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Add functions to support Standard Swizzle textures #515
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walbourn
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Sep 18, 2024
walbourn
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Note for testing, I'll add coverage to the test suite which will likely just do a swizzle and deswizzle and make sure the bits match. As for determining if the swizzle is correct, I probably need to make a test app that renders using WARP which supports standard swizzle. |
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- needs to be tested. where to get dx12 boilerplate? test just that texute still looks correct, or also test performance improves when roteated? - maybe merge functions? would then pass a boolean/enum to determine rowToSwizzle versus swizzleToRow Added functions that converts pixel order from row major to standard swizzle and from standard swizzle to row major. Functions for both 1 Image, and an array of Images. Folwoing standard DirectXTex pattern: Uses Image and TexMetadata as input. Outputs/initializes a ScratchImage.
Added new file to .vcxproj, other.vcxproj, and Cmake Merged to/from functions togeather memcpy src is const added non-AVX2 deposit_bits
TODO what flags/threshold to use to re-Compress?
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Rework 2D swizzle into templates
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Updated with DLL annotation for new function
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Implement z-order curve "swizzling" for 2D and 3D textures to support the pixel order used for "Standard Swizzle" as defined by
D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE
.