Commit 851a4f66 by Jamie Madill

Add precompiled D3D11 shaders for pixel unpack buffers.

TRAC #23844 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods
parent c8c102b5
......@@ -22,6 +22,18 @@
#include "libGLESv2/renderer/d3d11/RenderTarget11.h"
#include "libGLESv2/Context.h"
// Precompiled shaders
#include "libGLESv2/renderer/shaders/compiled/buffertotexture11_vs.h"
#include "libGLESv2/renderer/shaders/compiled/buffertotexture11_ps_4f.h"
#include "libGLESv2/renderer/shaders/compiled/buffertotexture11_ps_4i.h"
#include "libGLESv2/renderer/shaders/compiled/buffertotexture11_ps_4ui.h"
#include "libGLESv2/renderer/shaders/compiled/buffertotexture11_ps_2f.h"
#include "libGLESv2/renderer/shaders/compiled/buffertotexture11_ps_2i.h"
#include "libGLESv2/renderer/shaders/compiled/buffertotexture11_ps_2ui.h"
#include "libGLESv2/renderer/shaders/compiled/buffertotexture11_ps_1f.h"
#include "libGLESv2/renderer/shaders/compiled/buffertotexture11_ps_1i.h"
#include "libGLESv2/renderer/shaders/compiled/buffertotexture11_ps_1ui.h"
namespace rx
{
......@@ -92,7 +104,8 @@ PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer");
// TODO: init shaders
// init shaders
mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS");
buildShaderMap();
......@@ -242,7 +255,17 @@ void PixelTransfer11::addBufferToTextureShader(GLenum sourceFormat, bool signedI
void PixelTransfer11::buildShaderMap()
{
// TODO
ID3D11Device *device = mRenderer->getDevice();
addBufferToTextureShader(GL_RGBA, false, d3d11::CompilePS(device, g_PS_BufferToTexture_4F, "BufferToTexture RGBA ps"));
addBufferToTextureShader(GL_RG, false, d3d11::CompilePS(device, g_PS_BufferToTexture_2F, "BufferToTexture RG ps"));
addBufferToTextureShader(GL_RED, false, d3d11::CompilePS(device, g_PS_BufferToTexture_1F, "BufferToTexture R ps"));
addBufferToTextureShader(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_BufferToTexture_4I, "BufferToTexture RGBA-I ps"));
addBufferToTextureShader(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_BufferToTexture_2I, "BufferToTexture RG-I ps"));
addBufferToTextureShader(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_BufferToTexture_1I, "BufferToTexture R-I ps"));
addBufferToTextureShader(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_BufferToTexture_4UI, "BufferToTexture RGBA-UI ps"));
addBufferToTextureShader(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_BufferToTexture_2UI, "BufferToTexture RG-UI ps"));
addBufferToTextureShader(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_BufferToTexture_1UI, "BufferToTexture R-UI ps"));
}
ID3D11PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const
......
......@@ -64,6 +64,17 @@ call:BuildShader Clear11.hlsl PS_ClearUint ps_4_0 compiled\c
call:BuildShader Clear11.hlsl VS_ClearSint vs_4_0 compiled\clearsint11vs.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint ps_4_0 compiled\clearsint11ps.h %debug%
call:BuildShader BufferToTexture11.hlsl VS_BufferToTexture vs_4_0 compiled/buffertotexture11_vs.h %debug%
call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_4F ps_4_0 compiled/buffertotexture11_ps_4f.h %debug%
call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_2F ps_4_0 compiled/buffertotexture11_ps_2f.h %debug%
call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_1F ps_4_0 compiled/buffertotexture11_ps_1f.h %debug%
call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_4I ps_4_0 compiled/buffertotexture11_ps_4i.h %debug%
call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_2I ps_4_0 compiled/buffertotexture11_ps_2i.h %debug%
call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_1I ps_4_0 compiled/buffertotexture11_ps_1i.h %debug%
call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_4UI ps_4_0 compiled/buffertotexture11_ps_4ui.h %debug%
call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_2UI ps_4_0 compiled/buffertotexture11_ps_2ui.h %debug%
call:BuildShader BufferToTexture11.hlsl PS_BufferToTexture_1UI ps_4_0 compiled/buffertotexture11_ps_1ui.h %debug%
echo.
if %successCount% GTR 0 (
......
