[D3D12] Fix a storing typo in the DXT3 decompression shader
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@ -2,10 +2,6 @@
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// Generated by Microsoft (R) HLSL Shader Compiler 10.1
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//
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//
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// Note: shader requires additional functionality:
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// Typed UAV Load Additional Formats
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//
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//
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// Buffer Definitions:
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//
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// cbuffer XeTextureLoadConstants
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@ -216,8 +212,6 @@ if_nz r3.y
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or r5.xyzw, r5.xyzw, r6.xyzw
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ubfe r6.xyzw, l(4, 4, 4, 4), l(16, 20, 24, 28), r3.xxxx
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imad r5.xyzw, r6.xyzw, l(0x11000000, 0x11000000, 0x11000000, 0x11000000), r5.xyzw
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store_uav_typed U0[0].xyzw, r0.yyyy, r5.xyzw
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ld_uav_typed r5.xyzw, r0.yyyy, U0[0].xyzw
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store_uav_typed U0[0].xyzw, r3.zzzz, r5.xyzw
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imad r3.x, vThreadID.y, l(4), l(2)
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ilt r3.x, r3.x, CB0[0][2].z
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@ -353,8 +347,6 @@ if_nz r3.y
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or r3.xyzw, r3.xyzw, r5.xyzw
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ubfe r5.xyzw, l(4, 4, 4, 4), l(16, 20, 24, 28), r1.xxxx
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imad r3.xyzw, r5.xyzw, l(0x11000000, 0x11000000, 0x11000000, 0x11000000), r3.xyzw
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store_uav_typed U0[0].xyzw, r0.yyyy, r3.xyzw
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ld_uav_typed r3.xyzw, r0.yyyy, U0[0].xyzw
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store_uav_typed U0[0].xyzw, r1.yyyy, r3.xyzw
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imad r1.x, vThreadID.y, l(4), l(2)
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ilt r1.x, r1.x, CB0[0][2].z
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@ -410,4 +402,4 @@ if_nz r3.y
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endif
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endif
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ret
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// Approximately 358 instruction slots used
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// Approximately 354 instruction slots used
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@ -39,9 +39,8 @@ void main(uint3 xe_thread_id : SV_DispatchThreadID) {
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((block.xxxx >> uint4(0u, 4u, 8u, 12u)) & 0xFu) * 0x11000000u;
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[branch] if (texel_index_host.y + 1 < int(xe_texture_load_height_texels)) {
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xe_texture_load_dest[block_offset_host + elements_pitch_host] =
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xe_texture_load_dest[block_offset_host] =
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XeDXTOpaqueRowToRGB8(bgr_end_8in10, bgr_weights >> 8u) +
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((block.xxxx >> uint4(16u, 20u, 24u, 28u)) & 0xFu) * 0x11000000u;
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XeDXTOpaqueRowToRGB8(bgr_end_8in10, bgr_weights >> 8u) +
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((block.xxxx >> uint4(16u, 20u, 24u, 28u)) & 0xFu) * 0x11000000u;
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[branch] if (texel_index_host.y + 2 <
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int(xe_texture_load_height_texels)) {
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xe_texture_load_dest[block_offset_host + 2 * elements_pitch_host] =
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