Added 3D versions of the passthrough shaders.

TRAC #22926 Signed-off-by: Jamie Madill Signed-off-by: Nicolas Capens Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2281 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 15a8b1f6
......@@ -400,6 +400,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<None Include="renderer\shaders\Clear11.hlsl" />
<None Include="renderer\shaders\generate_shaders.bat" />
<None Include="renderer\shaders\Passthrough2D11.hlsl" />
<None Include="renderer\shaders\Passthrough3D11.hlsl" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="libGLESv2.rc" />
......
......@@ -511,6 +511,9 @@
<None Include="renderer\shaders\Passthrough2D11.hlsl">
<Filter>Shaders</Filter>
</None>
<None Include="renderer\shaders\Passthrough3D11.hlsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="libGLESv2.rc" />
......
Texture3D Texture : register(t0);
SamplerState Sampler : register(s0);
struct VS_INPUT
{
float2 Position : POSITION;
uint Layer : LAYER;
float3 TexCoord : TEXCOORD;
};
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
uint Layer : LAYER;
float3 TexCoord : TEXCOORD;
};
struct GS_OUTPUT
{
float4 Position : SV_POSITION;
uint Layer : SV_RENDERTARGETARRAYINDEX;
float3 TexCoord : TEXCOORD;
};
VS_OUTPUT VS_Passthrough3D(VS_INPUT input)
{
VS_OUTPUT output;
output.Position = float4(input.Position, 0.0f, 1.0f);
output.Layer = input.Layer;
output.TexCoord = input.TexCoord;
return output;
}
[maxvertexcount(3)]
void GS_Passthrough3D(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> outputStream)
{
GS_OUTPUT output;
for (int i = 0; i < 3; i++)
{
output.Position = input[i].Position;
output.Layer = input[i].Layer;
output.TexCoord = input[i].TexCoord;
outputStream.Append(output);
}
}
float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0
{
return Texture.Sample(Sampler, input.TexCoord).rgba;
}
float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(Texture.Sample(Sampler, input.TexCoord).rgb, 1.0f);
}
float4 PS_PassthroughLum3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(Texture.Sample(Sampler, input.TexCoord).rrr, 1.0f);
}
float4 PS_PassthroughLumAlpha3D(GS_OUTPUT input) : SV_TARGET0
{
return Texture.Sample(Sampler, input.TexCoord).rrra;
}
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E GS_Passthrough3D /T gs_4_0 /Fh compiled/passthrough3d11gs.h
// Passthrough3D11.hlsl
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// LAYER 0 x 1 NONE uint x
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint x
// TEXCOORD 0 xyz 2 NONE float xyz
//
gs_4_0
dcl_input_siv v[3][0].xyzw, position
dcl_input v[3][1].x
dcl_input v[3][2].xyz
dcl_temps 1
dcl_inputprimitive triangle
dcl_outputtopology trianglestrip
dcl_output_siv o0.xyzw, position
dcl_output_siv o1.x, rendertarget_array_index
dcl_output o2.xyz
dcl_maxout 3
mov r0.x, l(0)
loop
ige r0.y, r0.x, l(3)
breakc_nz r0.y
mov o0.xyzw, v[r0.x + 0][0].xyzw
mov o1.x, v[r0.x + 0][1].x
mov o2.xyz, v[r0.x + 0][2].xyzx
emit
iadd r0.x, r0.x, l(1)
endloop
ret
// Approximately 11 instruction slots used
#endif
const BYTE g_GS_Passthrough3D[] =
{
68, 88, 66, 67, 180, 53,
93, 23, 14, 237, 172, 99,
214, 91, 125, 123, 81, 232,
165, 207, 1, 0, 0, 0,
72, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 0, 1,
0, 0, 136, 1, 0, 0,
204, 2, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
83, 71, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
108, 0, 0, 0, 3, 0,
0, 0, 8, 0, 0, 0,
80, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 15, 0, 0,
92, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 1, 1, 0, 0,
98, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0,
0, 0, 7, 7, 0, 0,
83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0,
76, 65, 89, 69, 82, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 14,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 8,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 83, 72, 68, 82,
60, 1, 0, 0, 64, 0,
2, 0, 79, 0, 0, 0,
97, 0, 0, 5, 242, 16,
32, 0, 3, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 95, 0, 0, 4,
18, 16, 32, 0, 3, 0,
0, 0, 1, 0, 0, 0,
95, 0, 0, 4, 114, 16,
32, 0, 3, 0, 0, 0,
2, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
93, 24, 0, 1, 92, 40,
0, 1, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0,
103, 0, 0, 4, 18, 32,
16, 0, 1, 0, 0, 0,
4, 0, 0, 0, 101, 0,
0, 3, 114, 32, 16, 0,
2, 0, 0, 0, 94, 0,
0, 2, 3, 0, 0, 0,
54, 0, 0, 5, 18, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 48, 0, 0, 1,
33, 0, 0, 7, 34, 0,
16, 0, 0, 0, 0, 0,