Buffer<float4> Buffer4F : register(t0);
Buffer<float2> Buffer2F : register(t0);
Buffer<float1> Buffer1F : register(t0);
Buffer<int4> Buffer4I : register(t0);
Buffer<int2> Buffer2I : register(t0);
Buffer<int1> Buffer1I : register(t0);
Buffer<uint4> Buffer4UI : register(t0);
Buffer<uint2> Buffer2UI : register(t0);
Buffer<uint1> Buffer1UI : register(t0);
struct VS_OUTPUT
{
float4 position : SV_Position;
uint index : TEXCOORD0;
uint slice : LAYER;
};
cbuffer BufferCopyParams : register(b0)
{
uint FirstPixelOffset;
uint PixelsPerRow;
uint RowStride;
uint RowsPerSlice;
float2 PositionOffset;
float2 PositionScale;
int2 TexLocationOffset;
int2 TexLocationScale;
}
void ComputePositionAndIndex(uint vertexID, out VS_OUTPUT outVertex)
{
uint PixelsPerSlice = PixelsPerRow * RowsPerSlice;
uint SliceStride = RowStride * RowsPerSlice;
uint slice = vertexID / PixelsPerSlice;
uint sliceOffset = slice * PixelsPerSlice;
uint row = (vertexID - sliceOffset) / PixelsPerRow;
uint col = vertexID - sliceOffset - (row * PixelsPerRow);
float2 coords = float2(float(col), float(row));
outVertex.position = float4(PositionOffset + PositionScale * coords, 0.0f, 1.0f);
outVertex.index = FirstPixelOffset + slice * SliceStride + row * RowStride + col;
outVertex.slice = slice;
}
void VS_BufferToTexture(in uint vertexID : SV_VertexID, out VS_OUTPUT outVertex)
{
ComputePositionAndIndex(vertexID, outVertex);
}
float4 PS_BufferToTexture_4F(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer4F.Load(inIndex);
}
float2 PS_BufferToTexture_2F(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer2F.Load(inIndex);
}
float1 PS_BufferToTexture_1F(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer1F.Load(inIndex);
}
int4 PS_BufferToTexture_4I(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer4I.Load(inIndex);
}
int2 PS_BufferToTexture_2I(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer2I.Load(inIndex);
}
int1 PS_BufferToTexture_1I(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer1I.Load(inIndex);
}
uint4 PS_BufferToTexture_4UI(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer4UI.Load(inIndex);
}
uint2 PS_BufferToTexture_2UI(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer2UI.Load(inIndex);
}
uint1 PS_BufferToTexture_1UI(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer1UI.Load(inIndex);
}
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Buffer1F texture float buf 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 x 1 NONE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 x 0 TARGET float x
//
ps_4_0
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps constant v1.x
dcl_output o0.x
dcl_temps 1
ld r0.xyzw, v1.xxxx, t0.xyzw
mov o0.x, r0.x
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_BufferToTexture_1F[] =
{
68, 88, 66, 67, 76, 198,
244, 235, 47, 84, 19, 164,
9, 95, 241, 125, 8, 153,
121, 91, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
180, 1, 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, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
66, 117, 102, 102, 101, 114,
49, 70, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 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, 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,
1, 1, 0, 0, 83, 86,
95, 80, 111, 115, 105, 116,
105, 111, 110, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 171, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 1, 14,
0, 0, 83, 86, 95, 84,
97, 114, 103, 101, 116, 0,
171, 171, 83, 72, 68, 82,
108, 0, 0, 0, 64, 0,
0, 0, 27, 0, 0, 0,
88, 8, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
85, 85, 0, 0, 98, 8,
0, 3, 18, 16, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 18, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
45, 0, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
6, 16, 16, 0, 1, 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,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
3, 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, 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, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Buffer1I texture sint buf 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 x 1 NONE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 x 0 TARGET int x
//
ps_4_0
dcl_resource_buffer (sint,sint,sint,sint) t0
dcl_input_ps constant v1.x
dcl_output o0.x
dcl_temps 1
ld r0.xyzw, v1.xxxx, t0.xyzw
mov o0.x, r0.x
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_BufferToTexture_1I[] =
{
68, 88, 66, 67, 135, 250,
39, 245, 129, 20, 191, 147,
124, 250, 60, 63, 82, 82,
7, 107, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
180, 1, 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, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
66, 117, 102, 102, 101, 114,
49, 73, 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, 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, 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,
