Commit 402bdcca by Jamie Madill

Re-generate our compiled shaders with the new version of FXC.

TRAC #23838 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods
parent cc9aa0f5
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_ClearFloat /T ps_4_0 /Fh compiled/clearfloat11ps.h Clear11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_TARGET 2 xyzw 2 TARGET float xyzw
// SV_TARGET 3 xyzw 3 TARGET float xyzw
// SV_TARGET 4 xyzw 4 TARGET float xyzw
// SV_TARGET 5 xyzw 5 TARGET float xyzw
// SV_TARGET 6 xyzw 6 TARGET float xyzw
// SV_TARGET 7 xyzw 7 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_TARGET 2 xyzw 2 TARGET float xyzw
// SV_TARGET 3 xyzw 3 TARGET float xyzw
// SV_TARGET 4 xyzw 4 TARGET float xyzw
// SV_TARGET 5 xyzw 5 TARGET float xyzw
// SV_TARGET 6 xyzw 6 TARGET float xyzw
// SV_TARGET 7 xyzw 7 TARGET float xyzw
//
ps_4_0
dcl_input_ps linear v1.xyzw
......@@ -52,10 +50,10 @@ ret
const BYTE g_PS_ClearFloat[] =
{
68, 88, 66, 67, 146, 246,
236, 240, 50, 40, 87, 55,
73, 140, 251, 200, 8, 22,
173, 117, 1, 0, 0, 0,
68, 88, 66, 67, 92, 54,
120, 105, 166, 196, 132, 158,
209, 33, 185, 122, 8, 189,
145, 114, 1, 0, 0, 0,
88, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0,
......@@ -72,10 +70,10 @@ const BYTE g_PS_ClearFloat[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
......@@ -188,7 +186,7 @@ const BYTE g_PS_ClearFloat[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E VS_ClearFloat /T vs_4_0 /Fh compiled/clearfloat11vs.h Clear11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
//
vs_4_0
dcl_input v0.xyz
......@@ -36,10 +34,10 @@ ret
const BYTE g_VS_ClearFloat[] =
{
68, 88, 66, 67, 109, 138,
105, 83, 86, 190, 83, 125,
72, 102, 194, 136, 46, 69,
17, 121, 1, 0, 0, 0,
68, 88, 66, 67, 97, 5,
13, 163, 160, 254, 95, 127,
30, 194, 121, 144, 236, 185,
59, 29, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0,
......@@ -56,10 +54,10 @@ const BYTE g_VS_ClearFloat[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
......@@ -122,7 +120,7 @@ const BYTE g_VS_ClearFloat[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_ClearSint /T ps_4_0 /Fh compiled/clearsint11ps.h Clear11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE int xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_TARGET 2 xyzw 2 TARGET int xyzw
// SV_TARGET 3 xyzw 3 TARGET int xyzw
// SV_TARGET 4 xyzw 4 TARGET int xyzw
// SV_TARGET 5 xyzw 5 TARGET int xyzw
// SV_TARGET 6 xyzw 6 TARGET int xyzw
// SV_TARGET 7 xyzw 7 TARGET int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_TARGET 2 xyzw 2 TARGET int xyzw
// SV_TARGET 3 xyzw 3 TARGET int xyzw
// SV_TARGET 4 xyzw 4 TARGET int xyzw
// SV_TARGET 5 xyzw 5 TARGET int xyzw
// SV_TARGET 6 xyzw 6 TARGET int xyzw
// SV_TARGET 7 xyzw 7 TARGET int xyzw
//
ps_4_0
dcl_input_ps constant v1.xyzw
......@@ -52,10 +50,10 @@ ret
const BYTE g_PS_ClearSint[] =
{
68, 88, 66, 67, 112, 6,
161, 37, 1, 215, 22, 223,
242, 200, 187, 209, 1, 11,
54, 202, 1, 0, 0, 0,
68, 88, 66, 67, 254, 74,
218, 24, 78, 136, 223, 133,
92, 40, 115, 152, 188, 11,
222, 36, 1, 0, 0, 0,
88, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0,
......@@ -72,10 +70,10 @@ const BYTE g_PS_ClearSint[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
......@@ -188,7 +186,7 @@ const BYTE g_PS_ClearSint[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E VS_ClearSint /T vs_4_0 /Fh compiled/clearsint11vs.h Clear11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE int xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE int xyzw
//
vs_4_0
dcl_input v0.xyz
......@@ -36,10 +34,10 @@ ret
const BYTE g_VS_ClearSint[] =
{
68, 88, 66, 67, 70, 247,
203, 223, 152, 212, 204, 15,
1, 237, 13, 201, 108, 151,
0, 23, 1, 0, 0, 0,
68, 88, 66, 67, 254, 10,
228, 23, 109, 37, 56, 192,
81, 175, 113, 148, 13, 249,
236, 118, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0,
......@@ -56,10 +54,10 @@ const BYTE g_VS_ClearSint[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
......@@ -122,7 +120,7 @@ const BYTE g_VS_ClearSint[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_ClearUint /T ps_4_0 /Fh compiled/clearuint11ps.h Clear11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE uint xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_TARGET 2 xyzw 2 TARGET uint xyzw
// SV_TARGET 3 xyzw 3 TARGET uint xyzw
// SV_TARGET 4 xyzw 4 TARGET uint xyzw
// SV_TARGET 5 xyzw 5 TARGET uint xyzw
// SV_TARGET 6 xyzw 6 TARGET uint xyzw
// SV_TARGET 7 xyzw 7 TARGET uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_TARGET 2 xyzw 2 TARGET uint xyzw
// SV_TARGET 3 xyzw 3 TARGET uint xyzw
// SV_TARGET 4 xyzw 4 TARGET uint xyzw
// SV_TARGET 5 xyzw 5 TARGET uint xyzw
// SV_TARGET 6 xyzw 6 TARGET uint xyzw
// SV_TARGET 7 xyzw 7 TARGET uint xyzw
//
ps_4_0
dcl_input_ps constant v1.xyzw
......@@ -52,10 +50,10 @@ ret
const BYTE g_PS_ClearUint[] =
{
68, 88, 66, 67, 160, 0,
119, 124, 89, 230, 58, 176,
111, 216, 39, 247, 181, 152,
98, 80, 1, 0, 0, 0,
68, 88, 66, 67, 199, 72,
167, 165, 16, 175, 86, 185,
38, 71, 2, 169, 180, 38,
231, 204, 1, 0, 0, 0,
88, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0,
......@@ -72,10 +70,10 @@ const BYTE g_PS_ClearUint[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
......@@ -188,7 +186,7 @@ const BYTE g_PS_ClearUint[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E VS_ClearUint /T vs_4_0 /Fh compiled/clearuint11vs.h Clear11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE uint xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE uint xyzw
//
vs_4_0
dcl_input v0.xyz
......@@ -36,10 +34,10 @@ ret
const BYTE g_VS_ClearUint[] =
{
68, 88, 66, 67, 225, 95,
94, 158, 52, 154, 110, 112,
150, 230, 100, 6, 119, 67,
189, 150, 1, 0, 0, 0,
68, 88, 66, 67, 143, 217,
8, 75, 126, 180, 129, 114,
145, 192, 142, 211, 178, 208,
255, 251, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0,
......@@ -56,10 +54,10 @@ const BYTE g_VS_ClearUint[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
......@@ -122,7 +120,7 @@ const BYTE g_VS_ClearUint[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
///
// Parameters:
//
// float4 mode;
......@@ -33,7 +31,7 @@
const BYTE g_ps20_componentmaskps[] =
{
0, 2, 255, 255, 254, 255,
43, 0, 67, 84, 65, 66,
44, 0, 67, 84, 65, 66,
28, 0, 0, 0, 119, 0,
0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0,
......@@ -60,22 +58,22 @@ const BYTE g_ps20_componentmaskps[] =
