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
{ {
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
// //
// 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:
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
// //
// 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:
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
// //
// 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:
......
#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
};
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
// //
// 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:
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
// //
// 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:
......
@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,
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
};
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment