Commit 2bcc9099 by Jamie Madill

Added .gitattributes to control line endings as a policy in the repository.

Also normalize the line endings of tracked files. ANGLEBUG=476 BUG= R=geofflang@chromium.org, shannonwoods@chromium.org Review URL: https://codereview.appspot.com/14223043
parent e5014a97
* text=auto
*.sln eol=crlf
*.vcxproj eol=crlf
*.vcxproj.filters eol=crlf
*.bat eol=crlf
*.rc eol=crlf
**/compiled/*.h eol=crlf
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz // POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE float xyzw // COLOR 0 xyzw 1 NONE float xyzw
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw // SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw // COLOR 0 xyzw 1 NONE float xyzw
// //
vs_4_0 vs_4_0
dcl_input v0.xyz dcl_input v0.xyz
dcl_input v1.xyzw dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw dcl_output o1.xyzw
mov o0.xyz, v0.xyzx mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000) mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw mov o1.xyzw, v1.xyzw
ret ret
// Approximately 4 instruction slots used // Approximately 4 instruction slots used
#endif #endif
const BYTE g_VS_Clear[] = const BYTE g_VS_Clear[] =
{ {
68, 88, 66, 67, 97, 5, 68, 88, 66, 67, 97, 5,
13, 163, 160, 254, 95, 127, 13, 163, 160, 254, 95, 127,
30, 194, 121, 144, 236, 185, 30, 194, 121, 144, 236, 185,
59, 29, 1, 0, 0, 0, 59, 29, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0, 48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0, 140, 0, 0, 0, 220, 0,
0, 0, 48, 1, 0, 0, 0, 0, 48, 1, 0, 0,
180, 1, 0, 0, 82, 68, 180, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0, 69, 70, 80, 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,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0, 254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105, 28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102, 99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32, 116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83, 72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32, 104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108, 67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 51, 101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48, 48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52, 46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78, 0, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0, 72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 7, 7, 0, 0, 0, 0, 7, 7, 0, 0,
65, 0, 0, 0, 0, 0, 65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0, 3, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0, 0, 0, 15, 15, 0, 0,
80, 79, 83, 73, 84, 73, 80, 79, 83, 73, 84, 73,
79, 78, 0, 67, 79, 76, 79, 78, 0, 67, 79, 76,
79, 82, 0, 171, 79, 83, 79, 82, 0, 171, 79, 83,
71, 78, 76, 0, 0, 0, 71, 78, 76, 0, 0, 0,
2, 0, 0, 0, 8, 0, 2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0, 0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0, 0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 15, 0, 1, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80, 0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79, 79, 83, 73, 84, 73, 79,
78, 0, 67, 79, 76, 79, 78, 0, 67, 79, 76, 79,
82, 0, 171, 171, 83, 72, 82, 0, 171, 171, 83, 72,
68, 82, 124, 0, 0, 0, 68, 82, 124, 0, 0, 0,
64, 0, 1, 0, 31, 0, 64, 0, 1, 0, 31, 0,
0, 0, 95, 0, 0, 3, 0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0, 114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3, 0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0, 242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4, 0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32, 101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 114, 32, 54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
70, 18, 16, 0, 0, 0, 70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5, 0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0, 130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0, 0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0, 0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0, 0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30, 1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84, 62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0, 65, 84, 116, 0, 0, 0,
4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
4, 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, 1, 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, 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, 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, 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 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float // SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE float xyzw // COLOR 0 xyzw 1 NONE float xyzw
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw // SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw // SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_TARGET 2 xyzw 2 TARGET float xyzw // SV_TARGET 2 xyzw 2 TARGET float xyzw
// SV_TARGET 3 xyzw 3 TARGET float xyzw // SV_TARGET 3 xyzw 3 TARGET float xyzw
// SV_TARGET 4 xyzw 4 TARGET float xyzw // SV_TARGET 4 xyzw 4 TARGET float xyzw
// SV_TARGET 5 xyzw 5 TARGET float xyzw // SV_TARGET 5 xyzw 5 TARGET float xyzw
// SV_TARGET 6 xyzw 6 TARGET float xyzw // SV_TARGET 6 xyzw 6 TARGET float xyzw
// SV_TARGET 7 xyzw 7 TARGET float xyzw // SV_TARGET 7 xyzw 7 TARGET float xyzw
// //
ps_4_0 ps_4_0
dcl_input_ps linear v1.xyzw dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw dcl_output o0.xyzw
dcl_output o1.xyzw dcl_output o1.xyzw
dcl_output o2.xyzw dcl_output o2.xyzw
dcl_output o3.xyzw dcl_output o3.xyzw
dcl_output o4.xyzw dcl_output o4.xyzw
dcl_output o5.xyzw dcl_output o5.xyzw
dcl_output o6.xyzw dcl_output o6.xyzw
dcl_output o7.xyzw dcl_output o7.xyzw
mov o0.xyzw, v1.xyzw mov o0.xyzw, v1.xyzw
mov o1.xyzw, v1.xyzw mov o1.xyzw, v1.xyzw
mov o2.xyzw, v1.xyzw mov o2.xyzw, v1.xyzw
mov o3.xyzw, v1.xyzw mov o3.xyzw, v1.xyzw
mov o4.xyzw, v1.xyzw mov o4.xyzw, v1.xyzw
mov o5.xyzw, v1.xyzw mov o5.xyzw, v1.xyzw
mov o6.xyzw, v1.xyzw mov o6.xyzw, v1.xyzw
mov o7.xyzw, v1.xyzw mov o7.xyzw, v1.xyzw
ret ret
// Approximately 9 instruction slots used // Approximately 9 instruction slots used
#endif #endif
const BYTE g_PS_ClearMultiple[] = const BYTE g_PS_ClearMultiple[] =
{ {
68, 88, 66, 67, 92, 54, 68, 88, 66, 67, 92, 54,
120, 105, 166, 196, 132, 158, 120, 105, 166, 196, 132, 158,
209, 33, 185, 122, 8, 189, 209, 33, 185, 122, 8, 189,
145, 114, 1, 0, 0, 0, 145, 114, 1, 0, 0, 0,
88, 3, 0, 0, 5, 0, 88, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0, 140, 0, 0, 0, 224, 0,
0, 0, 188, 1, 0, 0, 0, 0, 188, 1, 0, 0,
220, 2, 0, 0, 82, 68, 220, 2, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0, 69, 70, 80, 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,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105, 28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102, 99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32, 116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83, 72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32, 104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108, 67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 51, 101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48, 48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52, 46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78, 0, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0, 76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0, 3, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0, 0, 0, 15, 15, 0, 0,
83, 86, 95, 80, 79, 83, 83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0, 73, 84, 73, 79, 78, 0,
67, 79, 76, 79, 82, 0, 67, 79, 76, 79, 82, 0,
171, 171, 79, 83, 71, 78, 171, 171, 79, 83, 71, 78,
212, 0, 0, 0, 8, 0, 212, 0, 0, 0, 8, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
200, 0, 0, 0, 0, 0, 200, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 1, 0, 200, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0, 3, 0, 0, 0, 1, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 2, 0, 200, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0, 3, 0, 0, 0, 2, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 3, 0, 200, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 3, 0, 3, 0, 0, 0, 3, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 4, 0, 200, 0, 0, 0, 4, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 4, 0, 3, 0, 0, 0, 4, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 5, 0, 200, 0, 0, 0, 5, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 5, 0, 3, 0, 0, 0, 5, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 6, 0, 200, 0, 0, 0, 6, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 6, 0, 3, 0, 0, 0, 6, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 7, 0, 200, 0, 0, 0, 7, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 7, 0, 3, 0, 0, 0, 7, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82, 83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171, 71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 24, 1, 83, 72, 68, 82, 24, 1,
0, 0, 64, 0, 0, 0, 0, 0, 64, 0, 0, 0,
70, 0, 0, 0, 98, 16, 70, 0, 0, 0, 98, 16,
0, 3, 242, 16, 16, 0, 0, 3, 242, 16, 16, 0,
1, 0, 0, 0, 101, 0, 1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 101, 0, 0, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 3, 242, 32, 16, 0,
1, 0, 0, 0, 101, 0, 1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 3, 242, 32, 16, 0,
2, 0, 0, 0, 101, 0, 2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 3, 242, 32, 16, 0,
3, 0, 0, 0, 101, 0, 3, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 3, 242, 32, 16, 0,
4, 0, 0, 0, 101, 0, 4, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 3, 242, 32, 16, 0,