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46,
50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 3, 176,
31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160,
66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 5, 0,
0, 3, 1, 0, 7, 128,
0, 0, 228, 128, 0, 0,
0, 160, 4, 0, 0, 4,
1, 0, 8, 128, 0, 0,
255, 128, 0, 0, 170, 160,
0, 0, 255, 160, 1, 0,
0, 2, 0, 8, 15, 128,
1, 0, 228, 128, 255, 255,
0, 0
51, 48, 46, 57, 50, 48,
48, 46, 49, 54, 51, 56,
52, 0, 171, 171, 31, 0,
0, 2, 0, 0, 0, 128,
0, 0, 3, 176, 31, 0,
0, 2, 0, 0, 0, 144,
0, 8, 15, 160, 66, 0,
0, 3, 0, 0, 15, 128,
0, 0, 228, 176, 0, 8,
228, 160, 5, 0, 0, 3,
1, 0, 7, 128, 0, 0,
228, 128, 0, 0, 0, 160,
4, 0, 0, 4, 1, 0,
8, 128, 0, 0, 255, 128,
0, 0, 170, 160, 0, 0,
255, 160, 1, 0, 0, 2,
0, 8, 15, 128, 1, 0,
228, 128, 255, 255, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc /E flipyvs /T vs_2_0 /Fh compiled/flipyvs.h Blit.vs
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
///
// Parameters:
//
// float4 halfPixelSize;
......@@ -29,7 +27,7 @@
const BYTE g_vs20_flipyvs[] =
{
0, 2, 254, 255, 254, 255,
35, 0, 67, 84, 65, 66,
36, 0, 67, 84, 65, 66,
28, 0, 0, 0, 87, 0,
0, 0, 0, 2, 254, 255,
1, 0, 0, 0, 28, 0,
......@@ -50,20 +48,20 @@ const BYTE g_vs20_flipyvs[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 81, 0,
0, 5, 1, 0, 15, 160,
0, 0, 0, 63, 0, 0,
128, 63, 0, 0, 0, 0,
0, 0, 0, 0, 31, 0,
0, 2, 0, 0, 0, 128,
0, 0, 15, 144, 2, 0,
0, 3, 0, 0, 15, 192,
0, 0, 228, 144, 0, 0,
228, 160, 4, 0, 0, 4,
0, 0, 15, 224, 0, 0,
228, 144, 1, 0, 80, 160,
1, 0, 160, 160, 255, 255,
0, 0
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
171, 171, 81, 0, 0, 5,
1, 0, 15, 160, 0, 0,
0, 63, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0,
0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
15, 144, 2, 0, 0, 3,
0, 0, 15, 192, 0, 0,
228, 144, 0, 0, 228, 160,
4, 0, 0, 4, 0, 0,
15, 224, 0, 0, 228, 144,
1, 0, 80, 160, 1, 0,
160, 160, 255, 255, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
///
// Parameters:
//
// float4 mode;
......@@ -33,7 +31,7 @@
const BYTE g_ps20_luminanceps[] =
{
0, 2, 255, 255, 254, 255,
43, 0, 67, 84, 65, 66,
44, 0, 67, 84, 65, 66,
28, 0, 0, 0, 119, 0,
0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0,
......@@ -60,21 +58,22 @@ const BYTE g_ps20_luminanceps[] =
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46,
50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 3, 176,
31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160,
66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 4, 0,
0, 4, 1, 0, 8, 128,
0, 0, 255, 128, 0, 0,
0, 160, 0, 0, 85, 160,
1, 0, 0, 2, 1, 0,
7, 128, 0, 0, 0, 128,
1, 0, 0, 2, 0, 8,
15, 128, 1, 0, 228, 128,
255, 255, 0, 0
51, 48, 46, 57, 50, 48,
48, 46, 49, 54, 51, 56,
52, 0, 171, 171, 31, 0,
0, 2, 0, 0, 0, 128,
0, 0, 3, 176, 31, 0,
0, 2, 0, 0, 0, 144,
0, 8, 15, 160, 66, 0,
0, 3, 0, 0, 15, 128,
0, 0, 228, 176, 0, 8,
228, 160, 4, 0, 0, 4,
1, 0, 8, 128, 0, 0,
255, 128, 0, 0, 0, 160,
0, 0, 85, 160, 1, 0,
0, 2, 1, 0, 7, 128,
0, 0, 0, 128, 1, 0,
0, 2, 0, 8, 15, 128,
1, 0, 228, 128, 255, 255,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E VS_Passthrough2D /T vs_4_0 /Fh compiled/passthrough2d11vs.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xy 0 NONE float xy
// TEXCOORD 0 xy 1 NONE float xy
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 NONE float xy
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
vs_4_0
dcl_input v0.xy
......@@ -37,10 +34,10 @@ ret
const BYTE g_VS_Passthrough2D[] =
{
68, 88, 66, 67, 117, 74,
34, 79, 174, 226, 170, 74,
110, 16, 237, 14, 67, 185,
119, 167, 1, 0, 0, 0,
68, 88, 66, 67, 197, 214,
184, 85, 240, 94, 71, 48,
165, 34, 142, 233, 0, 135,
193, 178, 1, 0, 0, 0,
68, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0,
......@@ -57,10 +54,10 @@ const BYTE g_VS_Passthrough2D[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
......@@ -127,7 +124,7 @@ const BYTE g_VS_Passthrough2D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E GS_Passthrough3D /T gs_4_0 /Fh compiled/passthrough3d11gs.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// LAYER 0 x 1 NONE uint x
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// LAYER 0 x 1 NONE uint x
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint x
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint x
// TEXCOORD 0 xyz 2 NONE float xyz
//
gs_4_0
dcl_input_siv v[3][0].xyzw, position
......@@ -52,10 +49,10 @@ ret
const BYTE g_GS_Passthrough3D[] =
{
68, 88, 66, 67, 180, 53,
93, 23, 14, 237, 172, 99,
214, 91, 125, 123, 81, 232,
165, 207, 1, 0, 0, 0,
68, 88, 66, 67, 21, 92,
188, 203, 22, 49, 177, 239,
121, 233, 148, 135, 212, 27,
172, 209, 1, 0, 0, 0,
72, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 0, 1,
......@@ -72,10 +69,10 @@ const BYTE g_GS_Passthrough3D[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78,
108, 0, 0, 0, 3, 0,
0, 0, 8, 0, 0, 0,
80, 0, 0, 0, 0, 0,
......@@ -185,7 +182,7 @@ const BYTE g_GS_Passthrough3D[] =
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 11, 0, 0, 0,
0, 0, 12, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 5, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E VS_Passthrough3D /T vs_4_0 /Fh compiled/passthrough3d11vs.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xy 0 NONE float xy
// LAYER 0 x 1 NONE uint x
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 NONE float xy
// LAYER 0 x 1 NONE uint x
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// LAYER 0 x 1 NONE uint x
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// LAYER 0 x 1 NONE uint x
// TEXCOORD 0 xyz 2 NONE float xyz
//
vs_4_0
dcl_input v0.xy
......@@ -42,10 +39,10 @@ ret
const BYTE g_VS_Passthrough3D[] =
{
68, 88, 66, 67, 9, 205,
109, 150, 157, 96, 223, 251,
107, 10, 208, 179, 211, 20,
141, 130, 1, 0, 0, 0,
68, 88, 66, 67, 92, 60,
15, 188, 90, 157, 249, 215,
202, 142, 58, 127, 103, 200,
181, 87, 1, 0, 0, 0,
168, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 252, 0,
......@@ -62,10 +59,10 @@ const BYTE g_VS_Passthrough3D[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78,
104, 0, 0, 0, 3, 0,
0, 0, 8, 0, 0, 0,
80, 0, 0, 0, 0, 0,
......@@ -148,7 +145,7 @@ const BYTE g_VS_Passthrough3D[] =
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, 5, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughDepth2D /T ps_4_0 /Fh
