#include "pixel_formats.hlsli" #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 depth texels, 24-bit float depth converted to 32-bit, can't // read stencil in shaders anyway because it would require a separate // DXGI_FORMAT_X32_TYPELESS_G8X24_UINT SRV. 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), xe_texture_load_size_blocks.y, xe_texture_load_host_pitch, 4u) + xe_texture_load_host_base) >> 4; int block_offset_guest = XeTextureLoadGuestBlockOffset(int3(block_index), 4u, 2u) >> 4; uint endian = XeTextureLoadEndian32(); xe_texture_load_dest[block_offset_host] = XeFloat20e4To32(XeEndianSwap32(xe_texture_load_source[block_offset_guest], endian) >> 8); ++block_offset_host; // Odd 4 blocks = even 4 blocks + 32 bytes when tiled. block_offset_guest += XeTextureLoadIsTiled() ? 2 : 1; xe_texture_load_dest[block_offset_host] = XeFloat20e4To32(XeEndianSwap32(xe_texture_load_source[block_offset_guest], endian) >> 8); }