/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2022 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "texture_load.xesli" array_buffer_wo_declare_xe(uint4_xe, xe_texture_load_dest, set=0, binding=0, u0, space0) array_buffer_declare_xe(uint2_xe, xe_texture_load_source, set=1, binding=0, t0, space0) entry_bindings_begin_compute_xe XE_TEXTURE_LOAD_PUSH_CONST_BINDING entry_binding_next_xe array_buffer_wo_binding_xe(uint4_xe, xe_texture_load_dest, buffer(1)) entry_binding_next_xe array_buffer_binding_xe(uint2_xe, xe_texture_load_source, buffer(2)) entry_bindings_end_inputs_begin_compute_xe entry_in_global_thread_id_xe entry_inputs_end_code_begin_compute_xe { // 1 thread = 16 blocks. XeTextureLoadInfo load_info = XeTextureLoadGetInfo(pass_push_consts_xe); uint3_xe block_index = in_global_thread_id_xe << uint3_xe(4u, 0u, 0u); dont_flatten_xe if (any(greater_than_equal_xe(block_index.xy, load_info.size_blocks.xy))) { return; } uint block_offset_host = uint( (XeTextureHostLinearOffset(int3_xe(block_index), load_info.host_pitch, load_info.size_blocks.y, 1u) + load_info.host_offset) >> 4u); uint block_offset_guest = XeTextureLoadSourceAddress(load_info, block_index, 0u) >> 3u; array_buffer_store_xe( xe_texture_load_dest, block_offset_host, uint4_xe( array_buffer_load_xe(xe_texture_load_source, block_offset_guest), array_buffer_load_xe( xe_texture_load_source, block_offset_guest + (XeTextureLoadLocalXAddressXor(8u, 0u, load_info.is_tiled) >> 3u)))); } entry_code_end_compute_xe