// compiled/passthroughdepth2d11ps.h Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,17 +15,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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_DEPTH 0 N/A oDepth DEPTH float YES
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -44,10 +41,10 @@ ret
const BYTE g_PS_PassthroughDepth2D[] =
{
68, 88, 66, 67, 18, 100,
210, 152, 138, 132, 5, 51,
93, 169, 189, 245, 32, 164,
14, 233, 1, 0, 0, 0,
68, 88, 66, 67, 205, 127,
148, 170, 168, 91, 194, 133,
180, 181, 17, 51, 13, 53,
48, 72, 1, 0, 0, 0,
100, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
......@@ -78,9 +75,9 @@ const BYTE g_PS_PassthroughDepth2D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
......@@ -139,7 +136,7 @@ const BYTE g_PS_PassthroughDepth2D[] =
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, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughLum2D /T ps_4_0 /Fh compiled/passthroughlum2d11ps.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,17 +15,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -45,10 +42,10 @@ ret
const BYTE g_PS_PassthroughLum2D[] =
{
68, 88, 66, 67, 6, 11,
31, 160, 207, 17, 202, 130,
4, 147, 20, 100, 230, 76,
36, 59, 1, 0, 0, 0,
68, 88, 66, 67, 75, 65,
224, 54, 123, 121, 78, 132,
180, 89, 93, 146, 31, 209,
114, 35, 1, 0, 0, 0,
128, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
......@@ -79,9 +76,9 @@ const BYTE g_PS_PassthroughLum2D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
......@@ -145,7 +142,7 @@ const BYTE g_PS_PassthroughLum2D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughLum3D /T ps_4_0 /Fh compiled/passthroughlum3d11ps.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,18 +15,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -46,10 +43,10 @@ ret
const BYTE g_PS_PassthroughLum3D[] =
{
68, 88, 66, 67, 189, 19,
141, 227, 229, 153, 47, 229,
108, 56, 120, 27, 139, 44,
214, 101, 1, 0, 0, 0,
68, 88, 66, 67, 139, 183,
126, 70, 59, 171, 117, 78,
58, 168, 253, 206, 241, 67,
236, 117, 1, 0, 0, 0,
176, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
......@@ -80,9 +77,9 @@ const BYTE g_PS_PassthroughLum3D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
......@@ -154,7 +151,7 @@ const BYTE g_PS_PassthroughLum3D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughLumAlpha2D /T ps_4_0 /Fh
// compiled/passthroughlumalpha2d11ps.h Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,17 +15,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -44,10 +41,10 @@ ret
const BYTE g_PS_PassthroughLumAlpha2D[] =
{
68, 88, 66, 67, 63, 148,
35, 102, 154, 228, 206, 71,
153, 156, 114, 23, 69, 77,
79, 202, 1, 0, 0, 0,
68, 88, 66, 67, 211, 12,
122, 206, 209, 255, 137, 132,
163, 164, 87, 202, 31, 60,
79, 244, 1, 0, 0, 0,
108, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
......@@ -78,9 +75,9 @@ const BYTE g_PS_PassthroughLumAlpha2D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
......@@ -140,7 +137,7 @@ const BYTE g_PS_PassthroughLumAlpha2D[] =
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, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughLumAlpha3D /T ps_4_0 /Fh
// compiled/passthroughlumalpha3d11ps.h Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,18 +15,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -45,10 +42,10 @@ ret
const BYTE g_PS_PassthroughLumAlpha3D[] =
{
68, 88, 66, 67, 191, 137,
201, 175, 2, 158, 150, 52,
202, 186, 67, 28, 235, 67,
228, 244, 1, 0, 0, 0,
68, 88, 66, 67, 79, 152,
38, 183, 191, 232, 234, 74,
20, 216, 159, 98, 130, 89,
67, 230, 1, 0, 0, 0,
156, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
......@@ -79,9 +76,9 @@ const BYTE g_PS_PassthroughLumAlpha3D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
......@@ -149,7 +146,7 @@ const BYTE g_PS_PassthroughLumAlpha3D[] =
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, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
///
// Parameters:
//
// sampler2D tex;
......@@ -29,7 +27,7 @@
const BYTE g_ps20_passthroughps[] =
{
0, 2, 255, 255, 254, 255,
32, 0, 67, 84, 65, 66,
33, 0, 67, 84, 65, 66,
28, 0, 0, 0, 75, 0,
0, 0, 0, 2, 255, 255,
1, 0, 0, 0, 28, 0,
......@@ -48,16 +46,17 @@ const BYTE g_ps20_passthroughps[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 31, 0,
0, 2, 0, 0, 0, 128,
0, 0, 3, 176, 31, 0,
0, 2, 0, 0, 0, 144,
0, 8, 15, 160, 66, 0,
0, 3, 0, 0, 15, 128,
0, 0, 228, 176, 0, 8,
228, 160, 1, 0, 0, 2,
0, 8, 15, 128, 0, 0,
228, 128, 255, 255, 0, 0
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
171, 171, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
15, 160, 66, 0, 0, 3,
0, 0, 15, 128, 0, 0,
228, 176, 0, 8, 228, 160,
1, 0, 0, 2, 0, 8,
15, 128, 0, 0, 228, 128,
255, 255, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR2D /T ps_4_0 /Fh compiled/passthroughr2d11ps.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,17 +15,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -45,10 +42,10 @@ ret
const BYTE g_PS_PassthroughR2D[] =
{
68, 88, 66, 67, 229, 44,
114, 48, 94, 74, 24, 204,
199, 5, 89, 57, 168, 70,
229, 231, 1, 0, 0, 0,
68, 88, 66, 67, 165, 241,
169, 123, 72, 216, 126, 110,
212, 26, 98, 247, 42, 20,
73, 129, 1, 0, 0, 0,
140, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
......@@ -79,9 +76,9 @@ const BYTE g_PS_PassthroughR2D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
......@@ -147,7 +144,7 @@ const BYTE g_PS_PassthroughR2D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR2DI /T ps_4_0 /Fh compiled/passthroughr2di11ps.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,17 +14,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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 int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture2d (sint,sint,sint,sint) t0
......@@ -48,10 +45,10 @@ ret
const BYTE g_PS_PassthroughR2DI[] =
{
68, 88, 66, 67, 84, 64,
112, 93, 36, 186, 166, 75,
161, 187, 231, 211, 189, 98,
8, 233, 1, 0, 0, 0,
68, 88, 66, 67, 175, 34,
58, 63, 77, 138, 186, 41,
33, 239, 107, 231, 51, 122,
194, 229, 1, 0, 0, 0,
208, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
......@@ -75,9 +72,9 @@ const BYTE g_PS_PassthroughR2DI[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
......@@ -158,10 +155,10 @@ const BYTE g_PS_PassthroughR2DI[] =
