb_565 & 0xFFFFu) <= (rgb_565 >> 16u); // Uncompress and write the rows. uint3 texel_index_host = block_index << uint3(2u, 2u, 0u); uint texel_offset_host = XeTextureHostLinearOffset( texel_index_host, xe_texture_load_size_texels.y, xe_texture_load_host_pitch, 4u) + xe_texture_load_host_base; for (uint i = 0u; i < 4u; ++i) { uint4 row_opaque_0, row_opaque_1, row_opaque_2, row_opaque_3; XeDXTFourBlocksRowToRGB8(rgb_10b_low, rgb_10b_high, weights_opaque_high >> (i * 8u), row_opaque_0, row_opaque_1, row_opaque_2, row_opaque_3); row_opaque_0 |= 0xFF000000u; row_opaque_1 |= 0xFF000000u; row_opaque_2 |= 0xFF000000u; row_opaque_3 |= 0xFF000000u; uint4 row_trans_0, row_trans_1, row_trans_2, row_trans_3; XeDXT1FourTransBlocksRowToRGBA8(rgb_10b_low, rgb_10b_high, weights_trans >> (i * 8u), row_trans_0, row_trans_1, row_trans_2, row_trans_3); xe_texture_load_dest.Store4(texel_offset_host, is_trans.x ? row_trans_0 : row_opaque_0); xe_texture_load_dest.Store4(texel_offset_host + 16u, is_trans.y ? row_trans_1 : row_opaque_1); xe_texture_load_dest.Store4(texel_offset_host + 32u, is_trans.z ? row_trans_2 : row_opaque_2); xe_texture_load_dest.Store4(texel_offset_host + 48u, is_trans.w ? row_trans_3 : row_opaque_3); if (++texel_index_host.y >= xe_texture_load_size_texels.y) { return; } texel_offset_host += xe_texture_load_host_pitch; } }