34 lines
1.4 KiB
HLSL
34 lines
1.4 KiB
HLSL
#include "pixel_formats.hlsli"
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#include "texture_load.hlsli"
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Buffer<uint4> xe_texture_load_source : register(t0);
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RWBuffer<uint4> xe_texture_load_dest : register(u0);
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[numthreads(4, 32, 1)]
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void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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// 1 thread = 8 depth texels, 24-bit float depth converted to 32-bit, can't
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// read stencil in shaders anyway because it would require a separate
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// DXGI_FORMAT_X32_TYPELESS_G8X24_UINT SRV.
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uint3 block_index = xe_thread_id << uint3(3, 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, 4u) +
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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), 4u, 2u) >> 4;
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uint endian = XeTextureLoadEndian32();
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xe_texture_load_dest[block_offset_host] =
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XeFloat20e4To32(XeEndianSwap32(xe_texture_load_source[block_offset_guest],
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endian) >> 8);
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++block_offset_host;
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// Odd 4 blocks = even 4 blocks + 32 bytes when tiled.
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block_offset_guest += XeTextureLoadIsTiled() ? 2 : 1;
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xe_texture_load_dest[block_offset_host] =
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XeFloat20e4To32(XeEndianSwap32(xe_texture_load_source[block_offset_guest],
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endian) >> 8);
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}
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