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, 3, 0, 0, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR2DUI /T ps_4_0 /Fh compiled/passthroughr2dui11ps.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,17 +14,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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 uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture2d (uint,uint,uint,uint) t0
......@@ -48,16 +45,16 @@ ret
const BYTE g_PS_PassthroughR2DUI[] =
{
68, 88, 66, 67, 55, 128,
134, 94, 118, 7, 10, 194,
208, 15, 238, 95, 29, 18,
60, 168, 1, 0, 0, 0,
208, 2, 0, 0, 5, 0,
68, 88, 66, 67, 166, 175,
86, 113, 175, 196, 222, 119,
102, 108, 1, 17, 158, 88,
24, 124, 1, 0, 0, 0,
212, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
84, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
184, 0, 0, 0, 16, 1,
0, 0, 68, 1, 0, 0,
88, 2, 0, 0, 82, 68,
69, 70, 124, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
......@@ -75,97 +72,98 @@ const BYTE g_PS_PassthroughR2DUI[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 171, 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,
1, 0, 0, 0, 3, 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,
1, 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, 12, 1,
0, 0, 64, 0, 0, 0,
67, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
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, 61, 16,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 86, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 70, 0, 16, 0,
0, 0, 0, 0, 56, 0,
0, 7, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
70, 16, 16, 0, 1, 0,
0, 0, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 70, 0, 16, 0,
0, 0, 0, 0, 54, 0,
0, 8, 194, 0, 16, 0,
0, 0, 0, 0, 2, 64,
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, 1, 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,
12, 1, 0, 0, 64, 0,
0, 0, 67, 0, 0, 0,
88, 24, 0, 4, 0, 112,
45, 0, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
68, 68, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
70, 14, 16, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
0, 0, 0, 0, 54, 0,
0, 5, 18, 32, 16, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
54, 0, 0, 8, 226, 32,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 18, 32,
16, 0, 0, 0, 0, 0,
10, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
226, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 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, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 9, 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, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 2, 0,
4, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR3D /T ps_4_0 /Fh compiled/passthroughr3d11ps.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,18 +15,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -46,10 +43,10 @@ ret
const BYTE g_PS_PassthroughR3D[] =
{
68, 88, 66, 67, 163, 108,
19, 168, 114, 56, 140, 241,
17, 131, 30, 212, 85, 209,
92, 73, 1, 0, 0, 0,
68, 88, 66, 67, 154, 126,
157, 110, 55, 22, 118, 195,
222, 16, 4, 44, 4, 186,
175, 193, 1, 0, 0, 0,
188, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
......@@ -80,9 +77,9 @@ const BYTE g_PS_PassthroughR3D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
......@@ -156,7 +153,7 @@ const BYTE g_PS_PassthroughR3D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR3DI /T ps_4_0 /Fh compiled/passthroughr3di11ps.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,18 +14,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture3d (sint,sint,sint,sint) t0
......@@ -49,10 +46,10 @@ ret
const BYTE g_PS_PassthroughR3DI[] =
{
68, 88, 66, 67, 127, 168,
81, 164, 11, 136, 38, 235,
9, 101, 192, 215, 64, 24,
167, 101, 1, 0, 0, 0,
68, 88, 66, 67, 32, 229,
168, 57, 179, 12, 205, 158,
146, 39, 161, 133, 6, 137,
250, 121, 1, 0, 0, 0,
244, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
......@@ -76,9 +73,9 @@ const BYTE g_PS_PassthroughR3DI[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
......@@ -165,10 +162,10 @@ const BYTE g_PS_PassthroughR3DI[] =
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, 3, 0, 0, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR3DUI /T ps_4_0 /Fh compiled/passthroughr3dui11ps.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,18 +14,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture3d (uint,uint,uint,uint) t0
......@@ -49,16 +46,16 @@ ret
const BYTE g_PS_PassthroughR3DUI[] =
{
68, 88, 66, 67, 181, 211,
48, 255, 138, 94, 31, 252,
44, 254, 92, 188, 78, 15,
80, 13, 1, 0, 0, 0,
244, 2, 0, 0, 5, 0,
68, 88, 66, 67, 8, 69,
203, 31, 19, 83, 247, 164,
150, 170, 250, 231, 193, 198,
155, 234, 1, 0, 0, 0,
248, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
120, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
184, 0, 0, 0, 64, 1,
0, 0, 116, 1, 0, 0,
124, 2, 0, 0, 82, 68,
69, 70, 124, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
......@@ -76,103 +73,104 @@ const BYTE g_PS_PassthroughR3DUI[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
73, 83, 71, 78, 128, 0,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
1, 0, 0, 0, 1, 0,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 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,
0, 1, 0, 0, 64, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 7,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 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, 0, 1,
0, 0, 64, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
64, 0, 0, 0, 88, 40,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 2, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 61, 16,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 86, 0, 0, 5,
114, 0, 16, 0, 0, 0,
0, 0, 70, 2, 16, 0,
0, 0, 0, 0, 56, 0,
0, 7, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
70, 18, 16, 0, 2, 0,
0, 0, 27, 0, 0, 5,
114, 0, 16, 0, 0, 0,
0, 0, 70, 2, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 130, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
45, 0, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
70, 14, 16, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 18, 32, 16, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 18, 32,
54, 0, 0, 8, 226, 32,
16, 0, 0, 0, 0, 0,
10, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
226, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 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, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 9, 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, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 2, 0,
4, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG2D /T ps_4_0 /Fh compiled/passthroughrg2d11ps.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,17 +15,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -45,10 +42,10 @@ ret
const BYTE g_PS_PassthroughRG2D[] =
{
68, 88, 66, 67, 94, 182,
111, 233, 95, 114, 109, 196,
121, 114, 105, 42, 122, 244,
90, 31, 1, 0, 0, 0,
68, 88, 66, 67, 106, 129,
89, 74, 87, 68, 176, 125,
58, 44, 17, 208, 223, 126,
71, 132, 1, 0, 0, 0,
140, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
......@@ -79,9 +76,9 @@ const BYTE g_PS_PassthroughRG2D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
......@@ -147,7 +144,7 @@ const BYTE g_PS_PassthroughRG2D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG2DI /T ps_4_0 /Fh compiled/passthroughrg2di11ps.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,17 +14,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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 int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture2d (sint,sint,sint,sint) t0
......@@ -48,10 +45,10 @@ ret
const BYTE g_PS_PassthroughRG2DI[] =
{
68, 88, 66, 67, 154, 63,
188, 122, 50, 211, 44, 194,
175, 193, 7, 1, 234, 178,
251, 83, 1, 0, 0, 0,
68, 88, 66, 67, 0, 22,
144, 161, 146, 93, 225, 81,
225, 191, 53, 51, 239, 96,
173, 21, 1, 0, 0, 0,
208, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
......@@ -75,9 +72,9 @@ const BYTE g_PS_PassthroughRG2DI[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
......@@ -158,10 +155,10 @@ const BYTE g_PS_PassthroughRG2DI[] =
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, 3, 0, 0, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG2DUI /T ps_4_0 /Fh compiled/passthroughrg2dui11ps.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,17 +14,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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 uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture2d (uint,uint,uint,uint) t0
......@@ -48,16 +45,16 @@ ret
const BYTE g_PS_PassthroughRG2DUI[] =
{
68, 88, 66, 67, 144, 43,
208, 108, 186, 143, 89, 184,
35, 31, 116, 8, 149, 47,
23, 40, 1, 0, 0, 0,
208, 2, 0, 0, 5, 0,
68, 88, 66, 67, 130, 164,
140, 202, 225, 164, 4, 123,
218, 122, 13, 46, 22, 3,
146, 201, 1, 0, 0, 0,
212, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
84, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
184, 0, 0, 0, 16, 1,
0, 0, 68, 1, 0, 0,
88, 2, 0, 0, 82, 68,
69, 70, 124, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
......@@ -75,97 +72,98 @@ const BYTE g_PS_PassthroughRG2DUI[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 171, 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,
1, 0, 0, 0, 3, 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,
1, 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, 12, 1,
0, 0, 64, 0, 0, 0,
67, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
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, 61, 16,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 86, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 70, 0, 16, 0,
0, 0, 0, 0, 56, 0,
0, 7, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
70, 16, 16, 0, 1, 0,
0, 0, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 70, 0, 16, 0,
0, 0, 0, 0, 54, 0,
0, 8, 194, 0, 16, 0,
0, 0, 0, 0, 2, 64,
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, 1, 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,
12, 1, 0, 0, 64, 0,
0, 0, 67, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 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,
61, 16, 0, 7, 242, 0,
45, 0, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
70, 14, 16, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 50, 32, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
54, 0, 0, 8, 194, 32,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 50, 32,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
194, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 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, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 9, 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, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 2, 0,
4, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG3D /T ps_4_0 /Fh compiled/passthroughrg3d11ps.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,18 +15,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -46,10 +43,10 @@ ret
const BYTE g_PS_PassthroughRG3D[] =
{
68, 88, 66, 67, 229, 144,
152, 160, 204, 175, 158, 188,
47, 45, 65, 251, 42, 224,
182, 55, 1, 0, 0, 0,
68, 88, 66, 67, 142, 241,
58, 49, 223, 78, 87, 10,
12, 78, 47, 182, 66, 149,
242, 111, 1, 0, 0, 0,
188, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
......@@ -80,9 +77,9 @@ const BYTE g_PS_PassthroughRG3D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
......@@ -156,7 +153,7 @@ const BYTE g_PS_PassthroughRG3D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG3DI /T ps_4_0 /Fh compiled/passthroughrg3di11ps.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,18 +14,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture3d (sint,sint,sint,sint) t0
......@@ -49,10 +46,10 @@ ret
const BYTE g_PS_PassthroughRG3DI[] =
{
68, 88, 66, 67, 185, 213,
244, 108, 113, 189, 253, 145,
131, 2, 68, 116, 163, 196,
223, 94, 1, 0, 0, 0,
68, 88, 66, 67, 177, 20,
184, 219, 63, 125, 238, 228,
90, 44, 180, 111, 221, 4,
193, 138, 1, 0, 0, 0,
244, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
......@@ -76,9 +73,9 @@ const BYTE g_PS_PassthroughRG3DI[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
......@@ -165,10 +162,10 @@ const BYTE g_PS_PassthroughRG3DI[] =
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, 3, 0, 0, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG3DUI /T ps_4_0 /Fh compiled/passthroughrg3dui11ps.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,18 +14,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture3d (uint,uint,uint,uint) t0
......@@ -49,16 +46,16 @@ ret
const BYTE g_PS_PassthroughRG3DUI[] =
{
68, 88, 66, 67, 96, 192,
36, 178, 243, 86, 188, 32,
61, 242, 109, 248, 60, 242,
238, 185, 1, 0, 0, 0,
244, 2, 0, 0, 5, 0,
68, 88, 66, 67, 44, 75,
