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https://git.eden-emu.dev/eden-emu/eden
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[TEST] Bring the unswizzle work from tiled-gpu-v2
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2000fdfb7b
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7 changed files with 748 additions and 0 deletions
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@ -17,11 +17,13 @@ set(SHADER_FILES
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${CMAKE_CURRENT_SOURCE_DIR}/astc_decoder.comp
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${CMAKE_CURRENT_SOURCE_DIR}/blit_color_float.frag
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${CMAKE_CURRENT_SOURCE_DIR}/block_linear_unswizzle_2d.comp
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${CMAKE_CURRENT_SOURCE_DIR}/block_linear_unswizzle_2d_buffer.comp
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${CMAKE_CURRENT_SOURCE_DIR}/blit_color_msaa.frag
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${CMAKE_CURRENT_SOURCE_DIR}/blit_depth_msaa.frag
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${CMAKE_CURRENT_SOURCE_DIR}/blit_depth_stencil_msaa.frag
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${CMAKE_CURRENT_SOURCE_DIR}/block_linear_unswizzle_3d.comp
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${CMAKE_CURRENT_SOURCE_DIR}/block_linear_unswizzle_3d_bcn.comp
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${CMAKE_CURRENT_SOURCE_DIR}/block_linear_unswizzle_3d_buffer.comp
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${CMAKE_CURRENT_SOURCE_DIR}/convert_abgr8_to_d24s8.frag
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${CMAKE_CURRENT_SOURCE_DIR}/convert_abgr8_to_d32f.frag
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${CMAKE_CURRENT_SOURCE_DIR}/convert_d32f_to_abgr8.frag
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@ -0,0 +1,104 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#version 430
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#extension GL_EXT_shader_16bit_storage : require
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#extension GL_EXT_shader_8bit_storage : require
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#define BINDING_INPUT_BUFFER 0
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#define BINDING_OUTPUT_BUFFER 1
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layout(push_constant) uniform PushConstants {
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uvec3 dim;
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uint bytes_per_block_log2;
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uvec3 origin;
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uint layer_stride;
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uint block_size;
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uint x_shift;
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uint block_height;
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uint block_height_mask;
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} pc;
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU32 { uint u32data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU64 { uvec2 u64data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU128 { uvec4 u128data[]; };
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layout(binding = BINDING_OUTPUT_BUFFER, std430) writeonly buffer OutputBuffer {
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uint out_u32[];
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};
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layout(local_size_x = 16, local_size_y = 8, local_size_z = 1) in;
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const uint GOB_SIZE_X = 64;
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const uint GOB_SIZE_Y = 8;
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const uint GOB_SIZE_X_SHIFT = 6;
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const uint GOB_SIZE_Y_SHIFT = 3;
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const uint GOB_SIZE_SHIFT = GOB_SIZE_X_SHIFT + GOB_SIZE_Y_SHIFT;
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const uvec2 SWIZZLE_MASK = uvec2(GOB_SIZE_X - 1u, GOB_SIZE_Y - 1u);
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uint SwizzleTable(uint pos) {
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const uint t[8] = uint[](
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0x12100200, 0x13110301, 0x16140604, 0x17150705,
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0x1a180a08, 0x1b190b09, 0x1e1c0e0c, 0x1f1d0f0d
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);
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const uint i = pos >> 4;
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const uint h = (t[i / 4] >> ((i % 4) * 8)) & 0xff;
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return (h << 4) | (pos & 0xf);
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}
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uint SwizzleOffset(uvec2 pos) {
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pos = pos & SWIZZLE_MASK;
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return SwizzleTable(pos.y * 64u + pos.x);
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}
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uvec4 ReadTexel(uint offset) {
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switch (pc.bytes_per_block_log2) {
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case 2u:
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return uvec4(u32data[offset / 4u], 0u, 0u, 0u);
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case 3u:
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return uvec4(u64data[offset / 8u], 0u, 0u);
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case 4u:
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return u128data[offset / 16u];
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}
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return uvec4(0u);
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}
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void main() {
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uvec3 coord = gl_GlobalInvocationID;
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if (coord.x >= pc.dim.x || coord.y >= pc.dim.y || coord.z >= pc.dim.z) {
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return;
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}
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uvec3 pos = coord + pc.origin;
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pos.x <<= pc.bytes_per_block_log2;
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uint swizzle = SwizzleOffset(pos.xy);
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uint block_y = pos.y >> GOB_SIZE_Y_SHIFT;
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uint offset = 0u;
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offset += pos.z * pc.layer_stride;
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offset += (block_y >> pc.block_height) * pc.block_size;
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offset += (block_y & pc.block_height_mask) << GOB_SIZE_SHIFT;
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offset += (pos.x >> GOB_SIZE_X_SHIFT) << pc.x_shift;
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offset += swizzle;
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uvec4 texel = ReadTexel(offset);
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uint words = 1u << (pc.bytes_per_block_log2 - 2u);
