Commit 384c0cd5 by Jamie Madill

Support the Windows 8 SDK version of FXC by default in generate_shaders.bat.

Also update the compiled shaders to the new FXC. BUG= ANGLEBUG=475 R=geofflang@chromium.org, shannonwoods@chromium.org Review URL: https://codereview.appspot.com/13973043
parent 7692ca41
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
// fxc /E VS_Clear /T vs_4_0 /Fh compiled/clear11vs.h Clear11.hlsl
// //
// //
///
// //
// 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
...@@ -36,10 +34,10 @@ ret ...@@ -36,10 +34,10 @@ ret
const BYTE g_VS_Clear[] = const BYTE g_VS_Clear[] =
{ {
68, 88, 66, 67, 109, 138, 68, 88, 66, 67, 97, 5,
105, 83, 86, 190, 83, 125, 13, 163, 160, 254, 95, 127,
72, 102, 194, 136, 46, 69, 30, 194, 121, 144, 236, 185,
17, 121, 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,
...@@ -56,10 +54,10 @@ const BYTE g_VS_Clear[] = ...@@ -56,10 +54,10 @@ const BYTE g_VS_Clear[] =
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, 50, 101, 114, 32, 57, 46, 51,
57, 46, 57, 53, 50, 46, 48, 46, 57, 50, 48, 48,
51, 49, 49, 49, 0, 171, 46, 49, 54, 51, 56, 52,
171, 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,
...@@ -122,7 +120,7 @@ const BYTE g_VS_Clear[] = ...@@ -122,7 +120,7 @@ const BYTE g_VS_Clear[] =
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 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, 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,
......
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
// fxc /E PS_ClearMultiple /T ps_4_0 /Fh compiled/clearmultiple11ps.h
// Clear11.hlsl
// //
// //
///
// //
// 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
...@@ -53,10 +50,10 @@ ret ...@@ -53,10 +50,10 @@ ret
const BYTE g_PS_ClearMultiple[] = const BYTE g_PS_ClearMultiple[] =
{ {
68, 88, 66, 67, 146, 246, 68, 88, 66, 67, 92, 54,
236, 240, 50, 40, 87, 55, 120, 105, 166, 196, 132, 158,
73, 140, 251, 200, 8, 22, 209, 33, 185, 122, 8, 189,
173, 117, 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,
...@@ -73,10 +70,10 @@ const BYTE g_PS_ClearMultiple[] = ...@@ -73,10 +70,10 @@ const BYTE g_PS_ClearMultiple[] =
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, 50, 101, 114, 32, 57, 46, 51,
57, 46, 57, 53, 50, 46, 48, 46, 57, 50, 48, 48,
51, 49, 49, 49, 0, 171, 46, 49, 54, 51, 56, 52,
171, 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,
...@@ -189,7 +186,7 @@ const BYTE g_PS_ClearMultiple[] = ...@@ -189,7 +186,7 @@ const BYTE g_PS_ClearMultiple[] =
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
8, 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,
......
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
// fxc /E PS_ClearSingle /T ps_4_0 /Fh compiled/clearsingle11ps.h
// Clear11.hlsl
// //
// //
///
// //
// 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
...@@ -32,10 +29,10 @@ ret ...@@ -32,10 +29,10 @@ ret
const BYTE g_PS_ClearSingle[] = const BYTE g_PS_ClearSingle[] =
{ {
68, 88, 66, 67, 11, 49, 68, 88, 66, 67, 13, 152,
220, 157, 35, 106, 175, 161, 32, 49, 222, 236, 92, 20,
180, 178, 147, 150, 134, 162, 188, 71, 88, 46, 163, 241,
222, 79, 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,
...@@ -52,10 +49,10 @@ const BYTE g_PS_ClearSingle[] = ...@@ -52,10 +49,10 @@ const BYTE g_PS_ClearSingle[] =
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, 50, 101, 114, 32, 57, 46, 51,
57, 46, 57, 53, 50, 46, 48, 46, 57, 50, 48, 48,
51, 49, 49, 49, 0, 171, 46, 49, 54, 51, 56, 52,
171, 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,
...@@ -102,7 +99,7 @@ const BYTE g_PS_ClearSingle[] = ...@@ -102,7 +99,7 @@ const BYTE g_PS_ClearSingle[] =
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 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, 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,
......
