Moved the shaders from libGLESv2 to the libGLESv2/renderer.

TRAC #22230 Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1692 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 1ef09672
...@@ -321,6 +321,13 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\" ...@@ -321,6 +321,13 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClInclude Include="renderer\ShaderExecutable.h" /> <ClInclude Include="renderer\ShaderExecutable.h" />
<ClInclude Include="renderer\ShaderExecutable11.h" /> <ClInclude Include="renderer\ShaderExecutable11.h" />
<ClInclude Include="renderer\ShaderExecutable9.h" /> <ClInclude Include="renderer\ShaderExecutable9.h" />
<ClInclude Include="renderer\shaders\compiled\componentmaskps.h" />
<ClInclude Include="renderer\shaders\compiled\flipyvs.h" />
<ClInclude Include="renderer\shaders\compiled\luminanceps.h" />
<ClInclude Include="renderer\shaders\compiled\passthrough11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthrough11vs.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughps.h" />
<ClInclude Include="renderer\shaders\compiled\standardvs.h" />
<ClInclude Include="renderer\SwapChain.h" /> <ClInclude Include="renderer\SwapChain.h" />
<ClInclude Include="renderer\SwapChain11.h" /> <ClInclude Include="renderer\SwapChain11.h" />
<ClInclude Include="renderer\SwapChain9.h" /> <ClInclude Include="renderer\SwapChain9.h" />
...@@ -343,6 +350,10 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\" ...@@ -343,6 +350,10 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="libGLESv2.def" /> <None Include="libGLESv2.def" />
<None Include="renderer\shaders\Blit.ps" />
<None Include="renderer\shaders\Blit.vs" />
<None Include="renderer\shaders\generate_shaders.bat" />
<None Include="renderer\shaders\Passthrough11.hlsl" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ResourceCompile Include="libGLESv2.rc" /> <ResourceCompile Include="libGLESv2.rc" />
......
...@@ -18,6 +18,12 @@ ...@@ -18,6 +18,12 @@
<Filter Include="Third Party\MurmurHash"> <Filter Include="Third Party\MurmurHash">
<UniqueIdentifier>{b0005d2f-9b4a-4659-a270-138811174f73}</UniqueIdentifier> <UniqueIdentifier>{b0005d2f-9b4a-4659-a270-138811174f73}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="Renderer\Shaders">
<UniqueIdentifier>{6dc0306f-6396-4e80-9ef9-09b58aa53c4d}</UniqueIdentifier>
</Filter>
<Filter Include="Renderer\Shaders\Compiled">
<UniqueIdentifier>{6332705b-1999-4292-a38b-dd47329734aa}</UniqueIdentifier>
</Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Buffer.cpp"> <ClCompile Include="Buffer.cpp">
...@@ -355,11 +361,44 @@ ...@@ -355,11 +361,44 @@
<ClInclude Include="renderer\TextureStorage11.h"> <ClInclude Include="renderer\TextureStorage11.h">
<Filter>Renderer</Filter> <Filter>Renderer</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthrough11ps.h">
<Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthrough11vs.h">
<Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughps.h">
<Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\standardvs.h">
<Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\componentmaskps.h">
<Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\flipyvs.h">
<Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\luminanceps.h">
<Filter>Renderer\Shaders\Compiled</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="libGLESv2.def"> <None Include="libGLESv2.def">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</None> </None>
<None Include="renderer\shaders\Blit.ps">
<Filter>Renderer\Shaders</Filter>
</None>
<None Include="renderer\shaders\Blit.vs">
<Filter>Renderer\Shaders</Filter>
</None>
<None Include="renderer\shaders\generate_shaders.bat">
<Filter>Renderer\Shaders</Filter>
</None>
<None Include="renderer\shaders\Passthrough11.hlsl">
<Filter>Renderer\Shaders</Filter>
</None>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ResourceCompile Include="libGLESv2.rc" /> <ResourceCompile Include="libGLESv2.rc" />
......