5, 0, 0, 0, 101, 0, 5, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 3, 242, 32, 16, 0,
6, 0, 0, 0, 101, 0, 6, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 3, 242, 32, 16, 0,
7, 0, 0, 0, 54, 0, 7, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0, 0, 5, 242, 32, 16, 0,
0, 0, 0, 0, 70, 30, 0, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 242, 32, 54, 0, 0, 5, 242, 32,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
70, 30, 16, 0, 1, 0, 70, 30, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5, 0, 0, 54, 0, 0, 5,
242, 32, 16, 0, 2, 0, 242, 32, 16, 0, 2, 0,
0, 0, 70, 30, 16, 0, 0, 0, 70, 30, 16, 0,
1, 0, 0, 0, 54, 0, 1, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0, 0, 5, 242, 32, 16, 0,
3, 0, 0, 0, 70, 30, 3, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 242, 32, 54, 0, 0, 5, 242, 32,
16, 0, 4, 0, 0, 0, 16, 0, 4, 0, 0, 0,
70, 30, 16, 0, 1, 0, 70, 30, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5, 0, 0, 54, 0, 0, 5,
242, 32, 16, 0, 5, 0, 242, 32, 16, 0, 5, 0,
0, 0, 70, 30, 16, 0, 0, 0, 70, 30, 16, 0,
1, 0, 0, 0, 54, 0, 1, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0, 0, 5, 242, 32, 16, 0,
6, 0, 0, 0, 70, 30, 6, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 242, 32, 54, 0, 0, 5, 242, 32,
16, 0, 7, 0, 0, 0, 16, 0, 7, 0, 0, 0,
70, 30, 16, 0, 1, 0, 70, 30, 16, 0, 1, 0,
0, 0, 62, 0, 0, 1, 0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 83, 84, 65, 84, 116, 0,
0, 0, 9, 0, 0, 0, 0, 0, 9, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 9, 0, 0, 0, 0, 0, 9, 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, 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, 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,
9, 0, 0, 0, 0, 0, 9, 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, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0 0, 0, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float // SV_Position 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE float xyzw // COLOR 0 xyzw 1 NONE float xyzw
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw // SV_Target 0 xyzw 0 TARGET float xyzw
// //
ps_4_0 ps_4_0
dcl_input_ps linear v1.xyzw dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw dcl_output o0.xyzw
mov o0.xyzw, v1.xyzw mov o0.xyzw, v1.xyzw
ret ret
// Approximately 2 instruction slots used // Approximately 2 instruction slots used
#endif #endif
const BYTE g_PS_ClearSingle[] = const BYTE g_PS_ClearSingle[] =
{ {
68, 88, 66, 67, 13, 152, 68, 88, 66, 67, 13, 152,
32, 49, 222, 236, 92, 20, 32, 49, 222, 236, 92, 20,
188, 71, 88, 46, 163, 241, 188, 71, 88, 46, 163, 241,
188, 238, 1, 0, 0, 0, 188, 238, 1, 0, 0, 0,
208, 1, 0, 0, 5, 0, 208, 1, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0, 140, 0, 0, 0, 224, 0,
0, 0, 20, 1, 0, 0, 0, 0, 20, 1, 0, 0,
84, 1, 0, 0, 82, 68, 84, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0, 69, 70, 80, 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,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105, 28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102, 99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32, 116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83, 72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32, 104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108, 67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 51, 101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48, 48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52, 46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78, 0, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0, 76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0, 3, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0, 0, 0, 15, 15, 0, 0,
83, 86, 95, 80, 111, 115, 83, 86, 95, 80, 111, 115,
105, 116, 105, 111, 110, 0, 105, 116, 105, 111, 110, 0,
67, 79, 76, 79, 82, 0, 67, 79, 76, 79, 82, 0,
171, 171, 79, 83, 71, 78, 171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0, 44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 97, 114, 83, 86, 95, 84, 97, 114,
103, 101, 116, 0, 171, 171, 103, 101, 116, 0, 171, 171,
83, 72, 68, 82, 56, 0, 83, 72, 68, 82, 56, 0,
0, 0, 64, 0, 0, 0, 0, 0, 64, 0, 0, 0,
14, 0, 0, 0, 98, 16, 14, 0, 0, 0, 98, 16,
0, 3, 242, 16, 16, 0, 0, 3, 242, 16, 16, 0,
1, 0, 0, 0, 101, 0, 1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 54, 0, 0, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0, 0, 5, 242, 32, 16, 0,
0, 0, 0, 0, 70, 30, 0, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84, 62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0, 65, 84, 116, 0, 0, 0,
2, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
2, 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, 1, 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, 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, 2, 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, 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 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
/// ///
// Parameters: // Parameters:
// //
// float4 mode; // float4 mode;
// sampler2D tex; // sampler2D tex;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------ ----- ---- // ------------ ----- ----
// mode c0 1 // mode c0 1
// tex s0 1 // tex s0 1
// //
ps_2_0 ps_2_0
dcl t0.xy dcl t0.xy
dcl_2d s0 dcl_2d s0
texld r0, t0, s0 texld r0, t0, s0
mul r1.xyz, r0, c0.x mul r1.xyz, r0, c0.x
mad r1.w, r0.w, c0.z, c0.w mad r1.w, r0.w, c0.z, c0.w
mov oC0, r1 mov oC0, r1
// approximately 4 instruction slots used (1 texture, 3 arithmetic) // approximately 4 instruction slots used (1 texture, 3 arithmetic)
#endif #endif
const BYTE g_ps20_componentmaskps[] = const BYTE g_ps20_componentmaskps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
44, 0, 67, 84, 65, 66, 44, 0, 67, 84, 65, 66,
28, 0, 0, 0, 119, 0, 28, 0, 0, 0, 119, 0,
0, 0, 0, 2, 255, 255, 0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0, 2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
112, 0, 0, 0, 68, 0, 112, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 76, 0, 1, 0, 0, 0, 76, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
92, 0, 0, 0, 3, 0, 92, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
96, 0, 0, 0, 0, 0, 96, 0, 0, 0, 0, 0,
0, 0, 109, 111, 100, 101, 0, 0, 109, 111, 100, 101,
0, 171, 171, 171, 1, 0, 0, 171, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 116, 101, 120, 0, 0, 0, 116, 101, 120, 0,
4, 0, 12, 0, 1, 0, 4, 0, 12, 0, 1, 0,
1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 112, 115, 0, 0, 0, 0, 112, 115,
95, 50, 95, 48, 0, 77, 95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111, 105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41, 102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32, 32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114, 83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105, 32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46, 108, 101, 114, 32, 57, 46,
51, 48, 46, 57, 50, 48, 51, 48, 46, 57, 50, 48,
48, 46, 49, 54, 51, 56, 48, 46, 49, 54, 51, 56,
52, 0, 171, 171, 31, 0, 52, 0, 171, 171, 31, 0,
0, 2, 0, 0, 0, 128, 0, 2, 0, 0, 0, 128,
0, 0, 3, 176, 31, 0, 0, 0, 3, 176, 31, 0,
0, 2, 0, 0, 0, 144, 0, 2, 0, 0, 0, 144,
0, 8, 15, 160, 66, 0, 0, 8, 15, 160, 66, 0,
0, 3, 0, 0, 15, 128, 0, 3, 0, 0, 15, 128,
0, 0, 228, 176, 0, 8, 0, 0, 228, 176, 0, 8,
228, 160, 5, 0, 0, 3, 228, 160, 5, 0, 0, 3,
1, 0, 7, 128, 0, 0, 1, 0, 7, 128, 0, 0,
228, 128, 0, 0, 0, 160, 228, 128, 0, 0, 0, 160,
4, 0, 0, 4, 1, 0, 4, 0, 0, 4, 1, 0,
8, 128, 0, 0, 255, 128, 8, 128, 0, 0, 255, 128,
0, 0, 170, 160, 0, 0, 0, 0, 170, 160, 0, 0,
255, 160, 1, 0, 0, 2, 255, 160, 1, 0, 0, 2,
0, 8, 15, 128, 1, 0, 0, 8, 15, 128, 1, 0,
228, 128, 255, 255, 0, 0 228, 128, 255, 255, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
/// ///
// Parameters: // Parameters:
// //
// float4 halfPixelSize; // float4 halfPixelSize;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------- ----- ---- // ------------- ----- ----
// halfPixelSize c0 1 // halfPixelSize c0 1
// //
vs_2_0 vs_2_0
def c1, 0.5, 1, 0, 0 def c1, 0.5, 1, 0, 0
dcl_position v0 dcl_position v0
add oPos, v0, c0 add oPos, v0, c0
mad oT0, v0, c1.xxyy, c1.xxzz mad oT0, v0, c1.xxyy, c1.xxzz
// approximately 2 instruction slots used // approximately 2 instruction slots used
#endif #endif
const BYTE g_vs20_flipyvs[] = const BYTE g_vs20_flipyvs[] =
{ {
0, 2, 254, 255, 254, 255, 0, 2, 254, 255, 254, 255,
36, 0, 67, 84, 65, 66, 36, 0, 67, 84, 65, 66,
28, 0, 0, 0, 87, 0, 28, 0, 0, 0, 87, 0,
0, 0, 0, 2, 254, 255, 0, 0, 0, 2, 254, 255,
1, 0, 0, 0, 28, 0, 1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
80, 0, 0, 0, 48, 0, 80, 0, 0, 0, 48, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 64, 0, 1, 0, 0, 0, 64, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
104, 97, 108, 102, 80, 105, 104, 97, 108, 102, 80, 105,
120, 101, 108, 83, 105, 122, 120, 101, 108, 83, 105, 122,
101, 0, 171, 171, 1, 0, 101, 0, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 118, 115, 95, 50, 0, 0, 118, 115, 95, 50,
95, 48, 0, 77, 105, 99, 95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116, 114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72, 32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104, 76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67, 97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101, 111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 51, 48, 114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46, 46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0, 49, 54, 51, 56, 52, 0,
171, 171, 81, 0, 0, 5, 171, 171, 81, 0, 0, 5,
1, 0, 15, 160, 0, 0, 1, 0, 15, 160, 0, 0,
0, 63, 0, 0, 128, 63, 0, 63, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 31, 0, 0, 2, 0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0, 0, 0, 0, 128, 0, 0,
