#include "texture_load.hlsli" [numthreads(16, 16, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 1 uint2 guest texel. [branch] if (any(xe_thread_id >= xe_texture_load_size_blocks)) { return; } uint block_offset_guest = XeTextureLoadGuestBlockOffsets(xe_thread_id, 8u, 3u).x << 2u; uint4 blocks_01 = xe_texture_load_source.Load4(block_offset_guest); uint4 blocks_23 = xe_texture_load_source.Load4(block_offset_guest + 16u); blocks_01 = XeByteSwap(blocks_01, xe_texture_load_endianness); blocks_23 = XeByteSwap(blocks_23, xe_texture_load_endianness); uint block_offset_host = XeTextureHostLinearOffset( xe_thread_id << uint3(1u, 1u, 0u), xe_texture_load_size_blocks.y << 1u, xe_texture_load_host_pitch, 8u) + xe_texture_load_host_base; xe_texture_load_dest.Store4(block_offset_host, blocks_01); xe_texture_load_dest.Store4(block_offset_host + xe_texture_load_host_pitch, blocks_23); }