122, 141, 176, 19, 231, 192,
165, 252, 210, 30, 121, 18,
77, 89, 1, 0, 0, 0,
248, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
120, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
184, 0, 0, 0, 64, 1,
0, 0, 116, 1, 0, 0,
124, 2, 0, 0, 82, 68,
69, 70, 124, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
......@@ -76,103 +73,104 @@ const BYTE g_PS_PassthroughRG3DUI[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
73, 83, 71, 78, 128, 0,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
1, 0, 0, 0, 1, 0,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 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,
0, 1, 0, 0, 64, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 7,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 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, 0, 1,
0, 0, 64, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
64, 0, 0, 0, 88, 40,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 2, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 61, 16,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 86, 0, 0, 5,
114, 0, 16, 0, 0, 0,
0, 0, 70, 2, 16, 0,
0, 0, 0, 0, 56, 0,
0, 7, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
70, 18, 16, 0, 2, 0,
0, 0, 27, 0, 0, 5,
114, 0, 16, 0, 0, 0,
0, 0, 70, 2, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 130, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
45, 0, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
70, 14, 16, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 50, 32, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 50, 32,
54, 0, 0, 8, 194, 32,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
194, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 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, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 9, 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, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 2, 0,
4, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB2D /T ps_4_0 /Fh compiled/passthroughrgb2d11ps.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,17 +15,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -45,10 +42,10 @@ ret
const BYTE g_PS_PassthroughRGB2D[] =
{
68, 88, 66, 67, 34, 187,
4, 242, 151, 154, 122, 185,
71, 1, 104, 241, 157, 75,
47, 112, 1, 0, 0, 0,
68, 88, 66, 67, 173, 177,
43, 26, 103, 245, 60, 209,
56, 67, 66, 231, 81, 165,
64, 69, 1, 0, 0, 0,
128, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
......@@ -79,9 +76,9 @@ const BYTE g_PS_PassthroughRGB2D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
......@@ -145,7 +142,7 @@ const BYTE g_PS_PassthroughRGB2D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB2DI /T ps_4_0 /Fh compiled/passthroughrgb2di11ps.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,17 +14,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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 int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture2d (sint,sint,sint,sint) t0
......@@ -48,10 +45,10 @@ ret
const BYTE g_PS_PassthroughRGB2DI[] =
{
68, 88, 66, 67, 103, 48,
174, 226, 36, 218, 154, 243,
36, 109, 177, 52, 89, 59,
167, 243, 1, 0, 0, 0,
68, 88, 66, 67, 249, 26,
212, 170, 3, 17, 240, 188,
220, 164, 244, 167, 202, 103,
2, 190, 1, 0, 0, 0,
196, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
......@@ -75,9 +72,9 @@ const BYTE g_PS_PassthroughRGB2DI[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
......@@ -156,10 +153,10 @@ const BYTE g_PS_PassthroughRGB2DI[] =
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, 3, 0, 0, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB2DUI /T ps_4_0 /Fh
// compiled/passthroughrgb2dui11ps.h Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,17 +14,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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 uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture2d (uint,uint,uint,uint) t0
......@@ -48,16 +45,16 @@ ret
const BYTE g_PS_PassthroughRGB2DUI[] =
{
68, 88, 66, 67, 106, 224,
213, 49, 148, 23, 134, 204,
255, 208, 89, 239, 72, 191,
144, 2, 1, 0, 0, 0,
196, 2, 0, 0, 5, 0,
68, 88, 66, 67, 158, 133,
153, 245, 14, 212, 29, 23,
89, 41, 242, 173, 58, 186,
36, 20, 1, 0, 0, 0,
200, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
72, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
184, 0, 0, 0, 16, 1,
0, 0, 68, 1, 0, 0,
76, 2, 0, 0, 82, 68,
69, 70, 124, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
......@@ -75,95 +72,96 @@ const BYTE g_PS_PassthroughRGB2DUI[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
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, 1, 0, 0, 0,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 171, 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, 83, 86, 95, 84,
65, 82, 71, 69, 84, 0,
171, 171, 83, 72, 68, 82,
0, 1, 0, 0, 64, 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,
1, 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, 0, 1,
0, 0, 64, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
64, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
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, 61, 16,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 86, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 70, 0, 16, 0,
0, 0, 0, 0, 56, 0,
0, 7, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
70, 16, 16, 0, 1, 0,
0, 0, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 70, 0, 16, 0,
0, 0, 0, 0, 54, 0,
0, 8, 194, 0, 16, 0,
0, 0, 0, 0, 2, 64,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
0, 0, 0, 0, 0, 0,
45, 0, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 114, 32,
70, 14, 16, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 114, 32, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
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, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 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,
54, 0, 0, 5, 130, 32,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 9, 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, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 2, 0,
4, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB3D /T ps_4_0 /Fh compiled/passthroughrgb3d11ps.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,18 +15,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -46,10 +43,10 @@ ret