15, 144, 2, 0, 0, 3, 15, 144, 2, 0, 0, 3,
0, 0, 15, 192, 0, 0, 0, 0, 15, 192, 0, 0,
228, 144, 0, 0, 228, 160, 228, 144, 0, 0, 228, 160,
4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0,
15, 224, 0, 0, 228, 144, 15, 224, 0, 0, 228, 144,
1, 0, 80, 160, 1, 0, 1, 0, 80, 160, 1, 0,
160, 160, 255, 255, 0, 0 160, 160, 255, 255, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
/// ///
// Parameters: // Parameters:
// //
// float4 mode; // float4 mode;
// sampler2D tex; // sampler2D tex;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------ ----- ---- // ------------ ----- ----
// mode c0 1 // mode c0 1
// tex s0 1 // tex s0 1
// //
ps_2_0 ps_2_0
dcl t0.xy dcl t0.xy
dcl_2d s0 dcl_2d s0
texld r0, t0, s0 texld r0, t0, s0
mad r1.w, r0.w, c0.x, c0.y mad r1.w, r0.w, c0.x, c0.y
mov r1.xyz, r0.x mov r1.xyz, r0.x
mov oC0, r1 mov oC0, r1
// approximately 4 instruction slots used (1 texture, 3 arithmetic) // approximately 4 instruction slots used (1 texture, 3 arithmetic)
#endif #endif
const BYTE g_ps20_luminanceps[] = const BYTE g_ps20_luminanceps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
44, 0, 67, 84, 65, 66, 44, 0, 67, 84, 65, 66,
28, 0, 0, 0, 119, 0, 28, 0, 0, 0, 119, 0,
0, 0, 0, 2, 255, 255, 0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0, 2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
112, 0, 0, 0, 68, 0, 112, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 76, 0, 1, 0, 0, 0, 76, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
92, 0, 0, 0, 3, 0, 92, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
96, 0, 0, 0, 0, 0, 96, 0, 0, 0, 0, 0,
0, 0, 109, 111, 100, 101, 0, 0, 109, 111, 100, 101,
0, 171, 171, 171, 1, 0, 0, 171, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 116, 101, 120, 0, 0, 0, 116, 101, 120, 0,
4, 0, 12, 0, 1, 0, 4, 0, 12, 0, 1, 0,
1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 112, 115, 0, 0, 0, 0, 112, 115,
95, 50, 95, 48, 0, 77, 95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111, 105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41, 102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32, 32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114, 83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105, 32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46, 108, 101, 114, 32, 57, 46,
51, 48, 46, 57, 50, 48, 51, 48, 46, 57, 50, 48,
48, 46, 49, 54, 51, 56, 48, 46, 49, 54, 51, 56,
52, 0, 171, 171, 31, 0, 52, 0, 171, 171, 31, 0,
0, 2, 0, 0, 0, 128, 0, 2, 0, 0, 0, 128,
0, 0, 3, 176, 31, 0, 0, 0, 3, 176, 31, 0,
0, 2, 0, 0, 0, 144, 0, 2, 0, 0, 0, 144,
0, 8, 15, 160, 66, 0, 0, 8, 15, 160, 66, 0,
0, 3, 0, 0, 15, 128, 0, 3, 0, 0, 15, 128,
0, 0, 228, 176, 0, 8, 0, 0, 228, 176, 0, 8,
228, 160, 4, 0, 0, 4, 228, 160, 4, 0, 0, 4,
1, 0, 8, 128, 0, 0, 1, 0, 8, 128, 0, 0,
255, 128, 0, 0, 0, 160, 255, 128, 0, 0, 0, 160,
0, 0, 85, 160, 1, 0, 0, 0, 85, 160, 1, 0,
0, 2, 1, 0, 7, 128, 0, 2, 1, 0, 7, 128,
0, 0, 0, 128, 1, 0, 0, 0, 0, 128, 1, 0,
0, 2, 0, 8, 15, 128, 0, 2, 0, 8, 15, 128,
1, 0, 228, 128, 255, 255, 1, 0, 228, 128, 255, 255,
0, 0 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 NONE float xy // POSITION 0 xy 0 NONE float xy
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw // SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
vs_4_0 vs_4_0
dcl_input v0.xy dcl_input v0.xy
dcl_input v1.xy dcl_input v1.xy
dcl_output_siv o0.xyzw, position dcl_output_siv o0.xyzw, position
dcl_output o1.xy dcl_output o1.xy
mov o0.xy, v0.xyxx mov o0.xy, v0.xyxx
mov o0.zw, l(0,0,0,1.000000) mov o0.zw, l(0,0,0,1.000000)
mov o1.xy, v1.xyxx mov o1.xy, v1.xyxx
ret ret
// Approximately 4 instruction slots used // Approximately 4 instruction slots used
#endif #endif
const BYTE g_VS_Passthrough[] = const BYTE g_VS_Passthrough[] =
{ {
68, 88, 66, 67, 197, 214, 68, 88, 66, 67, 197, 214,
184, 85, 240, 94, 71, 48, 184, 85, 240, 94, 71, 48,
165, 34, 142, 233, 0, 135, 165, 34, 142, 233, 0, 135,
193, 178, 1, 0, 0, 0, 193, 178, 1, 0, 0, 0,
68, 2, 0, 0, 5, 0, 68, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0, 140, 0, 0, 0, 224, 0,
0, 0, 56, 1, 0, 0, 0, 0, 56, 1, 0, 0,
200, 1, 0, 0, 82, 68, 200, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0, 69, 70, 80, 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,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0, 254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105, 28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102, 99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32, 116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83, 72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32, 104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108, 67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 51, 101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48, 48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52, 46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78, 0, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0, 76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 3, 3, 0, 0, 0, 0, 3, 3, 0, 0,
65, 0, 0, 0, 0, 0, 65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0, 3, 0, 0, 0, 1, 0,
0, 0, 3, 3, 0, 0, 0, 0, 3, 3, 0, 0,
80, 79, 83, 73, 84, 73, 80, 79, 83, 73, 84, 73,
79, 78, 0, 84, 69, 88, 79, 78, 0, 84, 69, 88,
67, 79, 79, 82, 68, 0, 67, 79, 79, 82, 68, 0,
171, 171, 79, 83, 71, 78, 171, 171, 79, 83, 71, 78,
80, 0, 0, 0, 2, 0, 80, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0, 3, 0, 0, 0, 1, 0,
0, 0, 3, 12, 0, 0, 0, 0, 3, 12, 0, 0,
83, 86, 95, 80, 79, 83, 83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0, 73, 84, 73, 79, 78, 0,
84, 69, 88, 67, 79, 79, 84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 171, 171, 82, 68, 0, 171, 171, 171,
83, 72, 68, 82, 136, 0, 83, 72, 68, 82, 136, 0,
0, 0, 64, 0, 1, 0, 0, 0, 64, 0, 1, 0,
34, 0, 0, 0, 95, 0, 34, 0, 0, 0, 95, 0,
0, 3, 50, 16, 16, 0, 0, 3, 50, 16, 16, 0,
0, 0, 0, 0, 95, 0, 0, 0, 0, 0, 95, 0,
0, 3, 50, 16, 16, 0, 0, 3, 50, 16, 16, 0,
1, 0, 0, 0, 103, 0, 1, 0, 0, 0, 103, 0,
0, 4, 242, 32, 16, 0, 0, 4, 242, 32, 16, 0,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 101, 0, 0, 3, 0, 0, 101, 0, 0, 3,
50, 32, 16, 0, 1, 0, 50, 32, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5, 0, 0, 54, 0, 0, 5,
50, 32, 16, 0, 0, 0, 50, 32, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0, 0, 0, 70, 16, 16, 0,
0, 0, 0, 0, 54, 0, 0, 0, 0, 0, 54, 0,
0, 8, 194, 32, 16, 0, 0, 8, 194, 32, 16, 0,
0, 0, 0, 0, 2, 64, 0, 0, 0, 0, 2, 64,
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, 128, 63, 0, 0, 0, 0, 128, 63,
54, 0, 0, 5, 50, 32, 54, 0, 0, 5, 50, 32,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
70, 16, 16, 0, 1, 0, 70, 16, 16, 0, 1, 0,
0, 0, 62, 0, 0, 1, 0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 83, 84, 65, 84, 116, 0,
0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 4, 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,
1, 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, 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, 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, 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 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// Resource Bindings: // Resource Bindings:
// //
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1 // Texture texture float4 2d 0 1
// //
// //
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float // SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw // SV_TARGET 0 xyzw 0 TARGET float xyzw
// //
ps_4_0 ps_4_0
dcl_sampler s0, mode_default dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy dcl_input_ps linear v1.xy
dcl_output o0.xyzw dcl_output o0.xyzw
dcl_temps 1 dcl_temps 1
sample r0.xyzw, v1.xyxx, t0.xyzw, s0 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mov o0.xyz, r0.xxxx mov o0.xyz, r0.xxxx
mov o0.w, l(1.000000) mov o0.w, l(1.000000)
ret ret
// Approximately 4 instruction slots used // Approximately 4 instruction slots used
#endif #endif
const BYTE g_PS_PassthroughLum[] = const BYTE g_PS_PassthroughLum[] =
{ {
68, 88, 66, 67, 244, 9, 68, 88, 66, 67, 244, 9,
213, 147, 19, 249, 70, 111, 213, 147, 19, 249, 70, 111,
157, 92, 243, 160, 40, 144, 157, 92, 243, 160, 40, 144,
238, 221, 1, 0, 0, 0, 238, 221, 1, 0, 0, 0,
128, 2, 0, 0, 5, 0, 128, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1, 220, 0, 0, 0, 52, 1,
0, 0, 104, 1, 0, 0, 0, 0, 104, 1, 0, 0,
4, 2, 0, 0, 82, 68, 4, 2, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0, 69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 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, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0, 100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0, 0, 0, 5, 0, 0, 0,
4, 0, 0, 0, 255, 255, 4, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0, 255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 0,
77, 105, 99, 114, 111, 115, 77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82, 111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76, 41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101, 32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112, 114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57, 105, 108, 101, 114, 32, 57,
46, 51, 48, 46, 57, 50, 46, 51, 48, 46, 57, 50,
48, 48, 46, 49, 54, 51, 48, 48, 46, 49, 54, 51,
56, 52, 0, 171, 73, 83, 56, 52, 0, 171, 73, 83,
71, 78, 80, 0, 0, 0, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0, 0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0, 0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3, 1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80, 0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79, 79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67, 78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171, 79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78, 171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0, 44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82, 83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171, 71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 148, 0, 83, 72, 68, 82, 148, 0,
