Commit 340b7b8b by Brandon Jones

Add support for new internalformats in copyTextureCHROMIUM

This adds support in blit11::copyTexture for LUMA, LUMA_ALPHA, and ALPHA formats as destinations. Added is handling for each case to match up the corresponding shader. This required new premultiply and unmultiply D3D11 shaders for some cases. Changed copyTextureCHROMIUM validation to allow new formats. Tests have been created to demonstrate using copyTextureCHROMIUM with the new formats with default parameters, as well as with the unpackPremultiply and unpackUnmultiply parameters. BUG=:angleproject:2101 Change-Id: Id8cd303a46fe70710bc18172fc938552a6e4cfaf
parent 70c95fa6
......@@ -43,8 +43,12 @@ namespace
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_luma_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_lumaalpha_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_luma_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_lumaalpha_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgb_ps.h"
......@@ -839,7 +843,17 @@ Blit11::BlitShaderType Blit11::GetBlitShaderType(GLenum destinationFormat,
return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY
: BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY;
}
case GL_LUMINANCE:
ASSERT(!floatToIntBlit);
return unpackPremultiplyAlpha ? BLITSHADER_2D_LUMAF_PREMULTIPLY
: BLITSHADER_2D_LUMAF_UNMULTIPLY;
case GL_LUMINANCE_ALPHA:
ASSERT(!floatToIntBlit);
return unpackPremultiplyAlpha ? BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY
: BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY;
case GL_ALPHA:
ASSERT(!floatToIntBlit);
return BLITSHADER_2D_ALPHA;
default:
UNREACHABLE();
return BLITSHADER_INVALID;
......@@ -1860,6 +1874,24 @@ gl::Error Blit11::getBlitShader(GLenum destFormat,
ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_UM_RGB),
"Blit11 2D RGB to uint unmultiply pixel shader"));
break;
case BLITSHADER_2D_LUMAF_PREMULTIPLY:
ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_PM_LUMA),
"Blit11 2D LUMA premultiply pixel shader"));
break;
case BLITSHADER_2D_LUMAF_UNMULTIPLY:
ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_UM_LUMA),
"Blit11 2D LUMA unmultiply pixel shader"));
break;
case BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY:
ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
ShaderData(g_PS_FtoF_PM_LUMAALPHA),
"Blit11 2D LUMAALPHA premultiply pixel shader"));
break;
case BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY:
ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
ShaderData(g_PS_FtoF_UM_LUMAALPHA),
"Blit11 2D LUMAALPHA unmultiply pixel shader"));
break;
default:
UNREACHABLE();
......
......@@ -152,6 +152,12 @@ class Blit11 : angle::NonCopyable
BLITSHADER_2D_RGBF_TOUI,
BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY,
BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY,
BLITSHADER_2D_LUMAF_PREMULTIPLY,
BLITSHADER_2D_LUMAF_UNMULTIPLY,
BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY,
BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY
};
enum SwizzleShaderType
......
