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Xenia-Canary/src/xenia/gpu/shaders/texture_load_depth_float.cs.hlsl

34 lines
1.4 KiB
HLSL

#include "pixel_formats.hlsli"
#include "texture_load.hlsli"
Buffer<uint4> xe_texture_load_source : register(t0);
RWBuffer<uint4> 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);
}