0, 0, 64, 0, 0, 0, 0, 0, 64, 0, 0, 0,
37, 0, 0, 0, 90, 0, 37, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0, 0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 24, 0, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0, 0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85, 0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3, 0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 1, 0, 50, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2, 0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 69, 0, 1, 0, 0, 0, 69, 0,
0, 9, 242, 0, 16, 0, 0, 9, 242, 0, 16, 0,
0, 0, 0, 0, 70, 16, 0, 0, 0, 0, 70, 16,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
70, 126, 16, 0, 0, 0, 70, 126, 16, 0, 0, 0,
0, 0, 0, 96, 16, 0, 0, 0, 0, 96, 16, 0,
0, 0, 0, 0, 54, 0, 0, 0, 0, 0, 54, 0,
0, 5, 114, 32, 16, 0, 0, 5, 114, 32, 16, 0,
0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 6, 0,
16, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 32, 54, 0, 0, 5, 130, 32,
16, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0, 1, 64, 0, 0, 0, 0,
128, 63, 62, 0, 0, 1, 128, 63, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 83, 84, 65, 84, 116, 0,
0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 2, 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,
1, 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, 1, 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,
3, 0, 0, 0, 0, 0, 3, 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, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0 0, 0, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// Resource Bindings: // Resource Bindings:
// //
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1 // Texture texture float4 2d 0 1
// //
// //
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float // SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw // SV_TARGET 0 xyzw 0 TARGET float xyzw
// //
ps_4_0 ps_4_0
dcl_sampler s0, mode_default dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy dcl_input_ps linear v1.xy
dcl_output o0.xyzw dcl_output o0.xyzw
dcl_temps 1 dcl_temps 1
sample r0.xyzw, v1.xyxx, t0.xyzw, s0 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mov o0.xyzw, r0.xxxw mov o0.xyzw, r0.xxxw
ret ret
// Approximately 3 instruction slots used // Approximately 3 instruction slots used
#endif #endif
const BYTE g_PS_PassthroughLumAlpha[] = const BYTE g_PS_PassthroughLumAlpha[] =
{ {
68, 88, 66, 67, 185, 14, 68, 88, 66, 67, 185, 14,
84, 223, 192, 42, 16, 133, 84, 223, 192, 42, 16, 133,
46, 100, 95, 221, 183, 97, 46, 100, 95, 221, 183, 97,
192, 23, 1, 0, 0, 0, 192, 23, 1, 0, 0, 0,
108, 2, 0, 0, 5, 0, 108, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1, 220, 0, 0, 0, 52, 1,
0, 0, 104, 1, 0, 0, 0, 0, 104, 1, 0, 0,
240, 1, 0, 0, 82, 68, 240, 1, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0, 69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 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, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0, 100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0, 0, 0, 5, 0, 0, 0,
4, 0, 0, 0, 255, 255, 4, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0, 255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 0,
77, 105, 99, 114, 111, 115, 77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82, 111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76, 41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101, 32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112, 114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57, 105, 108, 101, 114, 32, 57,
46, 51, 48, 46, 57, 50, 46, 51, 48, 46, 57, 50,
48, 48, 46, 49, 54, 51, 48, 48, 46, 49, 54, 51,
56, 52, 0, 171, 73, 83, 56, 52, 0, 171, 73, 83,
71, 78, 80, 0, 0, 0, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0, 0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0, 0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3, 1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80, 0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79, 79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67, 78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171, 79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78, 171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0, 44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82, 83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171, 71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 128, 0, 83, 72, 68, 82, 128, 0,
0, 0, 64, 0, 0, 0, 0, 0, 64, 0, 0, 0,
32, 0, 0, 0, 90, 0, 32, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0, 0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 24, 0, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0, 0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85, 0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3, 0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 1, 0, 50, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2, 0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 69, 0, 1, 0, 0, 0, 69, 0,
0, 9, 242, 0, 16, 0, 0, 9, 242, 0, 16, 0,
0, 0, 0, 0, 70, 16, 0, 0, 0, 0, 70, 16,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
70, 126, 16, 0, 0, 0, 70, 126, 16, 0, 0, 0,
0, 0, 0, 96, 16, 0, 0, 0, 0, 96, 16, 0,
0, 0, 0, 0, 54, 0, 0, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0, 0, 5, 242, 32, 16, 0,
0, 0, 0, 0, 6, 12, 0, 0, 0, 0, 6, 12,
16, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
62, 0, 0, 1, 83, 84, 62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0, 65, 84, 116, 0, 0, 0,
3, 0, 0, 0, 1, 0, 3, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
2, 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, 1, 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, 1, 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, 2, 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, 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 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
/// ///
// Parameters: // Parameters:
// //
// sampler2D tex; // sampler2D tex;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------ ----- ---- // ------------ ----- ----
// tex s0 1 // tex s0 1
// //
ps_2_0 ps_2_0
dcl t0.xy dcl t0.xy
dcl_2d s0 dcl_2d s0
texld r0, t0, s0 texld r0, t0, s0
mov oC0, r0 mov oC0, r0
// approximately 2 instruction slots used (1 texture, 1 arithmetic) // approximately 2 instruction slots used (1 texture, 1 arithmetic)
#endif #endif
const BYTE g_ps20_passthroughps[] = const BYTE g_ps20_passthroughps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
33, 0, 67, 84, 65, 66, 33, 0, 67, 84, 65, 66,
28, 0, 0, 0, 75, 0, 28, 0, 0, 0, 75, 0,
0, 0, 0, 2, 255, 255, 0, 0, 0, 2, 255, 255,
1, 0, 0, 0, 28, 0, 1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
68, 0, 0, 0, 48, 0, 68, 0, 0, 0, 48, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 52, 0, 1, 0, 0, 0, 52, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
116, 101, 120, 0, 4, 0, 116, 101, 120, 0, 4, 0,
12, 0, 1, 0, 1, 0, 12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 112, 115, 95, 50, 0, 0, 112, 115, 95, 50,
95, 48, 0, 77, 105, 99, 95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116, 114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72, 32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104, 76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67, 97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101, 111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 51, 48, 114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46, 46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0, 49, 54, 51, 56, 52, 0,
171, 171, 31, 0, 0, 2, 171, 171, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0, 0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2, 3, 176, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8, 0, 0, 0, 144, 0, 8,
15, 160, 66, 0, 0, 3, 15, 160, 66, 0, 0, 3,
0, 0, 15, 128, 0, 0, 0, 0, 15, 128, 0, 0,
228, 176, 0, 8, 228, 160, 228, 176, 0, 8, 228, 160,
1, 0, 0, 2, 0, 8, 1, 0, 0, 2, 0, 8,
15, 128, 0, 0, 228, 128, 15, 128, 0, 0, 228, 128,
255, 255, 0, 0 255, 255, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// Resource Bindings: // Resource Bindings:
// //
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1 // Texture texture float4 2d 0 1
// //
// //
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float // SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw // SV_TARGET 0 xyzw 0 TARGET float xyzw
// //
ps_4_0 ps_4_0
dcl_sampler s0, mode_default dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy dcl_input_ps linear v1.xy
dcl_output o0.xyzw dcl_output o0.xyzw
dcl_temps 1 dcl_temps 1
sample r0.xyzw, v1.xyxx, t0.xyzw, s0 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mov o0.xyz, r0.xyzx mov o0.xyz, r0.xyzx
mov o0.w, l(1.000000) mov o0.w, l(1.000000)
ret ret
// Approximately 4 instruction slots used // Approximately 4 instruction slots used
#endif #endif
const BYTE g_PS_PassthroughRGB[] = const BYTE g_PS_PassthroughRGB[] =
{ {
68, 88, 66, 67, 125, 186, 68, 88, 66, 67, 125, 186,
250, 242, 113, 255, 59, 239, 250, 242, 113, 255, 59, 239,
119, 158, 237, 78, 220, 43, 119, 158, 237, 78, 220, 43,
160, 46, 1, 0, 0, 0, 160, 46, 1, 0, 0, 0,
128, 2, 0, 0, 5, 0, 128, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1, 220, 0, 0, 0, 52, 1,
0, 0, 104, 1, 0, 0, 0, 0, 104, 1, 0, 0,
4, 2, 0, 0, 82, 68, 4, 2, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0, 69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 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, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0, 100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0, 0, 0, 5, 0, 0, 0,