......@@ -7,6 +7,43 @@ SamplerState Sampler : register(s0);
// PM: premultiply, UM: unmulitply, PT: passthrough
// F: float, U: uint
// Float to float LUMA
float4 PS_FtoF_PM_LUMA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
float4 color = TextureF.Sample(Sampler, inTexCoord).rgba;
color.rgb = color.r * color.a;
color.a = 1.0f;
return color;
}
float4 PS_FtoF_UM_LUMA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
float4 color = TextureF.Sample(Sampler, inTexCoord).rgba;
if (color.a > 0.0f)
{
color.rgb = color.r / color.a;
}
color.a = 1.0f;
return color;
}
// Float to float LUMAALPHA
float4 PS_FtoF_PM_LUMAALPHA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
float4 color = TextureF.Sample(Sampler, inTexCoord).rgba;
color.rgb = color.r * color.a;
return color;
}
float4 PS_FtoF_UM_LUMAALPHA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
float4 color = TextureF.Sample(Sampler, inTexCoord).rgba;
if (color.a > 0.0f)
{
color.rgb = color.r / color.a;
}
return color;
}
// Float to float RGBA
float4 PS_FtoF_PM_RGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// TextureF texture float4 2d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// 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_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mul o0.xyz, r0.wwww, r0.xxxx
mov o0.w, l(1.000000)
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_FtoF_PM_LUMA[] = {
68, 88, 66, 67, 61, 193, 4, 85, 218, 250, 183, 199, 231, 187, 141, 93, 80, 186, 200,
74, 1, 0, 0, 0, 136, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 220, 0,
0, 0, 52, 1, 0, 0, 104, 1, 0, 0, 12, 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, 109, 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, 4,
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, 70, 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, 54, 46, 51, 46, 57,
54, 48, 48, 46, 49, 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0, 83,
86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 84, 69, 88, 67, 79, 79, 82, 68,
0, 171, 171, 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, 156, 0, 0, 0, 64, 0, 0, 0, 39, 0, 0, 0, 90, 0, 0, 3,
0, 96, 16, 0, 0, 0, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 0, 0, 0,
0, 85, 85, 0, 0, 98, 16, 0, 3, 50, 16, 16, 0, 1, 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, 16, 16, 0, 1, 0, 0, 0,
70, 126, 16, 0, 0, 0, 0, 0, 0, 96, 16, 0, 0, 0, 0, 0, 56, 0, 0,
7, 114, 32, 16, 0, 0, 0, 0, 0, 246, 15, 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, 1, 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 6.3.9600.16384
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// TextureF texture float4 2d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// 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_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mul o0.xyz, r0.wwww, r0.xxxx
mov o0.w, r0.w
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_FtoF_PM_LUMAALPHA[] = {
68, 88, 66, 67, 16, 240, 62, 171, 253, 134, 187, 96, 66, 174, 101, 13, 101, 43, 164,
23, 1, 0, 0, 0, 136, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 220, 0,
0, 0, 52, 1, 0, 0, 104, 1, 0, 0, 12, 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, 109, 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, 4,
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, 70, 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, 54, 46, 51, 46, 57,
54, 48, 48, 46, 49, 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0, 83,
86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 84, 69, 88, 67, 79, 79, 82, 68,
0, 171, 171, 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, 156, 0, 0, 0, 64, 0, 0, 0, 39, 0, 0, 0, 90, 0, 0, 3,
0, 96, 16, 0, 0, 0, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 0, 0, 0,
0, 85, 85, 0, 0, 98, 16, 0, 3, 50, 16, 16, 0, 1, 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, 16, 16, 0, 1, 0, 0, 0,
70, 126, 16, 0, 0, 0, 0, 0, 0, 96, 16, 0, 0, 0, 0, 0, 56, 0, 0,
7, 114, 32, 16, 0, 0, 0, 0, 0, 246, 15, 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, 58,
0, 16, 0, 0, 0, 0, 0, 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, 1, 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 6.3.9600.16384
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// TextureF texture float4 2d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// 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_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
lt r1.x, l(0.000000), r0.w
div r0.w, r0.x, r0.w
movc o0.xyz, r1.xxxx, r0.wwww, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_FtoF_UM_LUMA[] = {
68, 88, 66, 67, 64, 125, 110, 227, 139, 187, 78, 166, 27, 154, 215, 226, 168, 30, 14,
98, 1, 0, 0, 0, 200, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 220, 0,
0, 0, 52, 1, 0, 0, 104, 1, 0, 0, 76, 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, 109, 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, 4,