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
// fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps
//
// //
///
// Parameters: // Parameters:
// //
// float4 mode; // float4 mode;
...@@ -33,7 +31,7 @@ ...@@ -33,7 +31,7 @@
const BYTE g_ps20_componentmaskps[] = const BYTE g_ps20_componentmaskps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
43, 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,
...@@ -60,22 +58,22 @@ const BYTE g_ps20_componentmaskps[] = ...@@ -60,22 +58,22 @@ const BYTE g_ps20_componentmaskps[] =
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,
50, 57, 46, 57, 53, 50, 51, 48, 46, 57, 50, 48,
46, 51, 49, 49, 49, 0, 48, 46, 49, 54, 51, 56,
31, 0, 0, 2, 0, 0, 52, 0, 171, 171, 31, 0,
0, 128, 0, 0, 3, 176, 0, 2, 0, 0, 0, 128,
31, 0, 0, 2, 0, 0, 0, 0, 3, 176, 31, 0,
0, 144, 0, 8, 15, 160, 0, 2, 0, 0, 0, 144,
66, 0, 0, 3, 0, 0, 0, 8, 15, 160, 66, 0,
15, 128, 0, 0, 228, 176, 0, 3, 0, 0, 15, 128,
0, 8, 228, 160, 5, 0, 0, 0, 228, 176, 0, 8,
0, 3, 1, 0, 7, 128, 228, 160, 5, 0, 0, 3,
0, 0, 228, 128, 0, 0, 1, 0, 7, 128, 0, 0,
0, 160, 4, 0, 0, 4, 228, 128, 0, 0, 0, 160,
1, 0, 8, 128, 0, 0, 4, 0, 0, 4, 1, 0,
255, 128, 0, 0, 170, 160, 8, 128, 0, 0, 255, 128,
0, 0, 255, 160, 1, 0, 0, 0, 170, 160, 0, 0,
0, 2, 0, 8, 15, 128, 255, 160, 1, 0, 0, 2,
1, 0, 228, 128, 255, 255, 0, 8, 15, 128, 1, 0,
0, 0 228, 128, 255, 255, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
// fxc /E flipyvs /T vs_2_0 /Fh compiled/flipyvs.h Blit.vs
//
// //
///
// Parameters: // Parameters:
// //
// float4 halfPixelSize; // float4 halfPixelSize;
...@@ -29,7 +27,7 @@ ...@@ -29,7 +27,7 @@
const BYTE g_vs20_flipyvs[] = const BYTE g_vs20_flipyvs[] =
{ {
0, 2, 254, 255, 254, 255, 0, 2, 254, 255, 254, 255,
35, 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,
...@@ -50,20 +48,20 @@ const BYTE g_vs20_flipyvs[] = ...@@ -50,20 +48,20 @@ const BYTE g_vs20_flipyvs[] =
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, 50, 57, 114, 32, 57, 46, 51, 48,
46, 57, 53, 50, 46, 51, 46, 57, 50, 48, 48, 46,
49, 49, 49, 0, 81, 0, 49, 54, 51, 56, 52, 0,
0, 5, 1, 0, 15, 160, 171, 171, 81, 0, 0, 5,
0, 0, 0, 63, 0, 0, 1, 0, 15, 160, 0, 0,
128, 63, 0, 0, 0, 0, 0, 63, 0, 0, 128, 63,
0, 0, 0, 0, 31, 0, 0, 0, 0, 0, 0, 0,
0, 2, 0, 0, 0, 128, 0, 0, 31, 0, 0, 2,
0, 0, 15, 144, 2, 0, 0, 0, 0, 128, 0, 0,
0, 3, 0, 0, 15, 192, 15, 144, 2, 0, 0, 3,
0, 0, 228, 144, 0, 0, 0, 0, 15, 192, 0, 0,
228, 160, 4, 0, 0, 4, 228, 144, 0, 0, 228, 160,
0, 0, 15, 224, 0, 0, 4, 0, 0, 4, 0, 0,
228, 144, 1, 0, 80, 160, 15, 224, 0, 0, 228, 144,
1, 0, 160, 160, 255, 255, 1, 0, 80, 160, 1, 0,
0, 0 160, 160, 255, 255, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
// fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps
//
// //
///
// Parameters: // Parameters:
// //
// float4 mode; // float4 mode;
...@@ -33,7 +31,7 @@ ...@@ -33,7 +31,7 @@
const BYTE g_ps20_luminanceps[] = const BYTE g_ps20_luminanceps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
43, 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,
...@@ -60,21 +58,22 @@ const BYTE g_ps20_luminanceps[] = ...@@ -60,21 +58,22 @@ const BYTE g_ps20_luminanceps[] =
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,
50, 57, 46, 57, 53, 50, 51, 48, 46, 57, 50, 48,