4, 0, 0, 0, 255, 255, 4, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0, 255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 0,
77, 105, 99, 114, 111, 115, 77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82, 111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76, 41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101, 32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112, 114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57, 105, 108, 101, 114, 32, 57,
46, 51, 48, 46, 57, 50, 46, 51, 48, 46, 57, 50,
48, 48, 46, 49, 54, 51, 48, 48, 46, 49, 54, 51,
56, 52, 0, 171, 73, 83, 56, 52, 0, 171, 73, 83,
71, 78, 80, 0, 0, 0, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0, 0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0, 0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3, 1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80, 0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79, 79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67, 78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171, 79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78, 171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0, 44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82, 83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171, 71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 148, 0, 83, 72, 68, 82, 148, 0,
0, 0, 64, 0, 0, 0, 0, 0, 64, 0, 0, 0,
37, 0, 0, 0, 90, 0, 37, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0, 0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 24, 0, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0, 0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85, 0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3, 0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 1, 0, 50, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2, 0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 69, 0, 1, 0, 0, 0, 69, 0,
0, 9, 242, 0, 16, 0, 0, 9, 242, 0, 16, 0,
0, 0, 0, 0, 70, 16, 0, 0, 0, 0, 70, 16,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
70, 126, 16, 0, 0, 0, 70, 126, 16, 0, 0, 0,
0, 0, 0, 96, 16, 0, 0, 0, 0, 96, 16, 0,
0, 0, 0, 0, 54, 0, 0, 0, 0, 0, 54, 0,
0, 5, 114, 32, 16, 0, 0, 5, 114, 32, 16, 0,
0, 0, 0, 0, 70, 2, 0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 32, 54, 0, 0, 5, 130, 32,
16, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0, 1, 64, 0, 0, 0, 0,
128, 63, 62, 0, 0, 1, 128, 63, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 83, 84, 65, 84, 116, 0,
0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 2, 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,
1, 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, 1, 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,
3, 0, 0, 0, 0, 0, 3, 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, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0 0, 0, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// Resource Bindings: // Resource Bindings:
// //
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1 // Texture texture float4 2d 0 1
// //
// //
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float // SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw // SV_TARGET 0 xyzw 0 TARGET float xyzw
// //
ps_4_0 ps_4_0
dcl_sampler s0, mode_default dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy dcl_input_ps linear v1.xy
dcl_output o0.xyzw dcl_output o0.xyzw
sample o0.xyzw, v1.xyxx, t0.xyzw, s0 sample o0.xyzw, v1.xyxx, t0.xyzw, s0
ret ret
// Approximately 2 instruction slots used // Approximately 2 instruction slots used
#endif #endif
const BYTE g_PS_PassthroughRGBA[] = const BYTE g_PS_PassthroughRGBA[] =
{ {
68, 88, 66, 67, 151, 152, 68, 88, 66, 67, 151, 152,
8, 102, 174, 135, 76, 57, 8, 102, 174, 135, 76, 57,
100, 146, 59, 74, 205, 35, 100, 146, 59, 74, 205, 35,
206, 21, 1, 0, 0, 0, 206, 21, 1, 0, 0, 0,
80, 2, 0, 0, 5, 0, 80, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1, 220, 0, 0, 0, 52, 1,
0, 0, 104, 1, 0, 0, 0, 0, 104, 1, 0, 0,
212, 1, 0, 0, 82, 68, 212, 1, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0, 69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 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, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0, 100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0, 0, 0, 5, 0, 0, 0,
4, 0, 0, 0, 255, 255, 4, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0, 255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 0,
77, 105, 99, 114, 111, 115, 77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82, 111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76, 41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101, 32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112, 114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57, 105, 108, 101, 114, 32, 57,
46, 51, 48, 46, 57, 50, 46, 51, 48, 46, 57, 50,
48, 48, 46, 49, 54, 51, 48, 48, 46, 49, 54, 51,
56, 52, 0, 171, 73, 83, 56, 52, 0, 171, 73, 83,
71, 78, 80, 0, 0, 0, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0, 0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0, 0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3, 1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80, 0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79, 79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67, 78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171, 79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78, 171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0, 44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82, 83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171, 71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 100, 0, 83, 72, 68, 82, 100, 0,
0, 0, 64, 0, 0, 0, 0, 0, 64, 0, 0, 0,
25, 0, 0, 0, 90, 0, 25, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0, 0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 24, 0, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0, 0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85, 0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3, 0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 1, 0, 50, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 69, 0, 0, 9, 0, 0, 69, 0, 0, 9,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0, 0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 70, 126, 1, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
0, 96, 16, 0, 0, 0, 0, 96, 16, 0, 0, 0,
0, 0, 62, 0, 0, 1, 0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 83, 84, 65, 84, 116, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 2, 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,
1, 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, 1, 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,
1, 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, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0 0, 0, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
/// ///
// Parameters: // Parameters:
// //
// float4 halfPixelSize; // float4 halfPixelSize;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------- ----- ---- // ------------- ----- ----
// halfPixelSize c0 1 // halfPixelSize c0 1
// //
vs_2_0 vs_2_0
def c1, 0.5, -0.5, 1, 0 def c1, 0.5, -0.5, 1, 0
dcl_position v0 dcl_position v0
add oPos, v0, c0 add oPos, v0, c0
mad oT0, v0, c1.xyzz, c1.xxww mad oT0, v0, c1.xyzz, c1.xxww
// approximately 2 instruction slots used // approximately 2 instruction slots used
#endif #endif
const BYTE g_vs20_standardvs[] = const BYTE g_vs20_standardvs[] =
{ {
0, 2, 254, 255, 254, 255, 0, 2, 254, 255, 254, 255,
36, 0, 67, 84, 65, 66, 36, 0, 67, 84, 65, 66,
28, 0, 0, 0, 87, 0, 28, 0, 0, 0, 87, 0,
0, 0, 0, 2, 254, 255, 0, 0, 0, 2, 254, 255,
1, 0, 0, 0, 28, 0, 1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
80, 0, 0, 0, 48, 0, 80, 0, 0, 0, 48, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 64, 0, 1, 0, 0, 0, 64, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
104, 97, 108, 102, 80, 105, 104, 97, 108, 102, 80, 105,
120, 101, 108, 83, 105, 122, 120, 101, 108, 83, 105, 122,
101, 0, 171, 171, 1, 0, 101, 0, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 118, 115, 95, 50, 0, 0, 118, 115, 95, 50,
95, 48, 0, 77, 105, 99, 95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116, 114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72, 32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104, 76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67, 97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101, 111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 51, 48, 114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46, 46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0, 49, 54, 51, 56, 52, 0,
171, 171, 81, 0, 0, 5, 171, 171, 81, 0, 0, 5,
1, 0, 15, 160, 0, 0, 1, 0, 15, 160, 0, 0,
0, 63, 0, 0, 0, 191, 0, 63, 0, 0, 0, 191,
0, 0, 128, 63, 0, 0, 0, 0, 128, 63, 0, 0,
0, 0, 31, 0, 0, 2, 0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0, 0, 0, 0, 128, 0, 0,
15, 144, 2, 0, 0, 3, 15, 144, 2, 0, 0, 3,
0, 0, 15, 192, 0, 0, 0, 0, 15, 192, 0, 0,
228, 144, 0, 0, 228, 160, 228, 144, 0, 0, 228, 160,
4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0,
15, 224, 0, 0, 228, 144, 15, 224, 0, 0, 228, 144,
1, 0, 164, 160, 1, 0, 1, 0, 164, 160, 1, 0,
240, 160, 255, 255, 0, 0 240, 160, 255, 255, 0, 0
}; };
@ECHO OFF @ECHO OFF
REM REM
REM Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. REM Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
REM Use of this source code is governed by a BSD-style license that can be REM Use of this source code is governed by a BSD-style license that can be
REM found in the LICENSE file. REM found in the LICENSE file.
