22 lines
983 B
HLSL
22 lines
983 B
HLSL
#include "texture_load.hlsli"
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[numthreads(16, 16, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 1 uint2 guest texel.
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[branch] if (any(xe_thread_id >= xe_texture_load_size_blocks)) {
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return;
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}
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uint block_offset_guest =
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XeTextureLoadGuestBlockOffsets(xe_thread_id, 8u, 3u).x << 2u;
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uint4 blocks_01 = xe_texture_load_source.Load4(block_offset_guest);
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uint4 blocks_23 = xe_texture_load_source.Load4(block_offset_guest + 16u);
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blocks_01 = XeByteSwap(blocks_01, xe_texture_load_endianness);
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blocks_23 = XeByteSwap(blocks_23, xe_texture_load_endianness);
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uint block_offset_host = XeTextureHostLinearOffset(
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xe_thread_id << uint3(1u, 1u, 0u), xe_texture_load_size_blocks.y << 1u,
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xe_texture_load_host_pitch, 8u) + xe_texture_load_host_base;
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xe_texture_load_dest.Store4(block_offset_host, blocks_01);
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xe_texture_load_dest.Store4(block_offset_host + xe_texture_load_host_pitch,
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blocks_23);
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}
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