Files
Xenia-Canary/src/xenia/gpu/d3d12/shaders/texture_load_dxt3a.cs.hlsl

37 lines
1.6 KiB
HLSL

#include "pixel_formats.hlsli"
#include "texture_load.hlsli"
[numthreads(8, 32, 1)]
void main(uint3 xe_thread_id : SV_DispatchThreadID) {
// 1 thread = 4 DXT3A (8bpb) blocks to 16x4 R8 texels (no need to convert to
// DXT3 because the overhead is the same, 2x, but the size must be 4-aligned).
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 alpha4_r01 = uint4(blocks_01.xz, blocks_23.xz);
uint4 alpha4_r23 = uint4(blocks_01.yw, blocks_23.yw);
// 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, 1u) + xe_texture_load_host_base;
for (uint i = 0u; i < 4u; ++i) {
xe_texture_load_dest.Store4(texel_offset_host, XeDXT3FourBlocksRowToA8(
(i < 2u ? alpha4_r01 : alpha4_r23) >> ((i & 1u) * 16u)));
if (++texel_index_host.y >= xe_texture_load_size_texels.y) {
return;
}
texel_offset_host += xe_texture_load_host_pitch;
}
}