#include "texture_copy.hlsli" [numthreads(8, 32, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 4 ushort 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, 2u, 1u); uint4 dword_offsets_guest = block_offsets_guest & ~3u; uint4 blocks = uint4(xe_texture_copy_source.Load(dword_offsets_guest.x), xe_texture_copy_source.Load(dword_offsets_guest.y), xe_texture_copy_source.Load(dword_offsets_guest.z), xe_texture_copy_source.Load(dword_offsets_guest.w)); blocks = (blocks >> ((block_offsets_guest & 2u) << 3u)) & 0xFFFFu; blocks = XeByteSwap16(blocks, xe_texture_copy_endianness); uint block_offset_host = XeTextureHostLinearOffset( block_index, xe_texture_copy_size_blocks.y, xe_texture_copy_host_pitch, 2u) + xe_texture_copy_host_base; xe_texture_copy_dest.Store2(block_offset_host, blocks.xz | (blocks.yw << 16u)); }