46, 51, 49, 49, 49, 0, 48, 46, 49, 54, 51, 56,
31, 0, 0, 2, 0, 0, 52, 0, 171, 171, 31, 0,
0, 128, 0, 0, 3, 176, 0, 2, 0, 0, 0, 128,
31, 0, 0, 2, 0, 0, 0, 0, 3, 176, 31, 0,
0, 144, 0, 8, 15, 160, 0, 2, 0, 0, 0, 144,
66, 0, 0, 3, 0, 0, 0, 8, 15, 160, 66, 0,
15, 128, 0, 0, 228, 176, 0, 3, 0, 0, 15, 128,
0, 8, 228, 160, 4, 0, 0, 0, 228, 176, 0, 8,
0, 4, 1, 0, 8, 128, 228, 160, 4, 0, 0, 4,
0, 0, 255, 128, 0, 0, 1, 0, 8, 128, 0, 0,
0, 160, 0, 0, 85, 160, 255, 128, 0, 0, 0, 160,
1, 0, 0, 2, 1, 0, 0, 0, 85, 160, 1, 0,
7, 128, 0, 0, 0, 128, 0, 2, 1, 0, 7, 128,
1, 0, 0, 2, 0, 8, 0, 0, 0, 128, 1, 0,
15, 128, 1, 0, 228, 128, 0, 2, 0, 8, 15, 128,
255, 255, 0, 0 1, 0, 228, 128, 255, 255,
0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
// fxc /E VS_Passthrough /T vs_4_0 /Fh compiled/passthrough11vs.h
// Passthrough11.hlsl
// //
// //
///
// //
// 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
...@@ -37,10 +34,10 @@ ret ...@@ -37,10 +34,10 @@ ret
const BYTE g_VS_Passthrough[] = const BYTE g_VS_Passthrough[] =
{ {
68, 88, 66, 67, 117, 74, 68, 88, 66, 67, 197, 214,
34, 79, 174, 226, 170, 74, 184, 85, 240, 94, 71, 48,
110, 16, 237, 14, 67, 185, 165, 34, 142, 233, 0, 135,
119, 167, 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,
...@@ -57,10 +54,10 @@ const BYTE g_VS_Passthrough[] = ...@@ -57,10 +54,10 @@ const BYTE g_VS_Passthrough[] =
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, 50, 101, 114, 32, 57, 46, 51,
57, 46, 57, 53, 50, 46, 48, 46, 57, 50, 48, 48,
51, 49, 49, 49, 0, 171, 46, 49, 54, 51, 56, 52,
171, 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,
...@@ -127,7 +124,7 @@ const BYTE g_VS_Passthrough[] = ...@@ -127,7 +124,7 @@ const BYTE g_VS_Passthrough[] =
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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, 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,
......
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
// fxc /E PS_PassthroughLum /T ps_4_0 /Fh compiled/passthroughlum11ps.h
// Passthrough11.hlsl
// //
// //
///
// Resource Bindings: // Resource Bindings:
// //
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
...@@ -18,17 +15,17 @@ ...@@ -18,17 +15,17 @@
// //
// 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
...@@ -45,10 +42,10 @@ ret ...@@ -45,10 +42,10 @@ ret
const BYTE g_PS_PassthroughLum[] = const BYTE g_PS_PassthroughLum[] =
{ {
68, 88, 66, 67, 97, 41, 68, 88, 66, 67, 244, 9,
37, 154, 0, 174, 137, 157, 213, 147, 19, 249, 70, 111,
76, 219, 230, 26, 227, 174, 157, 92, 243, 160, 40, 144,
187, 66, 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,
...@@ -79,9 +76,9 @@ const BYTE g_PS_PassthroughLum[] = ...@@ -79,9 +76,9 @@ const BYTE g_PS_PassthroughLum[] =
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, 50, 57, 46, 57, 53, 46, 51, 48, 46, 57, 50,
50, 46, 51, 49, 49, 49, 48, 48, 46, 49, 54, 51,
0, 171, 171, 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,
...@@ -145,7 +142,7 @@ const BYTE g_PS_PassthroughLum[] = ...@@ -145,7 +142,7 @@ const BYTE g_PS_PassthroughLum[] =
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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, 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,
......