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, 70, 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, 54, 46, 51, 46, 57,
54, 48, 48, 46, 49, 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0, 83,
86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 84, 69, 88, 67, 79, 79, 82, 68,
0, 171, 171, 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, 220, 0, 0, 0, 64, 0, 0, 0, 55, 0, 0, 0, 90, 0, 0, 3,
0, 96, 16, 0, 0, 0, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 0, 0, 0,
0, 85, 85, 0, 0, 98, 16, 0, 3, 50, 16, 16, 0, 1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 104, 0, 0, 2, 2, 0, 0, 0, 69,
0, 0, 9, 242, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 1, 0, 0, 0,
70, 126, 16, 0, 0, 0, 0, 0, 0, 96, 16, 0, 0, 0, 0, 0, 49, 0, 0,
7, 18, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 58, 0,
16, 0, 0, 0, 0, 0, 14, 0, 0, 7, 130, 0, 16, 0, 0, 0, 0, 0, 10,
0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 0, 0, 0, 0, 55, 0, 0, 9,
114, 32, 16, 0, 0, 0, 0, 0, 6, 0, 16, 0, 1, 0, 0, 0, 246, 15, 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, 6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 2, 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, 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};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// TextureF texture float4 2d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// 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_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
lt r1.x, l(0.000000), r0.w
div r1.y, r0.x, r0.w
movc o0.xyz, r1.xxxx, r1.yyyy, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_FtoF_UM_LUMAALPHA[] = {
68, 88, 66, 67, 108, 4, 157, 10, 254, 47, 42, 8, 219, 0, 94, 160, 25, 199, 73,
60, 1, 0, 0, 0, 200, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 220, 0,
0, 0, 52, 1, 0, 0, 104, 1, 0, 0, 76, 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, 109, 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, 4,
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, 70, 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, 54, 46, 51, 46, 57,
54, 48, 48, 46, 49, 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0, 83,
86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 84, 69, 88, 67, 79, 79, 82, 68,
0, 171, 171, 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, 220, 0, 0, 0, 64, 0, 0, 0, 55, 0, 0, 0, 90, 0, 0, 3,
0, 96, 16, 0, 0, 0, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 0, 0, 0,
0, 85, 85, 0, 0, 98, 16, 0, 3, 50, 16, 16, 0, 1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 104, 0, 0, 2, 2, 0, 0, 0, 69,
0, 0, 9, 242, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 1, 0, 0, 0,
70, 126, 16, 0, 0, 0, 0, 0, 0, 96, 16, 0, 0, 0, 0, 0, 49, 0, 0,
7, 18, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 58, 0,
16, 0, 0, 0, 0, 0, 14, 0, 0, 7, 34, 0, 16, 0, 1, 0, 0, 0, 10,
0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 0, 0, 0, 0, 55, 0, 0, 9,
114, 32, 16, 0, 0, 0, 0, 0, 6, 0, 16, 0, 1, 0, 0, 0, 86, 5, 16,
0, 1, 0, 0, 0, 70, 2, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 130, 32,
16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 0, 0, 0, 0, 62, 0, 0, 1, 83,
84, 65, 84, 116, 0, 0, 0, 6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
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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, 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};
......@@ -40,6 +40,10 @@ call:BuildShader MultiplyAlpha.hlsl PS_FtoU_UM_RGBA ps_4_0 compiled\multiplyalph
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PT_RGB ps_4_0 compiled\multiplyalpha_ftou_pt_rgb_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_PM_RGB ps_4_0 compiled\multiplyalpha_ftou_pm_rgb_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoU_UM_RGB ps_4_0 compiled\multiplyalpha_ftou_um_rgb_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_LUMA ps_4_0 compiled\multiplyalpha_ftof_pm_luma_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_LUMA ps_4_0 compiled\multiplyalpha_ftof_um_luma_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_PM_LUMAALPHA ps_4_0 compiled\multiplyalpha_ftof_pm_lumaalpha_ps.h %debug%
call:BuildShader MultiplyAlpha.hlsl PS_FtoF_UM_LUMAALPHA ps_4_0 compiled\multiplyalpha_ftof_um_lumaalpha_ps.h %debug%
call:BuildShader Clear11.hlsl VS_Clear_FL9 vs_4_0_level_9_3 compiled\clear11_fl9vs.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat_FL9 ps_4_0_level_9_3 compiled\clearfloat11_fl9ps.h %debug%
......
......@@ -268,6 +268,9 @@ bool IsValidCopyTextureDestinationInternalFormatEnum(GLint internalFormat)
case GL_RGBA16F:
case GL_RGBA32F:
case GL_R11F_G11F_B10F:
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
case GL_ALPHA:
return true;
default:
......
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