#include "pixel_formats.hlsli" #include "texture_load.hlsli" [numthreads(8, 32, 1)] void main(uint3 xe_thread_id : SV_DispatchThreadID) { // 1 thread = 4 DXT3A (8bpb) blocks to 16x4 R8 texels (no need to convert to // DXT3 because the overhead is the same, 2x, but the size must be 4-aligned). uint3 block_index = xe_thread_id; block_index.x <<= 2u; [branch] if (any(block_index >= xe_texture_load_size_blocks)) { return; } uint4 block_offsets_guest = XeTextureLoadGuestBlockOffsets(block_index, 8u, 3u); uint4 blocks_01 = uint4(xe_texture_load_source.Load2(block_offsets_guest.x), xe_texture_load_source.Load2(block_offsets_guest.y)); uint4 blocks_23 = uint4(xe_texture_load_source.Load2(block_offsets_guest.z), xe_texture_load_source.Load2(block_offsets_guest.w)); blocks_01 = XeByteSwap(blocks_01, xe_texture_load_endianness); blocks_23 = XeByteSwap(blocks_23, xe_texture_load_endianness); uint4 alpha4_r01 = uint4(blocks_01.xz, blocks_23.xz); uint4 alpha4_r23 = uint4(blocks_01.yw, blocks_23.yw); // Uncompress and write the rows. uint3 texel_index_host = block_index << uint3(2u, 2u, 0u); uint texel_offset_host = XeTextureHostLinearOffset( texel_index_host, xe_texture_load_size_texels.y, xe_texture_load_host_pitch, 1u) + xe_texture_load_host_base; for (uint i = 0u; i < 4u; ++i) { xe_texture_load_dest.Store4(texel_offset_host, XeDXT3FourBlocksRowToA8( (i < 2u ? alpha4_r01 : alpha4_r23) >> ((i & 1u) * 16u))); if (++texel_index_host.y >= xe_texture_load_size_texels.y) { return; } texel_offset_host += xe_texture_load_host_pitch; } }