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https://github.com/microsoft/DirectXTex
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Updated shader build script
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@ -1188,6 +1188,8 @@ void EncodeBlockCS(uint GI : SV_GroupIndex, uint3 groupID : SV_GroupID)
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uint bits2 = candidateSectionBit2[partition - 64];
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uint2x4 ep;
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ep[0] = MAX_UINT;
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ep[1] = MIN_UINT;
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uint2x4 ep_quantized;
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[unroll]
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for (int ii = 2; ii >= 0; -- ii)
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@ -1572,7 +1574,7 @@ uint4 unquantize( uint4 color, uint uPrec )
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uint2x4 compress_endpoints0( inout uint2x4 endPoint, uint2 P )
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{
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uint2x4 quantized;
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for ( uint j = 0; j < 2; j ++ )
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[unroll] for ( uint j = 0; j < 2; j ++ )
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{
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quantized[j].rgb = quantize(endPoint[j].rgbb, 5).rgb & 0xFFFFFFFE;
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quantized[j].rgb |= P[j];
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@ -1588,7 +1590,7 @@ uint2x4 compress_endpoints0( inout uint2x4 endPoint, uint2 P )
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uint2x4 compress_endpoints1( inout uint2x4 endPoint, uint2 P )
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{
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uint2x4 quantized;
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for ( uint j = 0; j < 2; j ++ )
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[unroll] for ( uint j = 0; j < 2; j ++ )
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{
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quantized[j].rgb = quantize(endPoint[j].rgbb, 7).rgb & 0xFFFFFFFE;
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quantized[j].rgb |= P[j];
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@ -1604,7 +1606,7 @@ uint2x4 compress_endpoints1( inout uint2x4 endPoint, uint2 P )
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uint2x4 compress_endpoints2( inout uint2x4 endPoint )
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{
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uint2x4 quantized;
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for ( uint j = 0; j < 2; j ++ )
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[unroll] for ( uint j = 0; j < 2; j ++ )
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{
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quantized[j].rgb = quantize(endPoint[j].rgbb, 5).rgb;
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quantized[j].a = 0xFF;
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@ -1633,7 +1635,7 @@ uint2x4 compress_endpoints3( inout uint2x4 endPoint, uint2 P )
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uint2x4 compress_endpoints4( inout uint2x4 endPoint )
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{
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uint2x4 quantized;
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for ( uint j = 0; j < 2; j ++ )
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[unroll] for ( uint j = 0; j < 2; j ++ )
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{
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quantized[j].rgb = quantize(endPoint[j].rgbb, 5).rgb;
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quantized[j].a = quantize(endPoint[j].a, 6).r;
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@ -1649,7 +1651,7 @@ uint2x4 compress_endpoints4( inout uint2x4 endPoint )
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uint2x4 compress_endpoints5( inout uint2x4 endPoint )
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{
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uint2x4 quantized;
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for ( uint j = 0; j < 2; j ++ )
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[unroll] for ( uint j = 0; j < 2; j ++ )
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{
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quantized[j].rgb = quantize(endPoint[j].rgbb, 7).rgb;
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quantized[j].a = endPoint[j].a;
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@ -1676,7 +1678,7 @@ uint2x4 compress_endpoints6( inout uint2x4 endPoint, uint2 P )
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uint2x4 compress_endpoints7( inout uint2x4 endPoint, uint2 P )
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{
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uint2x4 quantized;
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for ( uint j = 0; j < 2; j ++ )
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[unroll] for ( uint j = 0; j < 2; j ++ )
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{
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quantized[j] = quantize(endPoint[j], 6) & 0xFFFFFFFE;
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quantized[j] |= P[j];
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@ -9,6 +9,8 @@ rem Copyright (c) Microsoft Corporation. All rights reserved.
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setlocal
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set error=0
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set FXCOPTS=/nologo /WX /Ges /Zi /Zpc /Qstrip_reflect /Qstrip_debug
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set PCFXC="%WindowsSdkBinPath%%WindowsSDKVersion%\x86\fxc.exe"
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if exist %PCFXC% goto continue
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set PCFXC="%WindowsSdkDir%bin\%WindowsSDKVersion%\x86\fxc.exe"
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@ -40,7 +42,7 @@ endlocal
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exit /b
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:CompileShader
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set fxc=%PCFXC% /nologo %1.hlsl /Tcs_4_0 /Zi /Zpc /Qstrip_reflect /Qstrip_debug /E%2 /FhCompiled\%1_%2.inc /FdCompiled\%1_%2.pdb /Vn%1_%2
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set fxc=%PCFXC% %1.hlsl %FXCOPTS% /Tcs_4_0 /E%2 /FhCompiled\%1_%2.inc /FdCompiled\%1_%2.pdb /Vn%1_%2
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echo.
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echo %fxc%
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%fxc% || set error=1
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