#include "endian.hlsli" #include "resolve.hlsli" RWBuffer xe_resolve_dest : register(u0); ByteAddressBuffer xe_resolve_source : register(t0); [numthreads(8, 8, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 2 pixels. uint2 pixel_index = xe_thread_id.xy << uint2(1u, 0u); // Group height is the same as resolve granularity, Y overflow check not // needed. [branch] if (pixel_index.x >= XeResolveSize().x) { return; } float4 pixel_0, pixel_1; XeResolveLoad2RGBAColorsX1( xe_resolve_source, XeResolveColorCopySourcePixelAddressInts(pixel_index), pixel_0, pixel_1); // Only 32_32_32_32_FLOAT color format is 128bpp. uint endian = XeResolveDestEndian128(); uint dest_address = XeResolveDestPixelAddress(pixel_index, 4u) >> 4u; xe_resolve_dest[dest_address] = XeEndianSwap128(asuint(pixel_0), endian); // Odd pixel = even pixel + 16 bytes when tiled. xe_resolve_dest[dest_address + 2u] = XeEndianSwap128(asuint(pixel_1), endian); }