1, 1, 0, 0, 83, 86,
95, 80, 111, 115, 105, 116,
105, 111, 110, 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, 2, 0, 0, 0,
0, 0, 0, 0, 1, 14,
0, 0, 83, 86, 95, 84,
97, 114, 103, 101, 116, 0,
171, 171, 83, 72, 68, 82,
108, 0, 0, 0, 64, 0,
0, 0, 27, 0, 0, 0,
88, 8, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 0, 0, 98, 8,
0, 3, 18, 16, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 18, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
45, 0, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
6, 16, 16, 0, 1, 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,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
3, 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, 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, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Buffer1UI texture uint buf 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 x 1 NONE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 x 0 TARGET uint x
//
ps_4_0
dcl_resource_buffer (uint,uint,uint,uint) t0
dcl_input_ps constant v1.x
dcl_output o0.x
dcl_temps 1
ld r0.xyzw, v1.xxxx, t0.xyzw
mov o0.x, r0.x
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_BufferToTexture_1UI[] =
{
68, 88, 66, 67, 62, 184,
65, 1, 157, 198, 242, 80,
6, 77, 102, 77, 44, 20,
65, 91, 1, 0, 0, 0,
52, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
184, 0, 0, 0, 16, 1,
0, 0, 68, 1, 0, 0,
184, 1, 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,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
66, 117, 102, 102, 101, 114,
49, 85, 73, 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, 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,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 1,
0, 0, 83, 86, 95, 80,
111, 115, 105, 116, 105, 111,
110, 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, 1, 14, 0, 0,
83, 86, 95, 84, 97, 114,
103, 101, 116, 0, 171, 171,
83, 72, 68, 82, 108, 0,
0, 0, 64, 0, 0, 0,
27, 0, 0, 0, 88, 8,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
0, 0, 98, 8, 0, 3,
18, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3,
18, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 45, 0,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 6, 16,
16, 0, 1, 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, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 3, 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,
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, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Buffer2F texture float2 buf 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 x 1 NONE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xy 0 TARGET float xy
//
ps_4_0
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps constant v1.x
dcl_output o0.xy
dcl_temps 1
ld r0.xyzw, v1.xxxx, t0.xyzw
mov o0.xy, r0.xyxx
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_BufferToTexture_2F[] =
{
68, 88, 66, 67, 215, 105,
209, 227, 38, 90, 225, 40,
251, 250, 109, 34, 8, 5,
162, 19, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
180, 1, 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, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 5, 0, 0, 0,
66, 117, 102, 102, 101, 114,
50, 70, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 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, 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,
1, 1, 0, 0, 83, 86,
95, 80, 111, 115, 105, 116,
105, 111, 110, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 171, 171, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 3, 12,
0, 0, 83, 86, 95, 84,
97, 114, 103, 101, 116, 0,
171, 171, 83, 72, 68, 82,
108, 0, 0, 0, 64, 0,
0, 0, 27, 0, 0, 0,
88, 8, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
85, 85, 0, 0, 98, 8,
0, 3, 18, 16, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 50, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
45, 0, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
6, 16, 16, 0, 1, 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,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
3, 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, 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, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Buffer2I texture sint2 buf 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 x 1 NONE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xy 0 TARGET int xy
//
ps_4_0
dcl_resource_buffer (sint,sint,sint,sint) t0
dcl_input_ps constant v1.x
dcl_output o0.xy
dcl_temps 1
ld r0.xyzw, v1.xxxx, t0.xyzw
mov o0.xy, r0.xyxx
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_BufferToTexture_2I[] =
{
68, 88, 66, 67, 190, 82,
226, 218, 75, 161, 187, 203,
140, 113, 25, 244, 212, 196,
60, 121, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