const BYTE g_PS_PassthroughRGB3D[] =
{
68, 88, 66, 67, 64, 144,
204, 156, 117, 84, 185, 228,
65, 179, 80, 244, 146, 54,
206, 119, 1, 0, 0, 0,
68, 88, 66, 67, 151, 192,
30, 128, 185, 187, 67, 126,
162, 19, 147, 24, 96, 236,
66, 114, 1, 0, 0, 0,
176, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
......@@ -80,9 +77,9 @@ const BYTE g_PS_PassthroughRGB3D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
......@@ -154,7 +151,7 @@ const BYTE g_PS_PassthroughRGB3D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB3DI /T ps_4_0 /Fh compiled/passthroughrgb3di11ps.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,18 +14,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture3d (sint,sint,sint,sint) t0
......@@ -49,10 +46,10 @@ ret
const BYTE g_PS_PassthroughRGB3DI[] =
{
68, 88, 66, 67, 154, 56,
82, 215, 167, 57, 211, 57,
235, 39, 42, 82, 164, 188,
103, 126, 1, 0, 0, 0,
68, 88, 66, 67, 159, 150,
210, 67, 149, 116, 221, 62,
207, 82, 157, 210, 9, 100,
131, 204, 1, 0, 0, 0,
232, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
......@@ -76,9 +73,9 @@ const BYTE g_PS_PassthroughRGB3DI[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
......@@ -163,10 +160,10 @@ const BYTE g_PS_PassthroughRGB3DI[] =
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, 3, 0, 0, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB3DUI /T ps_4_0 /Fh
// compiled/passthroughrgb3dui11ps.h Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,18 +14,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture3d (uint,uint,uint,uint) t0
......@@ -49,16 +46,16 @@ ret
const BYTE g_PS_PassthroughRGB3DUI[] =
{
68, 88, 66, 67, 206, 73,
153, 209, 111, 4, 107, 131,
207, 172, 41, 87, 186, 3,
238, 41, 1, 0, 0, 0,
232, 2, 0, 0, 5, 0,
68, 88, 66, 67, 120, 50,
182, 251, 216, 8, 85, 92,
127, 151, 194, 64, 248, 151,
55, 163, 1, 0, 0, 0,
236, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
108, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
184, 0, 0, 0, 64, 1,
0, 0, 116, 1, 0, 0,
112, 2, 0, 0, 82, 68,
69, 70, 124, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
......@@ -76,101 +73,102 @@ const BYTE g_PS_PassthroughRGB3DUI[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
73, 83, 71, 78, 128, 0,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
1, 0, 0, 0, 1, 0,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 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,
244, 0, 0, 0, 64, 0,
0, 0, 61, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 7,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 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, 244, 0,
0, 0, 64, 0, 0, 0,
61, 0, 0, 0, 88, 40,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 2, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 61, 16,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 86, 0, 0, 5,
114, 0, 16, 0, 0, 0,
0, 0, 70, 2, 16, 0,
0, 0, 0, 0, 56, 0,
0, 7, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
70, 18, 16, 0, 2, 0,
0, 0, 27, 0, 0, 5,
114, 0, 16, 0, 0, 0,
0, 0, 70, 2, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 130, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
45, 0, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
70, 14, 16, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 114, 32, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
54, 0, 0, 5, 130, 32,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 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, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 9, 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, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 2, 0,
4, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA2D /T ps_4_0 /Fh compiled/passthroughrgba2d11ps.h
// Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,17 +15,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -42,10 +39,10 @@ ret
const BYTE g_PS_PassthroughRGBA2D[] =
{
68, 88, 66, 67, 196, 204,
182, 232, 224, 145, 160, 90,
25, 69, 98, 65, 124, 163,
244, 12, 1, 0, 0, 0,
68, 88, 66, 67, 185, 246,
217, 85, 112, 245, 247, 121,
114, 229, 186, 138, 215, 134,
18, 1, 1, 0, 0, 0,
80, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
......@@ -76,9 +73,9 @@ const BYTE g_PS_PassthroughRGBA2D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
......@@ -134,7 +131,7 @@ const BYTE g_PS_PassthroughRGBA2D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA2DI /T ps_4_0 /Fh
// compiled/passthroughrgba2di11ps.h Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,17 +14,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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 int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture2d (sint,sint,sint,sint) t0
......@@ -46,10 +43,10 @@ ret
const BYTE g_PS_PassthroughRGBA2DI[] =
{
68, 88, 66, 67, 95, 246,
206, 5, 65, 242, 73, 197,
5, 64, 172, 186, 253, 27,
87, 195, 1, 0, 0, 0,
68, 88, 66, 67, 154, 22,
19, 195, 64, 124, 15, 43,
32, 163, 142, 31, 97, 239,
22, 9, 1, 0, 0, 0,
156, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
......@@ -73,9 +70,9 @@ const BYTE g_PS_PassthroughRGBA2DI[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
......@@ -148,9 +145,9 @@ const BYTE g_PS_PassthroughRGBA2DI[] =
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, 1, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA2DUI /T ps_4_0 /Fh
// compiled/passthroughrgba2dui11ps.h Passthrough2D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,17 +14,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// 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 uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture2d (uint,uint,uint,uint) t0
......@@ -46,16 +43,16 @@ ret
const BYTE g_PS_PassthroughRGBA2DUI[] =
{
68, 88, 66, 67, 159, 192,
164, 129, 44, 28, 150, 201,
25, 200, 72, 168, 76, 37,
93, 246, 1, 0, 0, 0,
156, 2, 0, 0, 5, 0,
68, 88, 66, 67, 70, 254,
149, 124, 180, 164, 152, 186,
218, 175, 81, 67, 76, 30,
28, 75, 1, 0, 0, 0,
160, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
32, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
184, 0, 0, 0, 16, 1,
0, 0, 68, 1, 0, 0,
36, 2, 0, 0, 82, 68,
69, 70, 124, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
......@@ -73,89 +70,89 @@ const BYTE g_PS_PassthroughRGBA2DUI[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