10, 0, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
3, 0, 0, 0, 3, 0,
4, 3, 26, 0, 16, 0,
0, 0, 0, 0, 54, 0,
0, 7, 242, 32, 16, 0,
0, 0, 0, 0, 70, 30,
160, 0, 10, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 54, 0, 0, 7,
18, 32, 16, 0, 1, 0,
0, 0, 10, 16, 160, 0,
10, 0, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0,
54, 0, 0, 7, 114, 32,
16, 0, 2, 0, 0, 0,
70, 18, 160, 0, 10, 0,
16, 0, 0, 0, 0, 0,
2, 0, 0, 0, 19, 0,
0, 1, 30, 0, 0, 7,
18, 0, 16, 0, 0, 0,
0, 0, 10, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 1, 0, 0, 0,
22, 0, 0, 1, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 11, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 6, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 11, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 5, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E VS_Passthrough3D /T vs_4_0 /Fh compiled/passthrough3d11vs.h
// Passthrough3D11.hlsl
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xy 0 NONE float xy
// LAYER 0 x 1 NONE uint x
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// LAYER 0 x 1 NONE uint x
// TEXCOORD 0 xyz 2 NONE float xyz
//
vs_4_0
dcl_input v0.xy
dcl_input v1.x
dcl_input v2.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.x
dcl_output o2.xyz
mov o0.xy, v0.xyxx
mov o0.zw, l(0,0,0,1.000000)
mov o1.x, v1.x
mov o2.xyz, v2.xyzx
ret
// Approximately 5 instruction slots used
#endif
const BYTE g_VS_Passthrough3D[] =
{
68, 88, 66, 67, 9, 205,
109, 150, 157, 96, 223, 251,
107, 10, 208, 179, 211, 20,
141, 130, 1, 0, 0, 0,
168, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 252, 0,
0, 0, 112, 1, 0, 0,
44, 2, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
104, 0, 0, 0, 3, 0,
0, 0, 8, 0, 0, 0,
80, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 3, 3, 0, 0,
89, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 1, 1, 0, 0,
95, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0,
0, 0, 7, 7, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 76, 65, 89,
69, 82, 0, 84, 69, 88,
67, 79, 79, 82, 68, 0,
79, 83, 71, 78, 108, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
1, 14, 0, 0, 98, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 8, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 76, 65,
89, 69, 82, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 83, 72, 68, 82,
180, 0, 0, 0, 64, 0,
1, 0, 45, 0, 0, 0,
95, 0, 0, 3, 50, 16,
16, 0, 0, 0, 0, 0,
95, 0, 0, 3, 18, 16,
16, 0, 1, 0, 0, 0,
95, 0, 0, 3, 114, 16,
16, 0, 2, 0, 0, 0,
103, 0, 0, 4, 242, 32,
16, 0, 0, 0, 0, 0,
1, 0, 0, 0, 101, 0,
0, 3, 18, 32, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 114, 32, 16, 0,
2, 0, 0, 0, 54, 0,
0, 5, 50, 32, 16, 0,
0, 0, 0, 0, 70, 16,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 32,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
128, 63, 54, 0, 0, 5,
18, 32, 16, 0, 1, 0,
0, 0, 10, 16, 16, 0,
1, 0, 0, 0, 54, 0,
0, 5, 114, 32, 16, 0,
2, 0, 0, 0, 70, 18,
16, 0, 2, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
5, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
6, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughLum3D /T ps_4_0 /Fh compiled/passthroughlum3d11ps.h
// Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// Texture texture float4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v2.xyzx, t0.xyzw, s0
mov o0.xyz, r0.xxxx
mov o0.w, l(1.000000)
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_PassthroughLum3D[] =
{
68, 88, 66, 67, 82, 177,
245, 183, 73, 23, 17, 20,
249, 11, 165, 103, 126, 189,
220, 210, 1, 0, 0, 0,
176, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
0, 0, 152, 1, 0, 0,
52, 2, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
8, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 7,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 148, 0,
0, 0, 64, 0, 0, 0,
37, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 40,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 2, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 69, 0,
0, 9, 242, 0, 16, 0,
0, 0, 0, 0, 70, 18,
16, 0, 2, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 0, 96, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 114, 32, 16, 0,
0, 0, 0, 0, 6, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 32,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
128, 63, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 4, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughLumAlpha3D /T ps_4_0 /Fh