...@@ -19,11 +19,11 @@ ...@@ -19,11 +19,11 @@
namespace namespace
{ {
#include "libGLESv2/shaders/standardvs.h" #include "libGLESv2/renderer/shaders/compiled/standardvs.h"
#include "libGLESv2/shaders/flipyvs.h" #include "libGLESv2/renderer/shaders/compiled/flipyvs.h"
#include "libGLESv2/shaders/passthroughps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughps.h"
#include "libGLESv2/shaders/luminanceps.h" #include "libGLESv2/renderer/shaders/compiled/luminanceps.h"
#include "libGLESv2/shaders/componentmaskps.h" #include "libGLESv2/renderer/shaders/compiled/componentmaskps.h"
const BYTE* const g_shaderCode[] = const BYTE* const g_shaderCode[] =
{ {
......
...@@ -15,8 +15,8 @@ ...@@ -15,8 +15,8 @@
#include "libGLESv2/Context.h" #include "libGLESv2/Context.h"
#include "libGLESv2/main.h" #include "libGLESv2/main.h"
#include "libGLESv2/shaders/passthrough11vs.h" #include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
#include "libGLESv2/shaders/passthrough11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthrough11ps.h"
namespace rx namespace rx
{ {
......
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// fxc /E componentmaskps /T ps_2_0 /Fh componentmaskps.h Blit.ps // fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps
// //
// //
// Parameters: // Parameters:
// //
// float4 mode; // float4 mode;
// sampler2D tex; // sampler2D tex;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------ ----- ---- // ------------ ----- ----
// mode c0 1 // mode c0 1
// tex s0 1 // tex s0 1
// //
ps_2_0 ps_2_0
dcl t0.xy dcl t0.xy
dcl_2d s0 dcl_2d s0
texld r0, t0, s0 texld r0, t0, s0
mul r1.xyz, r0, c0.x mul r1.xyz, r0, c0.x
mad r1.w, r0.w, c0.z, c0.w mad r1.w, r0.w, c0.z, c0.w
mov oC0, r1 mov oC0, r1
// approximately 4 instruction slots used (1 texture, 3 arithmetic) // approximately 4 instruction slots used (1 texture, 3 arithmetic)
#endif #endif
const BYTE g_ps20_componentmaskps[] = const BYTE g_ps20_componentmaskps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
43, 0, 67, 84, 65, 66, 43, 0, 67, 84, 65, 66,
28, 0, 0, 0, 119, 0, 28, 0, 0, 0, 119, 0,
0, 0, 0, 2, 255, 255, 0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0, 2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
112, 0, 0, 0, 68, 0, 112, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 76, 0, 1, 0, 0, 0, 76, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
92, 0, 0, 0, 3, 0, 92, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
96, 0, 0, 0, 0, 0, 96, 0, 0, 0, 0, 0,
0, 0, 109, 111, 100, 101, 0, 0, 109, 111, 100, 101,
0, 171, 171, 171, 1, 0, 0, 171, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 116, 101, 120, 0, 0, 0, 116, 101, 120, 0,
4, 0, 12, 0, 1, 0, 4, 0, 12, 0, 1, 0,
1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 112, 115, 0, 0, 0, 0, 112, 115,
95, 50, 95, 48, 0, 77, 95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111, 105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41, 102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32, 32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114, 83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105, 32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46, 108, 101, 114, 32, 57, 46,
50, 57, 46, 57, 53, 50, 50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0, 46, 51, 49, 49, 49, 0,
31, 0, 0, 2, 0, 0, 31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 3, 176, 0, 128, 0, 0, 3, 176,
31, 0, 0, 2, 0, 0, 31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160, 0, 144, 0, 8, 15, 160,
66, 0, 0, 3, 0, 0, 66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 176, 15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 5, 0, 0, 8, 228, 160, 5, 0,
0, 3, 1, 0, 7, 128, 0, 3, 1, 0, 7, 128,
0, 0, 228, 128, 0, 0, 0, 0, 228, 128, 0, 0,
0, 160, 4, 0, 0, 4, 0, 160, 4, 0, 0, 4,
1, 0, 8, 128, 0, 0, 1, 0, 8, 128, 0, 0,
255, 128, 0, 0, 170, 160, 255, 128, 0, 0, 170, 160,
0, 0, 255, 160, 1, 0, 0, 0, 255, 160, 1, 0,
0, 2, 0, 8, 15, 128, 0, 2, 0, 8, 15, 128,
1, 0, 228, 128, 255, 255, 1, 0, 228, 128, 255, 255,
0, 0 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// fxc /E flipyvs /T vs_2_0 /Fh flipyvs.h Blit.vs // fxc /E flipyvs /T vs_2_0 /Fh compiled/flipyvs.h Blit.vs
// //
