/** ****************************************************************************** * 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" xesl_writeTypedStorageBuffer_declare(xesl_uint4, xe_texture_load_dest, set=0, binding=0, u0, space0) xesl_typedStorageBuffer_declare(xesl_uint4, xe_texture_load_source, set=1, binding=0, t0, space0) xesl_entry_bindings_begin_compute XE_TEXTURE_LOAD_CONSTANT_BUFFER_BINDING xesl_entry_binding_next xesl_writeTypedStorageBuffer_binding(xesl_uint4, xe_texture_load_dest, buffer(1)) xesl_entry_binding_next xesl_typedStorageBuffer_binding(xesl_uint4, xe_texture_load_source, buffer(2)) xesl_entry_bindings_end_inputs_begin_compute xesl_entry_input_globalInvocationID xesl_entry_inputs_end_code_begin_compute // 1 thread = 2 blocks. XeTextureLoadInfo load_info = XeTextureLoadGetInfo( xesl_function_call_constantBuffer(xe_texture_load_constants)); xesl_uint3 block_index = xesl_GlobalInvocationID << xesl_uint3(1u, 0u, 0u); xesl_dont_flatten if (any(xesl_greaterThanEqual(block_index.xy, load_info.size_blocks.xy))) { return; } uint block_offset_host = uint( (XeTextureHostLinearOffset(xesl_int3(block_index), load_info.host_pitch, load_info.size_blocks.y, 16u) + load_info.host_offset) >> 4u); uint block_offset_guest = XeTextureLoadGuestBlockOffset(load_info, block_index, 16u, 4u) >> 4u; xesl_writeTypedStorageBufferStore( xe_texture_load_dest, block_offset_host, XeEndianSwap32(xesl_typedStorageBufferLoad(xe_texture_load_source, block_offset_guest), load_info.endian_32)); ++block_offset_host; block_offset_guest += XeTextureLoadRightConsecutiveBlocksOffset(load_info, block_index.x, 4u) >> 4u; xesl_writeTypedStorageBufferStore( xe_texture_load_dest, block_offset_host, XeEndianSwap32(xesl_typedStorageBufferLoad(xe_texture_load_source, block_offset_guest), load_info.endian_32)); xesl_entry_code_end_compute