Renamed the passthrough pixel shader to PS_PassthroughRGBA.

TRAC #22358 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1746 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 2a0a39e4
...@@ -324,9 +324,9 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\" ...@@ -324,9 +324,9 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClInclude Include="renderer\shaders\compiled\componentmaskps.h" /> <ClInclude Include="renderer\shaders\compiled\componentmaskps.h" />
<ClInclude Include="renderer\shaders\compiled\flipyvs.h" /> <ClInclude Include="renderer\shaders\compiled\flipyvs.h" />
<ClInclude Include="renderer\shaders\compiled\luminanceps.h" /> <ClInclude Include="renderer\shaders\compiled\luminanceps.h" />
<ClInclude Include="renderer\shaders\compiled\passthrough11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthrough11vs.h" /> <ClInclude Include="renderer\shaders\compiled\passthrough11vs.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughps.h" /> <ClInclude Include="renderer\shaders\compiled\passthroughps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgba11ps.h" />
<ClInclude Include="renderer\shaders\compiled\standardvs.h" /> <ClInclude Include="renderer\shaders\compiled\standardvs.h" />
<ClInclude Include="renderer\SwapChain.h" /> <ClInclude Include="renderer\SwapChain.h" />
<ClInclude Include="renderer\SwapChain11.h" /> <ClInclude Include="renderer\SwapChain11.h" />
......
...@@ -361,9 +361,6 @@ ...@@ -361,9 +361,6 @@
<ClInclude Include="renderer\TextureStorage11.h"> <ClInclude Include="renderer\TextureStorage11.h">
<Filter>Renderer</Filter> <Filter>Renderer</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthrough11ps.h">
<Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthrough11vs.h"> <ClInclude Include="renderer\shaders\compiled\passthrough11vs.h">
<Filter>Renderer\Shaders\Compiled</Filter> <Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude> </ClInclude>
...@@ -382,6 +379,9 @@ ...@@ -382,6 +379,9 @@
<ClInclude Include="renderer\shaders\compiled\luminanceps.h"> <ClInclude Include="renderer\shaders\compiled\luminanceps.h">
<Filter>Renderer\Shaders\Compiled</Filter> <Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrgba11ps.h">
<Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="libGLESv2.def"> <None Include="libGLESv2.def">
......
...@@ -16,7 +16,7 @@ ...@@ -16,7 +16,7 @@
#include "libGLESv2/main.h" #include "libGLESv2/main.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h" #include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
namespace rx namespace rx
{ {
...@@ -377,7 +377,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap ...@@ -377,7 +377,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader"); d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
result = device->CreatePixelShader(g_PS_Passthrough, sizeof(g_PS_Passthrough), NULL, &mPassThroughPS); result = device->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mPassThroughPS);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader"); d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
......
...@@ -8,7 +8,7 @@ void VS_Passthrough( in float2 inPosition : POSITION, in float2 inTexCoord ...@@ -8,7 +8,7 @@ void VS_Passthrough( in float2 inPosition : POSITION, in float2 inTexCoord
outTexCoord = inTexCoord; outTexCoord = inTexCoord;
} }
float4 PS_Passthrough(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 float4 PS_PassthroughRGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{ {
return Texture.Sample(Sampler, inTexCoord); return Texture.Sample(Sampler, inTexCoord).rgba;
} }
\ No newline at end of file
...@@ -3,7 +3,7 @@ ...@@ -3,7 +3,7 @@
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// //
// fxc /E PS_Passthrough /T ps_4_0 /Fh compiled/passthrough11ps.h // fxc /E PS_PassthroughRGBA /T ps_4_0 /Fh compiled/passthroughrgba11ps.h
// Passthrough11.hlsl // Passthrough11.hlsl
// //
// //
...@@ -40,7 +40,7 @@ ret ...@@ -40,7 +40,7 @@ ret
// Approximately 2 instruction slots used // Approximately 2 instruction slots used
#endif #endif
const BYTE g_PS_Passthrough[] = const BYTE g_PS_PassthroughRGBA[] =
{ {
68, 88, 66, 67, 152, 86, 68, 88, 66, 67, 152, 86,
225, 107, 155, 83, 216, 13, 225, 107, 155, 83, 216, 13,
......
...@@ -14,4 +14,4 @@ fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps ...@@ -14,4 +14,4 @@ fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps
fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps
fxc /E VS_Passthrough /T vs_4_0 /Fh compiled/passthrough11vs.h Passthrough11.hlsl fxc /E VS_Passthrough /T vs_4_0 /Fh compiled/passthrough11vs.h Passthrough11.hlsl
fxc /E PS_Passthrough /T ps_4_0 /Fh compiled/passthrough11ps.h Passthrough11.hlsl fxc /E PS_PassthroughRGBA /T ps_4_0 /Fh compiled/passthroughrgba11ps.h Passthrough11.hlsl
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