#include "texture_tile.hlsli" RWByteAddressBuffer xe_texture_tile_dest : register(u0); [numthreads(32, 32, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 1 texel (no benefit from reading 4 texels here). uint2 texture_size = (xe_texture_tile_size >> uint2(0u, 16u)) & 0xFFFFu; [branch] if (any(xe_thread_id.xy >= texture_size)) { return; } uint texel_address = xe_texture_tile_guest_base + XeTextureTiledOffset2D( xe_thread_id.xy, xe_texture_tile_endian_format_guest_pitch >> 9u, 4u).x; uint texel_source_offset = xe_texture_tile_host_base + xe_thread_id.y * xe_texture_tile_host_pitch + xe_thread_id.x * 16u; uint4 texel = XeByteSwap128( xe_texture_tile_source.Load4(texel_source_offset), xe_texture_tile_endian_format_guest_pitch); xe_texture_tile_dest.Store4(texel_address, texel); }