REM REM
PATH %PATH%;%ProgramFiles(x86)%\Windows Kits\8.0\bin\x86;%DXSDK_DIR%\Utilities\bin\x86 PATH %PATH%;%ProgramFiles(x86)%\Windows Kits\8.0\bin\x86;%DXSDK_DIR%\Utilities\bin\x86
fxc /E standardvs /T vs_2_0 /Fh compiled/standardvs.h Blit.vs fxc /E standardvs /T vs_2_0 /Fh compiled/standardvs.h Blit.vs
fxc /E flipyvs /T vs_2_0 /Fh compiled/flipyvs.h Blit.vs fxc /E flipyvs /T vs_2_0 /Fh compiled/flipyvs.h Blit.vs
fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps
fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps 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_PassthroughRGBA /T ps_4_0 /Fh compiled/passthroughrgba11ps.h Passthrough11.hlsl fxc /E PS_PassthroughRGBA /T ps_4_0 /Fh compiled/passthroughrgba11ps.h Passthrough11.hlsl
fxc /E PS_PassthroughRGB /T ps_4_0 /Fh compiled/passthroughrgb11ps.h Passthrough11.hlsl fxc /E PS_PassthroughRGB /T ps_4_0 /Fh compiled/passthroughrgb11ps.h Passthrough11.hlsl
fxc /E PS_PassthroughLum /T ps_4_0 /Fh compiled/passthroughlum11ps.h Passthrough11.hlsl fxc /E PS_PassthroughLum /T ps_4_0 /Fh compiled/passthroughlum11ps.h Passthrough11.hlsl
fxc /E PS_PassthroughLumAlpha /T ps_4_0 /Fh compiled/passthroughlumalpha11ps.h Passthrough11.hlsl fxc /E PS_PassthroughLumAlpha /T ps_4_0 /Fh compiled/passthroughlumalpha11ps.h Passthrough11.hlsl
fxc /E VS_Clear /T vs_4_0 /Fh compiled/clear11vs.h Clear11.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_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 fxc /E PS_ClearMultiple /T ps_4_0 /Fh compiled/clearmultiple11ps.h Clear11.hlsl
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// MurmurHash3 was written by Austin Appleby, and is placed in the public // MurmurHash3 was written by Austin Appleby, and is placed in the public
// domain. The author hereby disclaims copyright to this source code. // domain. The author hereby disclaims copyright to this source code.
// Note - The x86 and x64 versions do _not_ produce the same results, as the // Note - The x86 and x64 versions do _not_ produce the same results, as the
// algorithms are optimized for their respective platforms. You can still // algorithms are optimized for their respective platforms. You can still
// compile and run any of them on any platform, but your performance with the // compile and run any of them on any platform, but your performance with the
// non-native version will be less than optimal. // non-native version will be less than optimal.
#include "MurmurHash3.h" #include "MurmurHash3.h"
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Platform-specific functions and macros // Platform-specific functions and macros
// Microsoft Visual Studio // Microsoft Visual Studio
#if defined(_MSC_VER) #if defined(_MSC_VER)
#define FORCE_INLINE __forceinline #define FORCE_INLINE __forceinline
#include <stdlib.h> #include <stdlib.h>
#define ROTL32(x,y) _rotl(x,y) #define ROTL32(x,y) _rotl(x,y)
#define ROTL64(x,y) _rotl64(x,y) #define ROTL64(x,y) _rotl64(x,y)
#define BIG_CONSTANT(x) (x) #define BIG_CONSTANT(x) (x)
// Other compilers // Other compilers
#else // defined(_MSC_VER) #else // defined(_MSC_VER)
#define FORCE_INLINE __attribute__((always_inline)) #define FORCE_INLINE __attribute__((always_inline))
inline uint32_t rotl32 ( uint32_t x, int8_t r ) inline uint32_t rotl32 ( uint32_t x, int8_t r )
{ {
return (x << r) | (x >> (32 - r)); return (x << r) | (x >> (32 - r));
} }
inline uint64_t rotl64 ( uint64_t x, int8_t r ) inline uint64_t rotl64 ( uint64_t x, int8_t r )
{ {
return (x << r) | (x >> (64 - r)); return (x << r) | (x >> (64 - r));
} }
#define ROTL32(x,y) rotl32(x,y) #define ROTL32(x,y) rotl32(x,y)
#define ROTL64(x,y) rotl64(x,y) #define ROTL64(x,y) rotl64(x,y)
#define BIG_CONSTANT(x) (x##LLU) #define BIG_CONSTANT(x) (x##LLU)
#endif // !defined(_MSC_VER) #endif // !defined(_MSC_VER)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Block read - if your platform needs to do endian-swapping or can only // Block read - if your platform needs to do endian-swapping or can only
// handle aligned reads, do the conversion here // handle aligned reads, do the conversion here
FORCE_INLINE uint32_t getblock ( const uint32_t * p, int i ) FORCE_INLINE uint32_t getblock ( const uint32_t * p, int i )
{ {
return p[i]; return p[i];
} }
FORCE_INLINE uint64_t getblock ( const uint64_t * p, int i ) FORCE_INLINE uint64_t getblock ( const uint64_t * p, int i )
{ {
return p[i]; return p[i];
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Finalization mix - force all bits of a hash block to avalanche // Finalization mix - force all bits of a hash block to avalanche
FORCE_INLINE uint32_t fmix ( uint32_t h ) FORCE_INLINE uint32_t fmix ( uint32_t h )
{ {
h ^= h >> 16; h ^= h >> 16;
h *= 0x85ebca6b; h *= 0x85ebca6b;
h ^= h >> 13; h ^= h >> 13;
h *= 0xc2b2ae35; h *= 0xc2b2ae35;
h ^= h >> 16; h ^= h >> 16;
return h; return h;
} }
//---------- //----------
FORCE_INLINE uint64_t fmix ( uint64_t k ) FORCE_INLINE uint64_t fmix ( uint64_t k )
{ {
k ^= k >> 33; k ^= k >> 33;
k *= BIG_CONSTANT(0xff51afd7ed558ccd); k *= BIG_CONSTANT(0xff51afd7ed558ccd);
k ^= k >> 33; k ^= k >> 33;
k *= BIG_CONSTANT(0xc4ceb9fe1a85ec53); k *= BIG_CONSTANT(0xc4ceb9fe1a85ec53);
k ^= k >> 33; k ^= k >> 33;
return k; return k;
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void MurmurHash3_x86_32 ( const void * key, int len, void MurmurHash3_x86_32 ( const void * key, int len,
uint32_t seed, void * out ) uint32_t seed, void * out )
{ {
const uint8_t * data = (const uint8_t*)key; const uint8_t * data = (const uint8_t*)key;