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, 1, 0, 0, 0,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 171, 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, 83, 86, 95, 84,
65, 82, 71, 69, 84, 0,
171, 171, 83, 72, 68, 82,
216, 0, 0, 0, 64, 0,
0, 0, 54, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
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,
1, 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, 216, 0,
0, 0, 64, 0, 0, 0,
54, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
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, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 61, 16,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 86, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 70, 0, 16, 0,
0, 0, 0, 0, 56, 0,
0, 7, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
7, 0, 0, 0, 1, 0,
70, 16, 16, 0, 1, 0,
0, 0, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 70, 0, 16, 0,
0, 0, 0, 0, 54, 0,
0, 8, 194, 0, 16, 0,
0, 0, 0, 0, 2, 64,
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,
45, 0, 0, 7, 242, 32,
16, 0, 0, 0, 0, 0,
70, 14, 16, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 7, 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,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
0, 0, 0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA3D /T ps_4_0 /Fh compiled/passthroughrgba3d11ps.h
// Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -18,18 +15,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
......@@ -43,10 +40,10 @@ ret
const BYTE g_PS_PassthroughRGBA3D[] =
{
68, 88, 66, 67, 249, 218,
187, 23, 150, 61, 9, 105,
122, 199, 110, 26, 29, 97,
207, 112, 1, 0, 0, 0,
68, 88, 66, 67, 210, 245,
69, 229, 208, 176, 191, 93,
81, 12, 174, 136, 0, 184,
83, 208, 1, 0, 0, 0,
128, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
......@@ -77,9 +74,9 @@ const BYTE g_PS_PassthroughRGBA3D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
......@@ -143,7 +140,7 @@ const BYTE g_PS_PassthroughRGBA3D[] =
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,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA3DI /T ps_4_0 /Fh
// compiled/passthroughrgba3di11ps.h Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,18 +14,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture3d (sint,sint,sint,sint) t0
......@@ -47,10 +44,10 @@ ret
const BYTE g_PS_PassthroughRGBA3DI[] =
{
68, 88, 66, 67, 114, 209,
219, 121, 211, 105, 24, 83,
99, 59, 231, 76, 145, 78,
142, 39, 1, 0, 0, 0,
68, 88, 66, 67, 152, 248,
214, 130, 39, 9, 70, 81,
25, 166, 69, 85, 30, 229,
132, 197, 1, 0, 0, 0,
192, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
......@@ -74,9 +71,9 @@ const BYTE g_PS_PassthroughRGBA3DI[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
......@@ -155,9 +152,9 @@ const BYTE g_PS_PassthroughRGBA3DI[] =
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, 1, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA3DUI /T ps_4_0 /Fh
// compiled/passthroughrgba3dui11ps.h Passthrough3D11.hlsl
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
......@@ -17,18 +14,18 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture3d (uint,uint,uint,uint) t0
......@@ -47,16 +44,16 @@ ret
const BYTE g_PS_PassthroughRGBA3DUI[] =
{
68, 88, 66, 67, 117, 34,
123, 144, 139, 50, 107, 8,
199, 58, 188, 37, 26, 62,
108, 21, 1, 0, 0, 0,
192, 2, 0, 0, 5, 0,
68, 88, 66, 67, 24, 171,
238, 127, 243, 33, 183, 183,
228, 225, 69, 159, 98, 227,
253, 69, 1, 0, 0, 0,
196, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
68, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
184, 0, 0, 0, 64, 1,
0, 0, 116, 1, 0, 0,
72, 2, 0, 0, 82, 68,
69, 70, 124, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
......@@ -74,95 +71,95 @@ const BYTE g_PS_PassthroughRGBA3DUI[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
73, 83, 71, 78, 128, 0,
101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52,
0, 171, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 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,
204, 0, 0, 0, 64, 0,
0, 0, 51, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 7,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 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, 204, 0,
0, 0, 64, 0, 0, 0,
51, 0, 0, 0, 88, 40,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 2, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 61, 16,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 86, 0, 0, 5,
114, 0, 16, 0, 0, 0,
0, 0, 70, 2, 16, 0,
0, 0, 0, 0, 56, 0,
0, 7, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 32, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
70, 18, 16, 0, 2, 0,
0, 0, 27, 0, 0, 5,
114, 0, 16, 0, 0, 0,
0, 0, 70, 2, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 130, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 0, 0,
45, 0, 0, 7, 242, 32,
16, 0, 0, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
7, 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,
70, 14, 16, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 7, 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,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
0, 0, 0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc /E standardvs /T vs_2_0 /Fh compiled/standardvs.h Blit.vs
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
///
// Parameters:
//
// float4 halfPixelSize;
......@@ -29,7 +27,7 @@
const BYTE g_vs20_standardvs[] =
{
0, 2, 254, 255, 254, 255,
35, 0, 67, 84, 65, 66,
36, 0, 67, 84, 65, 66,
28, 0, 0, 0, 87, 0,
0, 0, 0, 2, 254, 255,
1, 0, 0, 0, 28, 0,
......@@ -50,20 +48,20 @@ const BYTE g_vs20_standardvs[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 81, 0,
0, 5, 1, 0, 15, 160,
0, 0, 0, 63, 0, 0,
0, 191, 0, 0, 128, 63,
0, 0, 0, 0, 31, 0,
0, 2, 0, 0, 0, 128,
0, 0, 15, 144, 2, 0,
0, 3, 0, 0, 15, 192,
0, 0, 228, 144, 0, 0,
228, 160, 4, 0, 0, 4,
0, 0, 15, 224, 0, 0,
228, 144, 1, 0, 164, 160,
1, 0, 240, 160, 255, 255,
0, 0
114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0,
171, 171, 81, 0, 0, 5,
1, 0, 15, 160, 0, 0,
0, 63, 0, 0, 0, 191,
0, 0, 128, 63, 0, 0,
0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
15, 144, 2, 0, 0, 3,
0, 0, 15, 192, 0, 0,
228, 144, 0, 0, 228, 160,
4, 0, 0, 4, 0, 0,
15, 224, 0, 0, 228, 144,
1, 0, 164, 160, 1, 0,
240, 160, 255, 255, 0, 0
};
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