#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. uint3 block_index = xe_thread_id << uint3(4, 0, 0); [branch] if (any(block_index >= xe_texture_load_size_blocks)) { return; } int block_offset_host = (XeTextureHostLinearOffset(int3(block_index), xe_texture_load_size_blocks.y, xe_texture_load_host_pitch, 1u) + xe_texture_load_host_base) >> 4; int block_offset_guest = XeTextureLoadGuestBlockOffset(int3(block_index), 1u, 0u) >> 3; // Odd 8 blocks = even 8 blocks + 64 bytes when tiled. xe_texture_load_dest[block_offset_host] = uint4( xe_texture_load_source[block_offset_guest], xe_texture_load_source[block_offset_guest + (XeTextureLoadIsTiled() ? 8 : 1)]); }