// //
// Parameters: // Parameters:
// //
// float4 halfPixelSize; // float4 halfPixelSize;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------- ----- ---- // ------------- ----- ----
// halfPixelSize c0 1 // halfPixelSize c0 1
// //
vs_2_0 vs_2_0
def c1, 0.5, 1, 0, 0 def c1, 0.5, 1, 0, 0
dcl_position v0 dcl_position v0
add oPos, v0, c0 add oPos, v0, c0
mad oT0, v0, c1.xxyy, c1.xxzz mad oT0, v0, c1.xxyy, c1.xxzz
// approximately 2 instruction slots used // approximately 2 instruction slots used
#endif #endif
const BYTE g_vs20_flipyvs[] = const BYTE g_vs20_flipyvs[] =
{ {
0, 2, 254, 255, 254, 255, 0, 2, 254, 255, 254, 255,
35, 0, 67, 84, 65, 66, 35, 0, 67, 84, 65, 66,
28, 0, 0, 0, 87, 0, 28, 0, 0, 0, 87, 0,
0, 0, 0, 2, 254, 255, 0, 0, 0, 2, 254, 255,
1, 0, 0, 0, 28, 0, 1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
80, 0, 0, 0, 48, 0, 80, 0, 0, 0, 48, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 64, 0, 1, 0, 0, 0, 64, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
104, 97, 108, 102, 80, 105, 104, 97, 108, 102, 80, 105,
120, 101, 108, 83, 105, 122, 120, 101, 108, 83, 105, 122,
101, 0, 171, 171, 1, 0, 101, 0, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 118, 115, 95, 50, 0, 0, 118, 115, 95, 50,
95, 48, 0, 77, 105, 99, 95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116, 114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72, 32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104, 76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67, 97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101, 111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57, 114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51, 46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 81, 0, 49, 49, 49, 0, 81, 0,
0, 5, 1, 0, 15, 160, 0, 5, 1, 0, 15, 160,
0, 0, 0, 63, 0, 0, 0, 0, 0, 63, 0, 0,
128, 63, 0, 0, 0, 0, 128, 63, 0, 0, 0, 0,
0, 0, 0, 0, 31, 0, 0, 0, 0, 0, 31, 0,
0, 2, 0, 0, 0, 128, 0, 2, 0, 0, 0, 128,
0, 0, 15, 144, 2, 0, 0, 0, 15, 144, 2, 0,
0, 3, 0, 0, 15, 192, 0, 3, 0, 0, 15, 192,
0, 0, 228, 144, 0, 0, 0, 0, 228, 144, 0, 0,
228, 160, 4, 0, 0, 4, 228, 160, 4, 0, 0, 4,
0, 0, 15, 224, 0, 0, 0, 0, 15, 224, 0, 0,
228, 144, 1, 0, 80, 160, 228, 144, 1, 0, 80, 160,
1, 0, 160, 160, 255, 255, 1, 0, 160, 160, 255, 255,
0, 0 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// fxc /E luminanceps /T ps_2_0 /Fh luminanceps.h Blit.ps // fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps
// //
// //
// Parameters: // Parameters:
// //
// float4 mode; // float4 mode;
// sampler2D tex; // sampler2D tex;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------ ----- ---- // ------------ ----- ----
// mode c0 1 // mode c0 1
// tex s0 1 // tex s0 1
// //
ps_2_0 ps_2_0
dcl t0.xy dcl t0.xy
dcl_2d s0 dcl_2d s0
texld r0, t0, s0 texld r0, t0, s0
mad r1.w, r0.w, c0.x, c0.y mad r1.w, r0.w, c0.x, c0.y
mov r1.xyz, r0.x mov r1.xyz, r0.x
mov oC0, r1 mov oC0, r1
// approximately 4 instruction slots used (1 texture, 3 arithmetic) // approximately 4 instruction slots used (1 texture, 3 arithmetic)
#endif #endif
const BYTE g_ps20_luminanceps[] = const BYTE g_ps20_luminanceps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
43, 0, 67, 84, 65, 66, 43, 0, 67, 84, 65, 66,
28, 0, 0, 0, 119, 0, 28, 0, 0, 0, 119, 0,
0, 0, 0, 2, 255, 255, 0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0, 2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
112, 0, 0, 0, 68, 0, 112, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 76, 0, 1, 0, 0, 0, 76, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
92, 0, 0, 0, 3, 0, 92, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
96, 0, 0, 0, 0, 0, 96, 0, 0, 0, 0, 0,
0, 0, 109, 111, 100, 101, 0, 0, 109, 111, 100, 101,
0, 171, 171, 171, 1, 0, 0, 171, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 116, 101, 120, 0, 0, 0, 116, 101, 120, 0,
4, 0, 12, 0, 1, 0, 4, 0, 12, 0, 1, 0,
1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 112, 115, 0, 0, 0, 0, 112, 115,
95, 50, 95, 48, 0, 77, 95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111, 105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41, 102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32, 32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114, 83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105, 32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46, 108, 101, 114, 32, 57, 46,