180, 1, 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, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 5, 0, 0, 0,
66, 117, 102, 102, 101, 114,
50, 73, 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, 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, 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,
1, 1, 0, 0, 83, 86,
95, 80, 111, 115, 105, 116,
105, 111, 110, 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, 2, 0, 0, 0,
0, 0, 0, 0, 3, 12,
0, 0, 83, 86, 95, 84,
97, 114, 103, 101, 116, 0,
171, 171, 83, 72, 68, 82,
108, 0, 0, 0, 64, 0,
0, 0, 27, 0, 0, 0,
88, 8, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 0, 0, 98, 8,
0, 3, 18, 16, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 50, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
45, 0, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
6, 16, 16, 0, 1, 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,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
3, 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, 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, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Buffer2UI texture uint2 buf 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 x 1 NONE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xy 0 TARGET uint xy
//
ps_4_0
dcl_resource_buffer (uint,uint,uint,uint) t0
dcl_input_ps constant v1.x
dcl_output o0.xy
dcl_temps 1
ld r0.xyzw, v1.xxxx, t0.xyzw
mov o0.xy, r0.xyxx
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_BufferToTexture_2UI[] =
{
68, 88, 66, 67, 59, 9,
83, 207, 207, 103, 180, 104,
7, 20, 39, 245, 231, 4,
73, 166, 1, 0, 0, 0,
52, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
184, 0, 0, 0, 16, 1,
0, 0, 68, 1, 0, 0,
184, 1, 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,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 5, 0, 0, 0,
66, 117, 102, 102, 101, 114,
50, 85, 73, 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, 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,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 1,
0, 0, 83, 86, 95, 80,
111, 115, 105, 116, 105, 111,
110, 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, 3, 12, 0, 0,
83, 86, 95, 84, 97, 114,
103, 101, 116, 0, 171, 171,
83, 72, 68, 82, 108, 0,
0, 0, 64, 0, 0, 0,
27, 0, 0, 0, 88, 8,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
0, 0, 98, 8, 0, 3,
18, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3,
50, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 45, 0,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 6, 16,
16, 0, 1, 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, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 3, 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,
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, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
///
// Buffer Definitions:
//
// cbuffer BufferCopyParams
// {
//
// uint FirstPixelOffset; // Offset: 0 Size: 4 [unused]
// uint PixelsPerRow; // Offset: 4 Size: 4 [unused]
// uint RowStride; // Offset: 8 Size: 4 [unused]
// uint RowsPerSlice; // Offset: 12 Size: 4 [unused]
// float2 PositionOffset; // Offset: 16 Size: 8 [unused]
// float2 PositionScale; // Offset: 24 Size: 8 [unused]
// int2 TexLocationOffset; // Offset: 32 Size: 8 [unused]
// int2 TexLocationScale; // Offset: 40 Size: 8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Buffer4F texture float4 buf 0 1
// BufferCopyParams cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 x 1 NONE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps constant v1.x
dcl_output o0.xyzw
ld o0.xyzw, v1.xxxx, t0.xyzw
ret
// Approximately 2 instruction slots used
#endif
const BYTE g_PS_BufferToTexture_4F[] =
{
68, 88, 66, 67, 161, 212,
38, 156, 243, 82, 97, 91,
138, 4, 55, 121, 28, 62,
245, 159, 1, 0, 0, 0,
216, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
104, 2, 0, 0, 192, 2,
0, 0, 244, 2, 0, 0,
92, 3, 0, 0, 82, 68,
69, 70, 44, 2, 0, 0,
1, 0, 0, 0, 120, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
249, 1, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
101, 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, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 52, 70, 0, 66,
117, 102, 102, 101, 114, 67,
111, 112, 121, 80, 97, 114,
97, 109, 115, 0, 171, 171,
101, 0, 0, 0, 8, 0,
0, 0, 144, 0, 0, 0,
48, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
80, 1, 0, 0, 0, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 100, 1,
0, 0, 0, 0, 0, 0,
116, 1, 0, 0, 4, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 100, 1,
0, 0, 0, 0, 0, 0,
129, 1, 0, 0, 8, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 100, 1,
0, 0, 0, 0, 0, 0,
139, 1, 0, 0, 12, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 100, 1,
0, 0, 0, 0, 0, 0,
152, 1, 0, 0, 16, 0,
0, 0, 8, 0, 0, 0,
0, 0, 0, 0, 168, 1,
