Commit 6ba99e3d by Geoff Lang Committed by Commit Bot

Re-generate pre-compiled D3D shaders.

BUG=angleproject:1932 Change-Id: I927eb5adc73bcede220ec56a9634783edd735d18 Reviewed-on: https://chromium-review.googlesource.com/494706Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
parent 60c65556
......@@ -27,56 +27,56 @@ namespace
// Include inline shaders in the anonymous namespace to make sure no symbols are exported
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgbapremultiply2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgbaunmultiply2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgbpremultiply2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgbunmultiply2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepth11_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepthstencil11_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepthstencil11_vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvestencil11_ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h"
void StretchedBlitNearest_RowByRow(const gl::Box &sourceArea,
const gl::Box &destArea,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
//
// Input signature:
//
// 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
//
//
// Runtime generated constant mappings:
//
// Target Reg Constant Description
// ---------- --------------------------------------------------
// c0 Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
vs_2_x
def c1, 1, 0, 0, 0
dcl_texcoord v0
dcl_texcoord1 v1
add oPos.xy, v0, c0
mad oPos.zw, v0.z, c1.xyxy, c1.xyyx
mov oT0, v1
// approximately 3 instruction slots used
vs_4_0
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_VS_ClearFloat[] =
{
68, 88, 66, 67, 254, 253,
200, 174, 22, 35, 97, 190,
187, 200, 253, 161, 246, 45,
67, 66, 1, 0, 0, 0,
204, 2, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
208, 0, 0, 0, 84, 1,
0, 0, 208, 1, 0, 0,
40, 2, 0, 0, 120, 2,
0, 0, 65, 111, 110, 57,
144, 0, 0, 0, 144, 0,
0, 0, 0, 2, 254, 255,
104, 0, 0, 0, 40, 0,
0, 0, 0, 0, 36, 0,
0, 0, 36, 0, 0, 0,
36, 0, 0, 0, 36, 0,
1, 0, 36, 0, 0, 0,
0, 0, 1, 2, 254, 255,
81, 0, 0, 5, 1, 0,
15, 160, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
31, 0, 0, 2, 5, 0,
0, 128, 0, 0, 15, 144,
31, 0, 0, 2, 5, 0,
1, 128, 1, 0, 15, 144,
2, 0, 0, 3, 0, 0,
3, 192, 0, 0, 228, 144,
0, 0, 228, 160, 4, 0,
0, 4, 0, 0, 12, 192,
0, 0, 170, 144, 1, 0,
68, 160, 1, 0, 20, 160,
1, 0, 0, 2, 0, 0,
15, 224, 1, 0, 228, 144,
255, 255, 0, 0, 83, 72,
68, 82, 124, 0, 0, 0,
64, 0, 1, 0, 31, 0,
0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 82, 68, 69, 70,
80, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 28, 0,
0, 0, 0, 4, 254, 255,
0, 1, 0, 0, 28, 0,
0, 0, 77, 105, 99, 114,
111, 115, 111, 102, 116, 32,
40, 82, 41, 32, 72, 76,
83, 76, 32, 83, 104, 97,
100, 101, 114, 32, 67, 111,
109, 112, 105, 108, 101, 114,
32, 54, 46, 51, 46, 57,
54, 48, 48, 46, 49, 54,
51, 56, 52, 0, 171, 171,
73, 83, 71, 78, 72, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
7, 7, 0, 0, 65, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
15, 15, 0, 0, 80, 79,
83, 73, 84, 73, 79, 78,
0, 67, 79, 76, 79, 82,
0, 171, 79, 83, 71, 78,
76, 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, 15, 0, 0, 0,
83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0,
67, 79, 76, 79, 82, 0,
171, 171
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
//
// Input signature:
//
// 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
//
vs_4_0
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_VS_ClearSint[] =
{
68, 88, 66, 67, 20, 240,
85, 136, 255, 181, 253, 103,
207, 181, 122, 106, 92, 25,
228, 89, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0,
0, 0, 48, 1, 0, 0,
180, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 54, 46, 51,
46, 57, 54, 48, 48, 46,
49, 54, 51, 56, 52, 0,
171, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 7, 7, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 67, 79, 76,
79, 82, 0, 171, 79, 83,
71, 78, 76, 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, 2, 0, 0, 0,
1, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 67, 79, 76, 79,
82, 0, 171, 171, 83, 72,
68, 82, 124, 0, 0, 0,
64, 0, 1, 0, 31, 0,
0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
//
// Input signature:
//
// 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
//
vs_4_0
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_VS_ClearUint[] =
{
68, 88, 66, 67, 62, 191,
52, 95, 60, 98, 193, 75,
194, 36, 187, 194, 54, 24,
232, 224, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0,
0, 0, 48, 1, 0, 0,
180, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 54, 46, 51,
46, 57, 54, 48, 48, 46,
49, 54, 51, 56, 52, 0,
171, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 7, 7, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 67, 79, 76,