50, 57, 46, 57, 53, 50, 50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0, 46, 51, 49, 49, 49, 0,
31, 0, 0, 2, 0, 0, 31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 3, 176, 0, 128, 0, 0, 3, 176,
31, 0, 0, 2, 0, 0, 31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160, 0, 144, 0, 8, 15, 160,
66, 0, 0, 3, 0, 0, 66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 176, 15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 4, 0, 0, 8, 228, 160, 4, 0,
0, 4, 1, 0, 8, 128, 0, 4, 1, 0, 8, 128,
0, 0, 255, 128, 0, 0, 0, 0, 255, 128, 0, 0,
0, 160, 0, 0, 85, 160, 0, 160, 0, 0, 85, 160,
1, 0, 0, 2, 1, 0, 1, 0, 0, 2, 1, 0,
7, 128, 0, 0, 0, 128, 7, 128, 0, 0, 0, 128,
1, 0, 0, 2, 0, 8, 1, 0, 0, 2, 0, 8,
15, 128, 1, 0, 228, 128, 15, 128, 1, 0, 228, 128,
255, 255, 0, 0 255, 255, 0, 0
}; };
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_Passthrough /T ps_4_0 /Fh compiled/passthrough11ps.h
// Passthrough11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
sample o0.xyzw, v1.xyxx, t0.xyzw, s0
ret
// Approximately 2 instruction slots used
#endif
const BYTE g_PS_Passthrough[] =
{
68, 88, 66, 67, 152, 86,
225, 107, 155, 83, 216, 13,
154, 212, 144, 5, 82, 74,
90, 98, 1, 0, 0, 0,
80, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
0, 0, 104, 1, 0, 0,
212, 1, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
4, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 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, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
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, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 100, 0,
0, 0, 64, 0, 0, 0,
25, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 69, 0, 0, 9,
242, 32, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
0, 96, 16, 0, 0, 0,
0, 0, 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, 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, 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_Passthrough /T vs_4_0 /Fh compiled/passthrough11vs.h
// Passthrough11.hlsl
//
//
//
// Input signature:
//
// 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
//
vs_4_0
dcl_input v0.xy
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
mov o0.xy, v0.xyxx
mov o0.zw, l(0,0,0,1.000000)
mov o1.xy, v1.xyxx
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_VS_Passthrough[] =
{
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, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0,
0, 0, 56, 1, 0, 0,
200, 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, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
76, 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, 3, 3, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 3, 3, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 84, 69, 88,
67, 79, 79, 82, 68, 0,
171, 171, 79, 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, 12, 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,
83, 72, 68, 82, 136, 0,
0, 0, 64, 0, 1, 0,
34, 0, 0, 0, 95, 0,
0, 3, 50, 16, 16, 0,
0, 0, 0, 0, 95, 0,
0, 3, 50, 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,
50, 32, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5,
50, 32, 16, 0, 0, 0,
0, 0, 70, 16, 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, 128, 63,
54, 0, 0, 5, 50, 32,
16, 0, 1, 0, 0, 0,
70, 16, 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 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// fxc /E passthroughps /T ps_2_0 /Fh passthroughps.h Blit.ps // fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps
// //
// //
// Parameters: // Parameters:
// //
// sampler2D tex; // sampler2D tex;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------ ----- ---- // ------------ ----- ----
// tex s0 1 // tex s0 1
// //
ps_2_0 ps_2_0
dcl t0.xy dcl t0.xy
dcl_2d s0 dcl_2d s0
texld r0, t0, s0 texld r0, t0, s0
mov oC0, r0 mov oC0, r0
// approximately 2 instruction slots used (1 texture, 1 arithmetic) // approximately 2 instruction slots used (1 texture, 1 arithmetic)
#endif #endif
