Files
Xenia-Canary/src/xenia/gpu/d3d12/shaders/texture_load_dxt1_rgba8.cs.hlsl

119 lines
6.0 KiB
HLSL

#include "pixel_formats.hlsli"
#include "texture_load.hlsli"
void XeDXT1FourTransBlocksRowToRGBA8(
uint4 rgb_10b_low, uint4 rgb_10b_high, uint4 weights, out uint4 row_0,
out uint4 row_1, out uint4 row_2, out uint4 row_3) {
const uint4 weights_shifts_low = uint4(0u, 2u, 4u, 6u);
const uint4 weights_shifts_high = uint4(1u, 3u, 5u, 7u);
// Whether the texel is (RGB0+RGB1)/2 - divide the weighted sum by 2 (shift
// right by 1) if it is.
uint4 weights_sums_log2 = weights & ((weights & 0xAAAAAAAAu) >> 1u);
// Whether the texel is opaque.
uint4 weights_alpha =
(weights & 0x55555555u) | ((weights & 0xAAAAAAAAu) >> 1u);
uint4 block_rgb_10b =
((weights.xxxx >> weights_shifts_low) & 1u) * rgb_10b_low.x +
((weights.xxxx >> weights_shifts_high) & 1u) * rgb_10b_high.x;
uint4 block_rgb_shift = (weights_sums_log2.xxxx >> weights_shifts_low) & 1u;
row_0 = ((block_rgb_10b & 1023u) >> block_rgb_shift) +
((((block_rgb_10b >> 10u) & 1023u) >> block_rgb_shift) << 8u) +
(((block_rgb_10b >> 20u) >> block_rgb_shift) << 16u) +
(((weights_alpha.xxxx >> weights_shifts_low) & 1u) * 0xFF000000u);
block_rgb_10b =
((weights.yyyy >> weights_shifts_low) & 1u) * rgb_10b_low.y +
((weights.yyyy >> weights_shifts_high) & 1u) * rgb_10b_high.y;
block_rgb_shift = (weights_sums_log2.yyyy >> weights_shifts_low) & 1u;
row_1 = ((block_rgb_10b & 1023u) >> block_rgb_shift) +
((((block_rgb_10b >> 10u) & 1023u) >> block_rgb_shift) << 8u) +
(((block_rgb_10b >> 20u) >> block_rgb_shift) << 16u) +
(((weights_alpha.yyyy >> weights_shifts_low) & 1u) * 0xFF000000u);
block_rgb_10b =
((weights.zzzz >> weights_shifts_low) & 1u) * rgb_10b_low.z +
((weights.zzzz >> weights_shifts_high) & 1u) * rgb_10b_high.z;
block_rgb_shift = (weights_sums_log2.zzzz >> weights_shifts_low) & 1u;
row_2 = ((block_rgb_10b & 1023u) >> block_rgb_shift) +
((((block_rgb_10b >> 10u) & 1023u) >> block_rgb_shift) << 8u) +
(((block_rgb_10b >> 20u) >> block_rgb_shift) << 16u) +
(((weights_alpha.zzzz >> weights_shifts_low) & 1u) * 0xFF000000u);
block_rgb_10b =
((weights.wwww >> weights_shifts_low) & 1u) * rgb_10b_low.w +
((weights.wwww >> weights_shifts_high) & 1u) * rgb_10b_high.w;
block_rgb_shift = (weights_sums_log2.wwww >> weights_shifts_low) & 1u;
row_3 = ((block_rgb_10b & 1023u) >> block_rgb_shift) +
((((block_rgb_10b >> 10u) & 1023u) >> block_rgb_shift) << 8u) +
(((block_rgb_10b >> 20u) >> block_rgb_shift) << 16u) +
(((weights_alpha.wwww >> weights_shifts_low) & 1u) * 0xFF000000u);
}
[numthreads(8, 32, 1)]
void main(uint3 xe_thread_id : SV_DispatchThreadID) {
// 1 thread = 4 DXT1 (8bpb) blocks to 16x4 R8G8B8A8 texels.
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 codes = uint4(blocks_01.yw, blocks_23.yw);
// Sort the color indices so they can be used as weights for the second
// endpoint in the opaque mode.
uint4 weights_opaque_high = XeDXTHighColorWeights(codes);
// Sort the color indices so bits of them can be used as endpoint weights, and
// AND of those bits can be used as the right shift amount for mixing the two
// colors in the punchthrough mode.
// Initially 00 = 1:0, 01 = 0:1, 10 = 1:1, 11 = 0:0.
// 00 = 0:0, 01 = 1:1, 10 = 0:1, 11 = 1:0.
uint4 weights_trans = ~codes;
// 00 = 0:0, 01 = 1:0, 10 = 0:1, 11 = 1:1.
weights_trans ^= (weights_trans & 0x55555555u) << 1u;
// Get endpoint RGB for mixing, as 8-bit components in 10-bit sequences.
uint4 rgb_565 = uint4(blocks_01.xz, blocks_23.xz);
uint4 rgb_10b_low, rgb_10b_high;
XeDXTColorEndpointsTo8In10(rgb_565, rgb_10b_low, rgb_10b_high);
// Get modes for each block.
bool4 is_trans = (rgb_565 & 0xFFFFu) <= (rgb_565 >> 16u);
// 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, 4u) + xe_texture_load_host_base;
for (uint i = 0u; i < 4u; ++i) {
uint4 row_opaque_0, row_opaque_1, row_opaque_2, row_opaque_3;
XeDXTFourBlocksRowToRGB8(rgb_10b_low, rgb_10b_high,
weights_opaque_high >> (i * 8u), row_opaque_0,
row_opaque_1, row_opaque_2, row_opaque_3);
row_opaque_0 |= 0xFF000000u;
row_opaque_1 |= 0xFF000000u;
row_opaque_2 |= 0xFF000000u;
row_opaque_3 |= 0xFF000000u;
uint4 row_trans_0, row_trans_1, row_trans_2, row_trans_3;
XeDXT1FourTransBlocksRowToRGBA8(rgb_10b_low, rgb_10b_high,
weights_trans >> (i * 8u), row_trans_0,
row_trans_1, row_trans_2, row_trans_3);
xe_texture_load_dest.Store4(texel_offset_host,
is_trans.x ? row_trans_0 : row_opaque_0);
xe_texture_load_dest.Store4(texel_offset_host + 16u,
is_trans.y ? row_trans_1 : row_opaque_1);
xe_texture_load_dest.Store4(texel_offset_host + 32u,
is_trans.z ? row_trans_2 : row_opaque_2);
xe_texture_load_dest.Store4(texel_offset_host + 48u,
is_trans.w ? row_trans_3 : row_opaque_3);
if (++texel_index_host.y >= xe_texture_load_size_texels.y) {
return;
}
texel_offset_host += xe_texture_load_host_pitch;
}
}