#include "texture_copy.hlsli" [numthreads(8, 32, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 4 uint blocks. uint3 block_index = xe_thread_id; block_index.x <<= 2u; [branch] if (any(block_index >= xe_texture_copy_size_blocks)) { return; } uint4 block_offsets_guest = XeTextureCopyGuestBlockOffsets(block_index, 4u, 2u); uint4 blocks = uint4(xe_texture_copy_source.Load(block_offsets_guest.x), xe_texture_copy_source.Load(block_offsets_guest.y), xe_texture_copy_source.Load(block_offsets_guest.z), xe_texture_copy_source.Load(block_offsets_guest.w)); blocks = XeByteSwap(blocks, xe_texture_copy_endianness); uint block_offset_host = XeTextureHostLinearOffset( block_index, xe_texture_copy_size_blocks.y, xe_texture_copy_host_pitch, 4u) + xe_texture_copy_host_base; xe_texture_copy_dest.Store4(block_offset_host, blocks); }