const BYTE g_ps20_passthroughps[] = const BYTE g_ps20_passthroughps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
32, 0, 67, 84, 65, 66, 32, 0, 67, 84, 65, 66,
28, 0, 0, 0, 75, 0, 28, 0, 0, 0, 75, 0,
0, 0, 0, 2, 255, 255, 0, 0, 0, 2, 255, 255,
1, 0, 0, 0, 28, 0, 1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
68, 0, 0, 0, 48, 0, 68, 0, 0, 0, 48, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 52, 0, 1, 0, 0, 0, 52, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
116, 101, 120, 0, 4, 0, 116, 101, 120, 0, 4, 0,
12, 0, 1, 0, 1, 0, 12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 112, 115, 95, 50, 0, 0, 112, 115, 95, 50,
95, 48, 0, 77, 105, 99, 95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116, 114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72, 32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104, 76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67, 97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101, 111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57, 114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51, 46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 31, 0, 49, 49, 49, 0, 31, 0,
0, 2, 0, 0, 0, 128, 0, 2, 0, 0, 0, 128,
0, 0, 3, 176, 31, 0, 0, 0, 3, 176, 31, 0,
0, 2, 0, 0, 0, 144, 0, 2, 0, 0, 0, 144,
0, 8, 15, 160, 66, 0, 0, 8, 15, 160, 66, 0,
0, 3, 0, 0, 15, 128, 0, 3, 0, 0, 15, 128,
0, 0, 228, 176, 0, 8, 0, 0, 228, 176, 0, 8,
228, 160, 1, 0, 0, 2, 228, 160, 1, 0, 0, 2,
0, 8, 15, 128, 0, 0, 0, 8, 15, 128, 0, 0,
228, 128, 255, 255, 0, 0 228, 128, 255, 255, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// fxc /E standardvs /T vs_2_0 /Fh standardvs.h Blit.vs // fxc /E standardvs /T vs_2_0 /Fh compiled/standardvs.h Blit.vs
// //
// //
// Parameters: // Parameters:
// //
// float4 halfPixelSize; // float4 halfPixelSize;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------- ----- ---- // ------------- ----- ----
// halfPixelSize c0 1 // halfPixelSize c0 1
// //
vs_2_0 vs_2_0
def c1, 0.5, -0.5, 1, 0 def c1, 0.5, -0.5, 1, 0
dcl_position v0 dcl_position v0
add oPos, v0, c0 add oPos, v0, c0
mad oT0, v0, c1.xyzz, c1.xxww mad oT0, v0, c1.xyzz, c1.xxww
// approximately 2 instruction slots used // approximately 2 instruction slots used
#endif #endif
const BYTE g_vs20_standardvs[] = const BYTE g_vs20_standardvs[] =
{ {
0, 2, 254, 255, 254, 255, 0, 2, 254, 255, 254, 255,
35, 0, 67, 84, 65, 66, 35, 0, 67, 84, 65, 66,
28, 0, 0, 0, 87, 0, 28, 0, 0, 0, 87, 0,
0, 0, 0, 2, 254, 255, 0, 0, 0, 2, 254, 255,
1, 0, 0, 0, 28, 0, 1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
80, 0, 0, 0, 48, 0, 80, 0, 0, 0, 48, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 64, 0, 1, 0, 0, 0, 64, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
104, 97, 108, 102, 80, 105, 104, 97, 108, 102, 80, 105,
120, 101, 108, 83, 105, 122, 120, 101, 108, 83, 105, 122,
101, 0, 171, 171, 1, 0, 101, 0, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 118, 115, 95, 50, 0, 0, 118, 115, 95, 50,
95, 48, 0, 77, 105, 99, 95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116, 114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72, 32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104, 76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67, 97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101, 111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57, 114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51, 46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 81, 0, 49, 49, 49, 0, 81, 0,
0, 5, 1, 0, 15, 160, 0, 5, 1, 0, 15, 160,
0, 0, 0, 63, 0, 0, 0, 0, 0, 63, 0, 0,
0, 191, 0, 0, 128, 63, 0, 191, 0, 0, 128, 63,
0, 0, 0, 0, 31, 0, 0, 0, 0, 0, 31, 0,
0, 2, 0, 0, 0, 128, 0, 2, 0, 0, 0, 128,
0, 0, 15, 144, 2, 0, 0, 0, 15, 144, 2, 0,
0, 3, 0, 0, 15, 192, 0, 3, 0, 0, 15, 192,
0, 0, 228, 144, 0, 0, 0, 0, 228, 144, 0, 0,
228, 160, 4, 0, 0, 4, 228, 160, 4, 0, 0, 4,
0, 0, 15, 224, 0, 0, 0, 0, 15, 224, 0, 0,
228, 144, 1, 0, 164, 160, 228, 144, 1, 0, 164, 160,
1, 0, 240, 160, 255, 255, 1, 0, 240, 160, 255, 255,
0, 0 0, 0
}; };
@ECHO OFF
REM
REM Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
REM Use of this source code is governed by a BSD-style license that can be
REM found in the LICENSE file.