// compiled/passthroughlumalpha3d11ps.h Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// Texture texture float4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v2.xyzx, t0.xyzw, s0
mov o0.xyzw, r0.xxxw
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_PassthroughLumAlpha3D[] =
{
68, 88, 66, 67, 205, 104,
215, 151, 185, 191, 248, 171,
89, 244, 150, 187, 147, 74,
182, 52, 1, 0, 0, 0,
156, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
0, 0, 152, 1, 0, 0,
32, 2, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
8, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 7,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 128, 0,
0, 0, 64, 0, 0, 0,
32, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 40,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 2, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 69, 0,
0, 9, 242, 0, 16, 0,
0, 0, 0, 0, 70, 18,
16, 0, 2, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 0, 96, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0,
0, 0, 0, 0, 6, 12,
16, 0, 0, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB3D /T ps_4_0 /Fh compiled/passthroughrgb3d11ps.h
// Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// Texture texture float4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v2.xyzx, t0.xyzw, s0
mov o0.xyz, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_PassthroughRGB3D[] =
{
68, 88, 66, 67, 177, 36,
214, 134, 144, 120, 195, 135,
136, 132, 155, 35, 79, 192,
9, 226, 1, 0, 0, 0,
176, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
0, 0, 152, 1, 0, 0,
52, 2, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
8, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 7,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 148, 0,
0, 0, 64, 0, 0, 0,
37, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 40,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 2, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 69, 0,
0, 9, 242, 0, 16, 0,
0, 0, 0, 0, 70, 18,
16, 0, 2, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 0, 96, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 114, 32, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 32,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
128, 63, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 4, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA3D /T ps_4_0 /Fh compiled/passthroughrgba3d11ps.h
// Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// Texture texture float4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
sample o0.xyzw, v2.xyzx, t0.xyzw, s0
ret
// Approximately 2 instruction slots used
#endif
const BYTE g_PS_PassthroughRGBA3D[] =
{
68, 88, 66, 67, 109, 92,
188, 76, 114, 131, 92, 173,
154, 251, 176, 85, 65, 197,
36, 98, 1, 0, 0, 0,
128, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
0, 0, 152, 1, 0, 0,
4, 2, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
8, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 7,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 100, 0,
0, 0, 64, 0, 0, 0,
25, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 40,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 2, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 69, 0, 0, 9,
242, 32, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
0, 96, 16, 0, 0, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0
};
......@@ -19,6 +19,13 @@ fxc /E PS_PassthroughRGB2D /T ps_4_0 /Fh compiled/passthroughrgb2d11ps.h Passthr
fxc /E PS_PassthroughLum2D /T ps_4_0 /Fh compiled/passthroughlum2d11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughLumAlpha2D /T ps_4_0 /Fh compiled/passthroughlumalpha2d11ps.h Passthrough2D11.hlsl
fxc /E VS_Passthrough3D /T vs_4_0 /Fh compiled/passthrough3d11vs.h Passthrough3D11.hlsl
fxc /E GS_Passthrough3D /T gs_4_0 /Fh compiled/passthrough3d11gs.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRGBA3D /T ps_4_0 /Fh compiled/passthroughrgba3d11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRGB3D /T ps_4_0 /Fh compiled/passthroughrgb3d11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughLum3D /T ps_4_0 /Fh compiled/passthroughlum3d11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughLumAlpha3D /T ps_4_0 /Fh compiled/passthroughlumalpha3d11ps.h Passthrough3D11.hlsl
fxc /E VS_Clear /T vs_4_0 /Fh compiled/clear11vs.h Clear11.hlsl
fxc /E PS_ClearSingle /T ps_4_0 /Fh compiled/clearsingle11ps.h Clear11.hlsl
fxc /E PS_ClearMultiple /T ps_4_0 /Fh compiled/clearmultiple11ps.h Clear11.hlsl
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