79, 82, 0, 171, 79, 83,
71, 78, 76, 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, 1, 0, 0, 0,
1, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 67, 79, 76, 79,
82, 0, 171, 171, 83, 72,
68, 82, 124, 0, 0, 0,
64, 0, 1, 0, 31, 0,
0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
......@@ -7,7 +7,7 @@
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureF_MS texture float4 2dMS 0 1
// TextureF_MS texture float4 2dMS 0 1
//
//
//
......@@ -15,9 +15,9 @@
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCORD 0 xy 1 NONE float xy
// SV_SAMPLEINDEX 0 x 2 SAMPLE uint x
// SV_POSITION 0 xyzw 0 POS float
// TEXCORD 0 xy 1 NONE float xy
// SV_SAMPLEINDEX 0 x 2 SAMPLE uint x
//
//
// Output signature:
......@@ -38,43 +38,43 @@ dcl_temps 1
ftou r0.xy, v1.xyxx
mov r0.zw, l(0,0,0,0)
ldms o0.xyzw, r0.xyzw, t0.xyzw, v2.x
ret
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_PassthroughRGBA2DMS[] = {
68, 88, 66, 67, 153, 49, 112, 211, 187, 16, 68, 138, 16, 138, 141, 230, 21, 218, 248,
134, 1, 0, 0, 0, 144, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 180, 0,
0, 0, 48, 1, 0, 0, 100, 1, 0, 0, 20, 2, 0, 0, 82, 68, 69, 70, 120,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
1, 4, 255, 255, 0, 1, 0, 0, 69, 0, 0, 0, 60, 0, 0, 0, 2, 0, 0,
0, 5, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0, 84, 101, 120, 116, 117, 114, 101, 77, 0, 77, 105, 99, 114,
111, 115, 111, 102, 116, 32, 40, 82, 41, 32, 72, 76, 83, 76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109, 112, 105, 108, 101, 114, 32, 54, 46, 51, 46, 57, 54, 48,
48, 46, 49, 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 116, 0, 0, 0, 3, 0,
0, 0, 8, 0, 0, 0, 80, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3,
0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 92, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0, 100, 0, 0,
0, 0, 0, 0, 0, 10, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 1,
0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 84, 69, 88, 67, 79,
82, 68, 0, 83, 86, 95, 83, 65, 77, 80, 76, 69, 73, 78, 68, 69, 88, 0, 171,
79, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 171, 171, 83, 72, 68, 82, 168,
0, 0, 0, 65, 0, 0, 0, 42, 0, 0, 0, 106, 8, 0, 1, 88, 32, 0, 4,
0, 112, 16, 0, 0, 0, 0, 0, 85, 85, 0, 0, 98, 16, 0, 3, 50, 16, 16,
0, 1, 0, 0, 0, 99, 8, 0, 4, 18, 16, 16, 0, 2, 0, 0, 0, 10, 0,
0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 104, 0, 0, 2, 1,
0, 0, 0, 28, 0, 0, 5, 50, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0,
1, 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, 46, 0,
0, 9, 242, 32, 16, 0, 0, 0, 0, 0, 70, 14, 16, 0, 0, 0, 0, 0, 70,
126, 16, 0, 0, 0, 0, 0, 10, 16, 16, 0, 2, 0, 0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 0, 0, 4, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,
0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 0, 0, 0};
68, 88, 66, 67, 24, 185, 64, 224, 216, 192, 107, 84, 140, 208, 46, 210, 75, 20, 1,
202, 1, 0, 0, 0, 148, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 184, 0,
0, 0, 52, 1, 0, 0, 104, 1, 0, 0, 24, 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,
1, 4, 255, 255, 0, 1, 0, 0, 72, 0, 0, 0, 60, 0, 0, 0, 2, 0, 0,
0, 5, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0, 84, 101, 120, 116, 117, 114, 101, 70, 95, 77, 83, 0, 77,
105, 99, 114, 111, 115, 111, 102, 116, 32, 40, 82, 41, 32, 72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32, 67, 111, 109, 112, 105, 108, 101, 114, 32, 54, 46, 51, 46,
57, 54, 48, 48, 46, 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 116, 0,
0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0, 0, 0, 0, 0, 0, 1,
0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0,
0, 100, 0, 0, 0, 0, 0, 0, 0, 10, 0, 0, 0, 1, 0, 0, 0, 2, 0,
0, 0, 1, 1, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 84,
69, 88, 67, 79, 82, 68, 0, 83, 86, 95, 83, 65, 77, 80, 76, 69, 73, 78, 68,
69, 88, 0, 171, 79, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0,
0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 171, 171, 83,
72, 68, 82, 168, 0, 0, 0, 65, 0, 0, 0, 42, 0, 0, 0, 106, 8, 0, 1,
88, 32, 0, 4, 0, 112, 16, 0, 0, 0, 0, 0, 85, 85, 0, 0, 98, 16, 0,
3, 50, 16, 16, 0, 1, 0, 0, 0, 99, 8, 0, 4, 18, 16, 16, 0, 2, 0,
0, 0, 10, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 104,
0, 0, 2, 1, 0, 0, 0, 28, 0, 0, 5, 50, 0, 16, 0, 0, 0, 0, 0,
70, 16, 16, 0, 1, 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, 46, 0, 0, 9, 242, 32, 16, 0, 0, 0, 0, 0, 70, 14, 16, 0, 0,
0, 0, 0, 70, 126, 16, 0, 0, 0, 0, 0, 10, 16, 16, 0, 2, 0, 0, 0,
62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 4, 0, 0, 0, 1, 0, 0,
0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0};
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