const int nblocks = len / 4; const int nblocks = len / 4;
uint32_t h1 = seed; uint32_t h1 = seed;
const uint32_t c1 = 0xcc9e2d51; const uint32_t c1 = 0xcc9e2d51;
const uint32_t c2 = 0x1b873593; const uint32_t c2 = 0x1b873593;
//---------- //----------
// body // body
const uint32_t * blocks = (const uint32_t *)(data + nblocks*4); const uint32_t * blocks = (const uint32_t *)(data + nblocks*4);
for(int i = -nblocks; i; i++) for(int i = -nblocks; i; i++)
{ {
uint32_t k1 = getblock(blocks,i); uint32_t k1 = getblock(blocks,i);
k1 *= c1; k1 *= c1;
k1 = ROTL32(k1,15); k1 = ROTL32(k1,15);
k1 *= c2; k1 *= c2;
h1 ^= k1; h1 ^= k1;
h1 = ROTL32(h1,13); h1 = ROTL32(h1,13);
h1 = h1*5+0xe6546b64; h1 = h1*5+0xe6546b64;
} }
//---------- //----------
// tail // tail
const uint8_t * tail = (const uint8_t*)(data + nblocks*4); const uint8_t * tail = (const uint8_t*)(data + nblocks*4);
uint32_t k1 = 0; uint32_t k1 = 0;
switch(len & 3) switch(len & 3)
{ {
case 3: k1 ^= tail[2] << 16; case 3: k1 ^= tail[2] << 16;
case 2: k1 ^= tail[1] << 8; case 2: k1 ^= tail[1] << 8;
case 1: k1 ^= tail[0]; case 1: k1 ^= tail[0];
k1 *= c1; k1 = ROTL32(k1,15); k1 *= c2; h1 ^= k1; k1 *= c1; k1 = ROTL32(k1,15); k1 *= c2; h1 ^= k1;
}; };
//---------- //----------
// finalization // finalization
h1 ^= len; h1 ^= len;
h1 = fmix(h1); h1 = fmix(h1);
*(uint32_t*)out = h1; *(uint32_t*)out = h1;
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void MurmurHash3_x86_128 ( const void * key, const int len, void MurmurHash3_x86_128 ( const void * key, const int len,
uint32_t seed, void * out ) uint32_t seed, void * out )
{ {
const uint8_t * data = (const uint8_t*)key; const uint8_t * data = (const uint8_t*)key;
const int nblocks = len / 16; const int nblocks = len / 16;
uint32_t h1 = seed; uint32_t h1 = seed;
uint32_t h2 = seed; uint32_t h2 = seed;
uint32_t h3 = seed; uint32_t h3 = seed;
uint32_t h4 = seed; uint32_t h4 = seed;
const uint32_t c1 = 0x239b961b; const uint32_t c1 = 0x239b961b;
const uint32_t c2 = 0xab0e9789; const uint32_t c2 = 0xab0e9789;
const uint32_t c3 = 0x38b34ae5; const uint32_t c3 = 0x38b34ae5;
const uint32_t c4 = 0xa1e38b93; const uint32_t c4 = 0xa1e38b93;
//---------- //----------
// body // body
const uint32_t * blocks = (const uint32_t *)(data + nblocks*16); const uint32_t * blocks = (const uint32_t *)(data + nblocks*16);
for(int i = -nblocks; i; i++) for(int i = -nblocks; i; i++)
{ {
uint32_t k1 = getblock(blocks,i*4+0); uint32_t k1 = getblock(blocks,i*4+0);
uint32_t k2 = getblock(blocks,i*4+1); uint32_t k2 = getblock(blocks,i*4+1);
uint32_t k3 = getblock(blocks,i*4+2); uint32_t k3 = getblock(blocks,i*4+2);
uint32_t k4 = getblock(blocks,i*4+3); uint32_t k4 = getblock(blocks,i*4+3);
k1 *= c1; k1 = ROTL32(k1,15); k1 *= c2; h1 ^= k1; k1 *= c1; k1 = ROTL32(k1,15); k1 *= c2; h1 ^= k1;
h1 = ROTL32(h1,19); h1 += h2; h1 = h1*5+0x561ccd1b; h1 = ROTL32(h1,19); h1 += h2; h1 = h1*5+0x561ccd1b;
k2 *= c2; k2 = ROTL32(k2,16); k2 *= c3; h2 ^= k2; k2 *= c2; k2 = ROTL32(k2,16); k2 *= c3; h2 ^= k2;
h2 = ROTL32(h2,17); h2 += h3; h2 = h2*5+0x0bcaa747; h2 = ROTL32(h2,17); h2 += h3; h2 = h2*5+0x0bcaa747;
k3 *= c3; k3 = ROTL32(k3,17); k3 *= c4; h3 ^= k3; k3 *= c3; k3 = ROTL32(k3,17); k3 *= c4; h3 ^= k3;
h3 = ROTL32(h3,15); h3 += h4; h3 = h3*5+0x96cd1c35; h3 = ROTL32(h3,15); h3 += h4; h3 = h3*5+0x96cd1c35;
k4 *= c4; k4 = ROTL32(k4,18); k4 *= c1; h4 ^= k4; k4 *= c4; k4 = ROTL32(k4,18); k4 *= c1; h4 ^= k4;
h4 = ROTL32(h4,13); h4 += h1; h4 = h4*5+0x32ac3b17; h4 = ROTL32(h4,13); h4 += h1; h4 = h4*5+0x32ac3b17;
} }
//---------- //----------
// tail // tail
const uint8_t * tail = (const uint8_t*)(data + nblocks*16); const uint8_t * tail = (const uint8_t*)(data + nblocks*16);
uint32_t k1 = 0; uint32_t k1 = 0;
uint32_t k2 = 0; uint32_t k2 = 0;
uint32_t k3 = 0; uint32_t k3 = 0;
uint32_t k4 = 0; uint32_t k4 = 0;
switch(len & 15) switch(len & 15)
{ {
case 15: k4 ^= tail[14] << 16; case 15: k4 ^= tail[14] << 16;
case 14: k4 ^= tail[13] << 8; case 14: k4 ^= tail[13] << 8;
case 13: k4 ^= tail[12] << 0; case 13: k4 ^= tail[12] << 0;
k4 *= c4; k4 = ROTL32(k4,18); k4 *= c1; h4 ^= k4; k4 *= c4; k4 = ROTL32(k4,18); k4 *= c1; h4 ^= k4;
case 12: k3 ^= tail[11] << 24; case 12: k3 ^= tail[11] << 24;
case 11: k3 ^= tail[10] << 16; case 11: k3 ^= tail[10] << 16;
case 10: k3 ^= tail[ 9] << 8; case 10: k3 ^= tail[ 9] << 8;
case 9: k3 ^= tail[ 8] << 0; case 9: k3 ^= tail[ 8] << 0;
k3 *= c3; k3 = ROTL32(k3,17); k3 *= c4; h3 ^= k3; k3 *= c3; k3 = ROTL32(k3,17); k3 *= c4; h3 ^= k3;
case 8: k2 ^= tail[ 7] << 24; case 8: k2 ^= tail[ 7] << 24;
case 7: k2 ^= tail[ 6] << 16; case 7: k2 ^= tail[ 6] << 16;
case 6: k2 ^= tail[ 5] << 8; case 6: k2 ^= tail[ 5] << 8;
case 5: k2 ^= tail[ 4] << 0; case 5: k2 ^= tail[ 4] << 0;
k2 *= c2; k2 = ROTL32(k2,16); k2 *= c3; h2 ^= k2; k2 *= c2; k2 = ROTL32(k2,16); k2 *= c3; h2 ^= k2;
case 4: k1 ^= tail[ 3] << 24; case 4: k1 ^= tail[ 3] << 24;
case 3: k1 ^= tail[ 2] << 16; case 3: k1 ^= tail[ 2] << 16;
case 2: k1 ^= tail[ 1] << 8; case 2: k1 ^= tail[ 1] << 8;
case 1: k1 ^= tail[ 0] << 0; case 1: k1 ^= tail[ 0] << 0;
k1 *= c1; k1 = ROTL32(k1,15); k1 *= c2; h1 ^= k1; k1 *= c1; k1 = ROTL32(k1,15); k1 *= c2; h1 ^= k1;
}; };
//---------- //----------
// finalization // finalization
h1 ^= len; h2 ^= len; h3 ^= len; h4 ^= len; h1 ^= len; h2 ^= len; h3 ^= len; h4 ^= len;
h1 += h2; h1 += h3; h1 += h4; h1 += h2; h1 += h3; h1 += h4;
h2 += h1; h3 += h1; h4 += h1; h2 += h1; h3 += h1; h4 += h1;
h1 = fmix(h1); h1 = fmix(h1);
h2 = fmix(h2); h2 = fmix(h2);
h3 = fmix(h3); h3 = fmix(h3);
h4 = fmix(h4); h4 = fmix(h4);
h1 += h2; h1 += h3; h1 += h4; h1 += h2; h1 += h3; h1 += h4;
