#include "texture_load.hlsli" Buffer xe_texture_load_source : register(t0); RWBuffer xe_texture_load_dest : register(u0); [numthreads(2, 32, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 16 blocks passed through an externally provided // uint4 transformation function (XE_TEXTURE_LOAD_16BPB_TRANSFORM). uint3 block_index = xe_thread_id << uint3(4u, 0u, 0u); [branch] if (any(block_index >= xe_texture_load_size_blocks)) { return; } int block_offset_host = (XeTextureHostLinearOffset(int3(block_index), xe_texture_load_host_pitch, xe_texture_load_size_blocks.y, 2u) + xe_texture_load_host_offset) >> 4u; uint block_offset_guest = XeTextureLoadGuestBlockOffset(block_index, 2u, 1u) >> 4u; uint endian = XeTextureLoadEndian32(); xe_texture_load_dest[block_offset_host] = XE_TEXTURE_LOAD_16BPB_TRANSFORM( XeEndianSwap16(xe_texture_load_source[block_offset_guest], endian)); ++block_offset_host; block_offset_guest += XeTextureLoadRightConsecutiveBlocksOffset(block_index.x, 1u) >> 4u; xe_texture_load_dest[block_offset_host] = XE_TEXTURE_LOAD_16BPB_TRANSFORM( XeEndianSwap16(xe_texture_load_source[block_offset_guest], endian)); }