0, 0, 0, 0, 0, 0,
184, 1, 0, 0, 24, 0,
0, 0, 8, 0, 0, 0,
0, 0, 0, 0, 168, 1,
0, 0, 0, 0, 0, 0,
198, 1, 0, 0, 32, 0,
0, 0, 8, 0, 0, 0,
0, 0, 0, 0, 216, 1,
0, 0, 0, 0, 0, 0,
232, 1, 0, 0, 40, 0,
0, 0, 8, 0, 0, 0,
0, 0, 0, 0, 216, 1,
0, 0, 0, 0, 0, 0,
70, 105, 114, 115, 116, 80,
105, 120, 101, 108, 79, 102,
102, 115, 101, 116, 0, 171,
171, 171, 0, 0, 19, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
80, 105, 120, 101, 108, 115,
80, 101, 114, 82, 111, 119,
0, 82, 111, 119, 83, 116,
114, 105, 100, 101, 0, 82,
111, 119, 115, 80, 101, 114,
83, 108, 105, 99, 101, 0,
80, 111, 115, 105, 116, 105,
111, 110, 79, 102, 102, 115,
101, 116, 0, 171, 1, 0,
3, 0, 1, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 80, 111, 115, 105,
116, 105, 111, 110, 83, 99,
97, 108, 101, 0, 84, 101,
120, 76, 111, 99, 97, 116,
105, 111, 110, 79, 102, 102,
115, 101, 116, 0, 1, 0,
2, 0, 1, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 84, 101, 120, 76,
111, 99, 97, 116, 105, 111,
110, 83, 99, 97, 108, 101,
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,
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,
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, 1, 1,
0, 0, 83, 86, 95, 80,
111, 115, 105, 116, 105, 111,
110, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 97, 114,
103, 101, 116, 0, 171, 171,
83, 72, 68, 82, 96, 0,
0, 0, 64, 0, 0, 0,
24, 0, 0, 0, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 0, 4,
0, 112, 16, 0, 0, 0,
0, 0, 85, 85, 0, 0,
98, 8, 0, 3, 18, 16,
16, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32,
16, 0, 0, 0, 0, 0,
45, 0, 0, 7, 242, 32,
16, 0, 0, 0, 0, 0,
6, 16, 16, 0, 1, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 2, 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, 0, 0,
0, 0, 0, 0, 0, 0,
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 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Buffer4I texture sint4 buf 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 x 1 NONE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_buffer (sint,sint,sint,sint) t0
dcl_input_ps constant v1.x
dcl_output o0.xyzw
ld o0.xyzw, v1.xxxx, t0.xyzw
ret
// Approximately 2 instruction slots used
#endif
const BYTE g_PS_BufferToTexture_4I[] =
{
68, 88, 66, 67, 178, 234,
204, 249, 218, 40, 155, 155,
252, 18, 110, 38, 237, 186,
217, 231, 1, 0, 0, 0,
20, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
152, 1, 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, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
66, 117, 102, 102, 101, 114,
52, 73, 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, 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, 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,
1, 1, 0, 0, 83, 86,
95, 80, 111, 115, 105, 116,
105, 111, 110, 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, 2, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 84,
97, 114, 103, 101, 116, 0,
171, 171, 83, 72, 68, 82,
80, 0, 0, 0, 64, 0,
0, 0, 20, 0, 0, 0,
88, 8, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 0, 0, 98, 8,
0, 3, 18, 16, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 45, 0,
0, 7, 242, 32, 16, 0,
0, 0, 0, 0, 6, 16,
16, 0, 1, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 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, 0, 0, 0, 0,
0, 0, 0, 0, 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 9.30.9200.16384
//
//
///
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Buffer4UI texture uint4 buf 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 x 1 NONE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_buffer (uint,uint,uint,uint) t0
dcl_input_ps constant v1.x
dcl_output o0.xyzw
ld o0.xyzw, v1.xxxx, t0.xyzw
ret
// Approximately 2 instruction slots used
#endif
const BYTE g_PS_BufferToTexture_4UI[] =
{
68, 88, 66, 67, 209, 204,
134, 75, 28, 212, 134, 131,
219, 18, 16, 227, 99, 23,
205, 131, 1, 0, 0, 0,
24, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
184, 0, 0, 0, 16, 1,
0, 0, 68, 1, 0, 0,
156, 1, 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,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
66, 117, 102, 102, 101, 114,
52, 85, 73, 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, 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,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 1,
0, 0, 83, 86, 95, 80,
111, 115, 105, 116, 105, 111,
110, 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, 97, 114,
103, 101, 116, 0, 171, 171,
83, 72, 68, 82, 80, 0,
0, 0, 64, 0, 0, 0,
20, 0, 0, 0, 88, 8,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 68, 68,
0, 0, 98, 8, 0, 3,
18, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 32, 16, 0, 0, 0,
0, 0, 6, 16, 16, 0,
1, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
2, 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
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