REM
PATH %PATH%;%DXSDK_DIR%\Utilities\bin\x86
fxc /E standardvs /T vs_2_0 /Fh compiled/standardvs.h Blit.vs
fxc /E flipyvs /T vs_2_0 /Fh compiled/flipyvs.h Blit.vs
fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps
fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps
fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps
fxc /E VS_Passthrough /T vs_4_0 /Fh compiled/passthrough11vs.h Passthrough11.hlsl
fxc /E PS_Passthrough /T ps_4_0 /Fh compiled/passthrough11ps.h Passthrough11.hlsl
@ECHO OFF
REM
REM Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
REM Use of this source code is governed by a BSD-style license that can be
REM found in the LICENSE file.
REM
PATH %PATH%;%DXSDK_DIR%\Utilities\bin\x86
fxc /E standardvs /T vs_2_0 /Fh standardvs.h Blit.vs
fxc /E flipyvs /T vs_2_0 /Fh flipyvs.h Blit.vs
fxc /E passthroughps /T ps_2_0 /Fh passthroughps.h Blit.ps
fxc /E luminanceps /T ps_2_0 /Fh luminanceps.h Blit.ps
fxc /E componentmaskps /T ps_2_0 /Fh componentmaskps.h Blit.ps
fxc /E VS_Passthrough /T vs_4_0 /Fh passthrough11vs.h Passthrough11.hlsl
fxc /E PS_Passthrough /T ps_4_0 /Fh passthrough11ps.h Passthrough11.hlsl
\ No newline at end of file
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_Passthrough /T ps_4_0 /Fh passthrough11ps.h Passthrough11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
sample o0.xyzw, v1.xyxx, t0.xyzw, s0
ret
// Approximately 2 instruction slots used
#endif
const BYTE g_PS_Passthrough[] =
{
68, 88, 66, 67, 152, 86,
225, 107, 155, 83, 216, 13,
154, 212, 144, 5, 82, 74,
90, 98, 1, 0, 0, 0,
80, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
0, 0, 104, 1, 0, 0,
212, 1, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
4, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 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, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
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, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 100, 0,
0, 0, 64, 0, 0, 0,
25, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 69, 0, 0, 9,
242, 32, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
0, 96, 16, 0, 0, 0,
0, 0, 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, 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, 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_Passthrough /T vs_4_0 /Fh passthrough11vs.h Passthrough11.hlsl
//
//
//
// Input signature:
//
// 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
//
vs_4_0
dcl_input v0.xy
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
mov o0.xy, v0.xyxx
mov o0.zw, l(0,0,0,1.000000)
mov o1.xy, v1.xyxx
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_VS_Passthrough[] =
{
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, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0,
0, 0, 56, 1, 0, 0,
200, 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, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
76, 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, 3, 3, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 3, 3, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 84, 69, 88,
67, 79, 79, 82, 68, 0,
171, 171, 79, 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, 12, 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,
83, 72, 68, 82, 136, 0,
0, 0, 64, 0, 1, 0,
34, 0, 0, 0, 95, 0,
0, 3, 50, 16, 16, 0,
0, 0, 0, 0, 95, 0,
0, 3, 50, 16, 16, 0,
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