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
// fxc /E PS_PassthroughLumAlpha /T ps_4_0 /Fh
// compiled/passthroughlumalpha11ps.h Passthrough11.hlsl
// //
// //
///
// Resource Bindings: // Resource Bindings:
// //
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
...@@ -18,17 +15,17 @@ ...@@ -18,17 +15,17 @@
// //
// 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
...@@ -44,10 +41,10 @@ ret ...@@ -44,10 +41,10 @@ ret
const BYTE g_PS_PassthroughLumAlpha[] = const BYTE g_PS_PassthroughLumAlpha[] =
{ {
68, 88, 66, 67, 197, 72, 68, 88, 66, 67, 185, 14,
251, 236, 53, 107, 182, 146, 84, 223, 192, 42, 16, 133,
196, 219, 130, 187, 140, 159, 46, 100, 95, 221, 183, 97,
211, 123, 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,
...@@ -78,9 +75,9 @@ const BYTE g_PS_PassthroughLumAlpha[] = ...@@ -78,9 +75,9 @@ const BYTE g_PS_PassthroughLumAlpha[] =
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, 50, 57, 46, 57, 53, 46, 51, 48, 46, 57, 50,
50, 46, 51, 49, 49, 49, 48, 48, 46, 49, 54, 51,
0, 171, 171, 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,
...@@ -140,7 +137,7 @@ const BYTE g_PS_PassthroughLumAlpha[] = ...@@ -140,7 +137,7 @@ const BYTE g_PS_PassthroughLumAlpha[] =
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, 1, 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,
......
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
// fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps
//
// //
///
// Parameters: // Parameters:
// //
// sampler2D tex; // sampler2D tex;
...@@ -29,7 +27,7 @@ ...@@ -29,7 +27,7 @@
const BYTE g_ps20_passthroughps[] = const BYTE g_ps20_passthroughps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
32, 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,
...@@ -48,16 +46,17 @@ const BYTE g_ps20_passthroughps[] = ...@@ -48,16 +46,17 @@ const BYTE g_ps20_passthroughps[] =
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, 50, 57, 114, 32, 57, 46, 51, 48,
46, 57, 53, 50, 46, 51, 46, 57, 50, 48, 48, 46,
49, 49, 49, 0, 31, 0, 49, 54, 51, 56, 52, 0,
0, 2, 0, 0, 0, 128, 171, 171, 31, 0, 0, 2,
0, 0, 3, 176, 31, 0, 0, 0, 0, 128, 0, 0,
0, 2, 0, 0, 0, 144, 3, 176, 31, 0, 0, 2,
0, 8, 15, 160, 66, 0, 0, 0, 0, 144, 0, 8,
0, 3, 0, 0, 15, 128, 15, 160, 66, 0, 0, 3,
0, 0, 228, 176, 0, 8, 0, 0, 15, 128, 0, 0,
228, 160, 1, 0, 0, 2, 228, 176, 0, 8, 228, 160,
0, 8, 15, 128, 0, 0, 1, 0, 0, 2, 0, 8,
228, 128, 255, 255, 0, 0 15, 128, 0, 0, 228, 128,
255, 255, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
// fxc /E PS_PassthroughRGB /T ps_4_0 /Fh compiled/passthroughrgb11ps.h
// Passthrough11.hlsl
// //
// //
///
// Resource Bindings: // Resource Bindings:
// //
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
...@@ -18,17 +15,17 @@ ...@@ -18,17 +15,17 @@
// //
// 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
...@@ -45,10 +42,10 @@ ret ...@@ -45,10 +42,10 @@ ret
const BYTE g_PS_PassthroughRGB[] = const BYTE g_PS_PassthroughRGB[] =
{ {
68, 88, 66, 67, 253, 45, 68, 88, 66, 67, 125, 186,
13, 34, 125, 194, 95, 149, 250, 242, 113, 255, 59, 239,
1, 95, 194, 252, 118, 228, 119, 158, 237, 78, 220, 43,
178, 200, 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,
...@@ -79,9 +76,9 @@ const BYTE g_PS_PassthroughRGB[] = ...@@ -79,9 +76,9 @@ const BYTE g_PS_PassthroughRGB[] =
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, 50, 57, 46, 57, 53, 46, 51, 48, 46, 57, 50,
50, 46, 51, 49, 49, 49, 48, 48, 46, 49, 54, 51,
0, 171, 171, 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,
...@@ -145,7 +142,7 @@ const BYTE g_PS_PassthroughRGB[] = ...@@ -145,7 +142,7 @@ const BYTE g_PS_PassthroughRGB[] =
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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, 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,
......
