26 lines
998 B
HLSL
26 lines
998 B
HLSL
#include "texture_load.hlsli"
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Buffer<uint2> xe_texture_load_source : register(t0);
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RWBuffer<uint4> xe_texture_load_dest : register(u0);
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[numthreads(2, 32, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 16 blocks.
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uint3 block_index = xe_thread_id << uint3(4, 0, 0);
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[branch] if (any(block_index >= xe_texture_load_size_blocks)) {
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return;
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}
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int block_offset_host =
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(XeTextureHostLinearOffset(int3(block_index),
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xe_texture_load_size_blocks.y,
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xe_texture_load_host_pitch, 1u) +
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xe_texture_load_host_base) >> 4;
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int block_offset_guest =
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XeTextureLoadGuestBlockOffset(int3(block_index), 1u, 0u) >> 3;
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// Odd 8 blocks = even 8 blocks + 64 bytes when tiled.
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xe_texture_load_dest[block_offset_host] = uint4(
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xe_texture_load_source[block_offset_guest],
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xe_texture_load_source[block_offset_guest +
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(XeTextureLoadIsTiled() ? 8 : 1)]);
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}
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