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uint linear_index = coord.x + coord.y * pc.dim.x + coord.z * pc.dim.x * pc.dim.y;
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uint out_idx = linear_index * words;
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out_u32[out_idx] = texel.x;
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if (words > 1u) {
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out_u32[out_idx + 1u] = texel.y;
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}
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if (words > 2u) {
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out_u32[out_idx + 2u] = texel.z;
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out_u32[out_idx + 3u] = texel.w;
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}
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}
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@ -0,0 +1,105 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#version 430
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#define BINDING_INPUT_BUFFER 0
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#define BINDING_OUTPUT_BUFFER 1
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layout(push_constant) uniform PushConstants {
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uvec3 dim;
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uint bytes_per_block_log2;
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uvec3 origin;
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uint slice_size;
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uint block_size;
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uint x_shift;
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uint block_height;
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uint block_height_mask;
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uint block_depth;
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uint block_depth_mask;
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} pc;
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU32 { uint u32data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU64 { uvec2 u64data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU128 { uvec4 u128data[]; };
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layout(binding = BINDING_OUTPUT_BUFFER, std430) writeonly buffer OutputBuffer {
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uint out_u32[];
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};
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 4) in;
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const uint GOB_SIZE_X = 64;
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const uint GOB_SIZE_Y = 8;
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const uint GOB_SIZE_X_SHIFT = 6;
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const uint GOB_SIZE_Y_SHIFT = 3;
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const uint GOB_SIZE_SHIFT = GOB_SIZE_X_SHIFT + GOB_SIZE_Y_SHIFT;
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const uvec2 SWIZZLE_MASK = uvec2(GOB_SIZE_X - 1u, GOB_SIZE_Y - 1u);
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uint SwizzleTable(uint pos) {
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const uint t[8] = uint[](
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0x12100200, 0x13110301, 0x16140604, 0x17150705,
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0x1a180a08, 0x1b190b09, 0x1e1c0e0c, 0x1f1d0f0d
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);
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const uint i = pos >> 4;
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const uint h = (t[i / 4] >> ((i % 4) * 8)) & 0xff;
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return (h << 4) | (pos & 0xf);
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}
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uint SwizzleOffset(uvec2 pos) {
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pos = pos & SWIZZLE_MASK;
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return SwizzleTable(pos.y * 64u + pos.x);
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}
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uvec4 ReadTexel(uint offset) {
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switch (pc.bytes_per_block_log2) {
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case 2u:
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return uvec4(u32data[offset / 4u], 0u, 0u, 0u);
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case 3u:
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return uvec4(u64data[offset / 8u], 0u, 0u);
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case 4u:
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return u128data[offset / 16u];
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}
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return uvec4(0u);
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}
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void main() {
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uvec3 coord = gl_GlobalInvocationID;
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if (coord.x >= pc.dim.x || coord.y >= pc.dim.y || coord.z >= pc.dim.z) {
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return;
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}
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uvec3 pos = coord + pc.origin;
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pos.x <<= pc.bytes_per_block_log2;
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uint swizzle = SwizzleOffset(pos.xy);
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uint block_y = pos.y >> GOB_SIZE_Y_SHIFT;
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uint offset = 0u;
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offset += (pos.z >> pc.block_depth) * pc.slice_size;
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offset += (pos.z & pc.block_depth_mask) << (GOB_SIZE_SHIFT + pc.block_height);
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offset += (block_y >> pc.block_height) * pc.block_size;
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offset += (block_y & pc.block_height_mask) << GOB_SIZE_SHIFT;
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offset += (pos.x >> GOB_SIZE_X_SHIFT) << pc.x_shift;
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offset += swizzle;
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uvec4 texel = ReadTexel(offset);
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uint words = 1u << (pc.bytes_per_block_log2 - 2u);
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uint linear_index = coord.x + coord.y * pc.dim.x + coord.z * pc.dim.x * pc.dim.y;
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uint out_idx = linear_index * words;
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out_u32[out_idx] = texel.x;
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if (words > 1u) {
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out_u32[out_idx + 1u] = texel.y;
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}
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if (words > 2u) {
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out_u32[out_idx + 2u] = texel.z;
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out_u32[out_idx + 3u] = texel.w;
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}
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}
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