h2 += h1; h3 += h1; h4 += h1; h2 += h1; h3 += h1; h4 += h1;
((uint32_t*)out)[0] = h1; ((uint32_t*)out)[0] = h1;
((uint32_t*)out)[1] = h2; ((uint32_t*)out)[1] = h2;
((uint32_t*)out)[2] = h3; ((uint32_t*)out)[2] = h3;
((uint32_t*)out)[3] = h4; ((uint32_t*)out)[3] = h4;
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void MurmurHash3_x64_128 ( const void * key, const int len, void MurmurHash3_x64_128 ( const void * key, const int len,
const uint32_t seed, void * out ) const uint32_t seed, void * out )
{ {
const uint8_t * data = (const uint8_t*)key; const uint8_t * data = (const uint8_t*)key;
const int nblocks = len / 16; const int nblocks = len / 16;
uint64_t h1 = seed; uint64_t h1 = seed;
uint64_t h2 = seed; uint64_t h2 = seed;
const uint64_t c1 = BIG_CONSTANT(0x87c37b91114253d5); const uint64_t c1 = BIG_CONSTANT(0x87c37b91114253d5);
const uint64_t c2 = BIG_CONSTANT(0x4cf5ad432745937f); const uint64_t c2 = BIG_CONSTANT(0x4cf5ad432745937f);
//---------- //----------
// body // body
const uint64_t * blocks = (const uint64_t *)(data); const uint64_t * blocks = (const uint64_t *)(data);
for(int i = 0; i < nblocks; i++) for(int i = 0; i < nblocks; i++)
{ {
uint64_t k1 = getblock(blocks,i*2+0); uint64_t k1 = getblock(blocks,i*2+0);
uint64_t k2 = getblock(blocks,i*2+1); uint64_t k2 = getblock(blocks,i*2+1);
k1 *= c1; k1 = ROTL64(k1,31); k1 *= c2; h1 ^= k1; k1 *= c1; k1 = ROTL64(k1,31); k1 *= c2; h1 ^= k1;
h1 = ROTL64(h1,27); h1 += h2; h1 = h1*5+0x52dce729; h1 = ROTL64(h1,27); h1 += h2; h1 = h1*5+0x52dce729;
k2 *= c2; k2 = ROTL64(k2,33); k2 *= c1; h2 ^= k2; k2 *= c2; k2 = ROTL64(k2,33); k2 *= c1; h2 ^= k2;
h2 = ROTL64(h2,31); h2 += h1; h2 = h2*5+0x38495ab5; h2 = ROTL64(h2,31); h2 += h1; h2 = h2*5+0x38495ab5;
} }
//---------- //----------
// tail // tail
const uint8_t * tail = (const uint8_t*)(data + nblocks*16); const uint8_t * tail = (const uint8_t*)(data + nblocks*16);
uint64_t k1 = 0; uint64_t k1 = 0;
uint64_t k2 = 0; uint64_t k2 = 0;
switch(len & 15) switch(len & 15)
{ {
case 15: k2 ^= uint64_t(tail[14]) << 48; case 15: k2 ^= uint64_t(tail[14]) << 48;
case 14: k2 ^= uint64_t(tail[13]) << 40; case 14: k2 ^= uint64_t(tail[13]) << 40;
case 13: k2 ^= uint64_t(tail[12]) << 32; case 13: k2 ^= uint64_t(tail[12]) << 32;
case 12: k2 ^= uint64_t(tail[11]) << 24; case 12: k2 ^= uint64_t(tail[11]) << 24;
case 11: k2 ^= uint64_t(tail[10]) << 16; case 11: k2 ^= uint64_t(tail[10]) << 16;
case 10: k2 ^= uint64_t(tail[ 9]) << 8; case 10: k2 ^= uint64_t(tail[ 9]) << 8;
case 9: k2 ^= uint64_t(tail[ 8]) << 0; case 9: k2 ^= uint64_t(tail[ 8]) << 0;
k2 *= c2; k2 = ROTL64(k2,33); k2 *= c1; h2 ^= k2; k2 *= c2; k2 = ROTL64(k2,33); k2 *= c1; h2 ^= k2;
case 8: k1 ^= uint64_t(tail[ 7]) << 56; case 8: k1 ^= uint64_t(tail[ 7]) << 56;
case 7: k1 ^= uint64_t(tail[ 6]) << 48; case 7: k1 ^= uint64_t(tail[ 6]) << 48;
case 6: k1 ^= uint64_t(tail[ 5]) << 40; case 6: k1 ^= uint64_t(tail[ 5]) << 40;
case 5: k1 ^= uint64_t(tail[ 4]) << 32; case 5: k1 ^= uint64_t(tail[ 4]) << 32;
case 4: k1 ^= uint64_t(tail[ 3]) << 24; case 4: k1 ^= uint64_t(tail[ 3]) << 24;
case 3: k1 ^= uint64_t(tail[ 2]) << 16; case 3: k1 ^= uint64_t(tail[ 2]) << 16;
case 2: k1 ^= uint64_t(tail[ 1]) << 8; case 2: k1 ^= uint64_t(tail[ 1]) << 8;
case 1: k1 ^= uint64_t(tail[ 0]) << 0; case 1: k1 ^= uint64_t(tail[ 0]) << 0;
k1 *= c1; k1 = ROTL64(k1,31); k1 *= c2; h1 ^= k1; k1 *= c1; k1 = ROTL64(k1,31); k1 *= c2; h1 ^= k1;
}; };
//---------- //----------
// finalization // finalization
h1 ^= len; h2 ^= len; h1 ^= len; h2 ^= len;
h1 += h2; h1 += h2;
h2 += h1; h2 += h1;
h1 = fmix(h1); h1 = fmix(h1);
h2 = fmix(h2); h2 = fmix(h2);
h1 += h2; h1 += h2;
h2 += h1; h2 += h1;
((uint64_t*)out)[0] = h1; ((uint64_t*)out)[0] = h1;
((uint64_t*)out)[1] = h2; ((uint64_t*)out)[1] = h2;
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// MurmurHash3 was written by Austin Appleby, and is placed in the public // MurmurHash3 was written by Austin Appleby, and is placed in the public
// domain. The author hereby disclaims copyright to this source code. // domain. The author hereby disclaims copyright to this source code.
#ifndef _MURMURHASH3_H_ #ifndef _MURMURHASH3_H_
#define _MURMURHASH3_H_ #define _MURMURHASH3_H_
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Platform-specific functions and macros // Platform-specific functions and macros
// Microsoft Visual Studio // Microsoft Visual Studio
#if defined(_MSC_VER) #if defined(_MSC_VER)
typedef unsigned char uint8_t; typedef unsigned char uint8_t;
typedef unsigned long uint32_t; typedef unsigned long uint32_t;
typedef unsigned __int64 uint64_t; typedef unsigned __int64 uint64_t;
// Other compilers // Other compilers
#else // defined(_MSC_VER) #else // defined(_MSC_VER)
#include <stdint.h> #include <stdint.h>
#endif // !defined(_MSC_VER) #endif // !defined(_MSC_VER)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void MurmurHash3_x86_32 ( const void * key, int len, uint32_t seed, void * out ); void MurmurHash3_x86_32 ( const void * key, int len, uint32_t seed, void * out );
void MurmurHash3_x86_128 ( const void * key, int len, uint32_t seed, void * out ); void MurmurHash3_x86_128 ( const void * key, int len, uint32_t seed, void * out );
void MurmurHash3_x64_128 ( const void * key, int len, uint32_t seed, void * out ); void MurmurHash3_x64_128 ( const void * key, int len, uint32_t seed, void * out );
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#endif // _MURMURHASH3_H_ #endif // _MURMURHASH3_H_
\ No newline at end of file
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment