/** ****************************************************************************** * 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(uint4_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(uint4_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 = 4 DXT3A-as-1111 blocks to 16x4 16bpp texels passed through an // externally provided // `uint4 XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(uint2 halfblocks)` // conversion function. XeTextureLoadInfo load_info = XeTextureLoadGetInfo(pass_push_consts_xe); uint3_xe block_index = in_global_thread_id_xe << uint3_xe(2u, 0u, 0u); dont_flatten_xe if (any(greater_than_equal_xe(block_index.xy, load_info.size_blocks.xy))) { return; } uint3_xe texel_index_host = block_index << uint3_xe(2u, 2u, 0u); uint block_offset_host = uint( (XeTextureHostLinearOffset(int3_xe(texel_index_host), load_info.host_pitch, load_info.height_texels, 2u) + load_info.host_offset) >> 4u); uint elements_pitch_host = load_info.host_pitch >> 4u; uint block_offset_guest = XeTextureLoadSourceAddress(load_info, block_index, 3u) >> 4u; uint4_xe blocks_01 = XeEndianSwap32( array_buffer_load_xe(xe_texture_load_source, block_offset_guest), load_info.endian_32); // Odd 2 blocks = even 2 blocks + 32 bytes when tiled. block_offset_guest += load_info.is_tiled ? 2u : 1u; uint4_xe blocks_23 = XeEndianSwap32( array_buffer_load_xe(xe_texture_load_source, block_offset_guest), load_info.endian_32); array_buffer_store_xe( xe_texture_load_dest, block_offset_host, XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(blocks_01.xz)); array_buffer_store_xe( xe_texture_load_dest, block_offset_host + 1u, XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(blocks_23.xz)); dont_flatten_xe if (++texel_index_host.y < load_info.height_texels) { block_offset_host += elements_pitch_host; uint4_xe high_halfblocks = uint4_xe(blocks_01.xz, blocks_23.xz) >> 16u; array_buffer_store_xe( xe_texture_load_dest, block_offset_host, XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(high_halfblocks.xy)); array_buffer_store_xe( xe_texture_load_dest, block_offset_host + 1u, XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(high_halfblocks.zw)); dont_flatten_xe if (++texel_index_host.y < load_info.height_texels) { block_offset_host += elements_pitch_host; array_buffer_store_xe( xe_texture_load_dest, block_offset_host, XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(blocks_01.yw)); array_buffer_store_xe( xe_texture_load_dest, block_offset_host + 1u, XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(blocks_23.yw)); dont_flatten_xe if (++texel_index_host.y < load_info.height_texels) { block_offset_host += elements_pitch_host; high_halfblocks = uint4_xe(blocks_01.yw, blocks_23.yw) >> 16u; array_buffer_store_xe( xe_texture_load_dest, block_offset_host, XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(high_halfblocks.xy)); array_buffer_store_xe( xe_texture_load_dest, block_offset_host + 1u, XE_TEXTURE_LOAD_DXT3A_AS_1_1_1_1_TO_16BPP(high_halfblocks.zw)); } } } } entry_code_end_compute_xe