#include "texture_load.hlsli" Buffer xe_texture_load_source : register(t0); RWBuffer xe_texture_load_dest : register(u0); [numthreads(4, 32, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 8 blocks. uint3 block_index = xe_thread_id << uint3(3, 0, 0); [branch] if (any(block_index >= xe_texture_load_size_blocks)) { return; } int block_offset_host = (XeTextureHostLinearOffset(int3(block_index) << int3(1, 1, 0), xe_texture_load_size_blocks.y << 1, xe_texture_load_host_pitch, 4u) + xe_texture_load_host_base) >> 4; int elements_pitch_host = xe_texture_load_host_pitch >> 4; int block_offset_guest = XeTextureLoadGuestBlockOffset(int3(block_index), 4u, 2u) >> (4 - 2); uint endian = XeTextureLoadEndian32(); int i; [unroll] for (i = 0; i < 8; i += 2) { if (i == 4 && XeTextureLoadIsTiled()) { // Odd 4 blocks start = even 4 blocks end + 16 guest bytes when tiled. block_offset_guest += 1 << 2; } // TTBB TTBB -> TTTT on the top row, BBBB on the bottom row. uint4 block_0 = XeEndianSwap32(xe_texture_load_source[block_offset_guest++], endian); uint4 block_1 = XeEndianSwap32(xe_texture_load_source[block_offset_guest++], endian); xe_texture_load_dest[block_offset_host] = uint4(block_0.xy, block_1.xy); xe_texture_load_dest[block_offset_host + elements_pitch_host] = uint4(block_0.zw, block_1.zw); ++block_offset_host; } }