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
// fxc /E PS_PassthroughRGBA /T ps_4_0 /Fh compiled/passthroughrgba11ps.h
// Passthrough11.hlsl
// //
// //
///
// Resource Bindings: // Resource Bindings:
// //
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
...@@ -18,17 +15,17 @@ ...@@ -18,17 +15,17 @@
// //
// 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
...@@ -42,10 +39,10 @@ ret ...@@ -42,10 +39,10 @@ ret
const BYTE g_PS_PassthroughRGBA[] = const BYTE g_PS_PassthroughRGBA[] =
{ {
68, 88, 66, 67, 152, 86, 68, 88, 66, 67, 151, 152,
225, 107, 155, 83, 216, 13, 8, 102, 174, 135, 76, 57,
154, 212, 144, 5, 82, 74, 100, 146, 59, 74, 205, 35,
90, 98, 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,
...@@ -76,9 +73,9 @@ const BYTE g_PS_PassthroughRGBA[] = ...@@ -76,9 +73,9 @@ const BYTE g_PS_PassthroughRGBA[] =
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, 50, 57, 46, 57, 53, 46, 51, 48, 46, 57, 50,
50, 46, 51, 49, 49, 49, 48, 48, 46, 49, 54, 51,
0, 171, 171, 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,
...@@ -134,7 +131,7 @@ const BYTE g_PS_PassthroughRGBA[] = ...@@ -134,7 +131,7 @@ const BYTE g_PS_PassthroughRGBA[] =
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
......
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
// fxc /E standardvs /T vs_2_0 /Fh compiled/standardvs.h Blit.vs
//
// //
///
// Parameters: // Parameters:
// //
// float4 halfPixelSize; // float4 halfPixelSize;
...@@ -29,7 +27,7 @@ ...@@ -29,7 +27,7 @@
const BYTE g_vs20_standardvs[] = const BYTE g_vs20_standardvs[] =
{ {
0, 2, 254, 255, 254, 255, 0, 2, 254, 255, 254, 255,
35, 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,
...@@ -50,20 +48,20 @@ const BYTE g_vs20_standardvs[] = ...@@ -50,20 +48,20 @@ const BYTE g_vs20_standardvs[] =
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, 50, 57, 114, 32, 57, 46, 51, 48,
46, 57, 53, 50, 46, 51, 46, 57, 50, 48, 48, 46,
49, 49, 49, 0, 81, 0, 49, 54, 51, 56, 52, 0,
0, 5, 1, 0, 15, 160, 171, 171, 81, 0, 0, 5,
0, 0, 0, 63, 0, 0, 1, 0, 15, 160, 0, 0,
0, 191, 0, 0, 128, 63, 0, 63, 0, 0, 0, 191,
0, 0, 0, 0, 31, 0, 0, 0, 128, 63, 0, 0,
0, 2, 0, 0, 0, 128, 0, 0, 31, 0, 0, 2,
0, 0, 15, 144, 2, 0, 0, 0, 0, 128, 0, 0,
0, 3, 0, 0, 15, 192, 15, 144, 2, 0, 0, 3,
0, 0, 228, 144, 0, 0, 0, 0, 15, 192, 0, 0,
228, 160, 4, 0, 0, 4, 228, 144, 0, 0, 228, 160,
0, 0, 15, 224, 0, 0, 4, 0, 0, 4, 0, 0,
228, 144, 1, 0, 164, 160, 15, 224, 0, 0, 228, 144,
1, 0, 240, 160, 255, 255, 1, 0, 164, 160, 1, 0,
0, 0 240, 160, 255, 255, 0, 0
}; };
...@@ -5,7 +5,7 @@ REM Use of this source code is governed by a BSD-style license that can be ...@@ -5,7 +5,7 @@ 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%;%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
......
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