Commit 92996b0d by Jamie Madill Committed by Commit Bot

D3D11: Fix masked clear unused RTV warning.

This benign warning would show up in the Debug layer messages. It was causing the test to fail in some standalone configurations. This fix implemented here is to keep 8 different pixel shaders, one for each total count of render targets, up to the implementation max. BUG=angleproject:2025 Change-Id: I826ddae686ddb1cfad17879644152be2f6125c5b Reviewed-on: https://chromium-review.googlesource.com/617512Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
parent 46d6c2b6
...@@ -99,6 +99,13 @@ class WrappedArray final : angle::NonCopyable ...@@ -99,6 +99,13 @@ class WrappedArray final : angle::NonCopyable
constexpr WrappedArray() : mArray(nullptr), mSize(0) {} constexpr WrappedArray() : mArray(nullptr), mSize(0) {}
constexpr WrappedArray(const T *data, size_t size) : mArray(data), mSize(size) {} constexpr WrappedArray(const T *data, size_t size) : mArray(data), mSize(size) {}
constexpr WrappedArray(WrappedArray &&other) : WrappedArray()
{
std::swap(mArray, other.mArray);
std::swap(mSize, other.mSize);
}
~WrappedArray() {} ~WrappedArray() {}
constexpr const T *get() const { return mArray; } constexpr const T *get() const { return mArray; }
...@@ -275,4 +282,12 @@ std::string ToString(const T &value) ...@@ -275,4 +282,12 @@ std::string ToString(const T &value)
#define ANGLE_INLINE inline #define ANGLE_INLINE inline
#endif #endif
#ifndef ANGLE_STRINGIFY
#define ANGLE_STRINGIFY(x) #x
#endif
#ifndef ANGLE_MACRO_STRINGIFY
#define ANGLE_MACRO_STRINGIFY(x) ANGLE_STRINGIFY(x)
#endif
#endif // COMMON_ANGLEUTILS_H_ #endif // COMMON_ANGLEUTILS_H_
...@@ -22,10 +22,32 @@ ...@@ -22,10 +22,32 @@
// Precompiled shaders // Precompiled shaders
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clear11_fl9vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clear11_fl9vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clear11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clear11vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/cleardepth11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11_fl9ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11_fl9ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps1.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps2.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps3.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps4.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps5.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps6.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps7.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps8.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps1.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps2.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps3.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps4.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps5.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps6.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps7.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps8.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps1.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps2.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps3.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps4.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps5.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps6.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps7.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps8.h"
namespace rx namespace rx
{ {
...@@ -94,23 +116,34 @@ bool AllOffsetsAreNonNegative(const std::vector<gl::Offset> &viewportOffsets) ...@@ -94,23 +116,34 @@ bool AllOffsetsAreNonNegative(const std::vector<gl::Offset> &viewportOffsets)
} }
} // anonymous namespace } // anonymous namespace
#define CLEARPS(Index) \
d3d11::LazyShader<ID3D11PixelShader>(g_PS_Clear##Index, ArraySize(g_PS_Clear##Index), \
"Clear11 PS " ANGLE_STRINGIFY(Index))
Clear11::ShaderManager::ShaderManager() Clear11::ShaderManager::ShaderManager()
: mIl9(), : mIl9(),
mVs9(g_VS_Clear_FL9, ArraySize(g_VS_Clear_FL9), "Clear11 VS FL9"), mVs9(g_VS_Clear_FL9, ArraySize(g_VS_Clear_FL9), "Clear11 VS FL9"),
mPsFloat9(g_PS_ClearFloat_FL9, ArraySize(g_PS_ClearFloat_FL9), "Clear11 PS FloatFL9"), mPsFloat9(g_PS_ClearFloat_FL9, ArraySize(g_PS_ClearFloat_FL9), "Clear11 PS FloatFL9"),
mVs(g_VS_Clear, ArraySize(g_VS_Clear), "Clear11 VS"), mVs(g_VS_Clear, ArraySize(g_VS_Clear), "Clear11 VS"),
mPsFloat(g_PS_ClearFloat, ArraySize(g_PS_ClearFloat), "Clear11 PS Float"), mPsDepth(g_PS_ClearDepth, ArraySize(g_PS_ClearDepth), "Clear11 PS Depth"),
mPsUInt(g_PS_ClearUint, ArraySize(g_PS_ClearUint), "Clear11 PS UINT"), mPsFloat{{CLEARPS(Float1), CLEARPS(Float2), CLEARPS(Float3), CLEARPS(Float4), CLEARPS(Float5),
mPsSInt(g_PS_ClearSint, ArraySize(g_PS_ClearSint), "Clear11 PS SINT") CLEARPS(Float6), CLEARPS(Float7), CLEARPS(Float8)}},
mPsUInt{{CLEARPS(Uint1), CLEARPS(Uint2), CLEARPS(Uint3), CLEARPS(Uint4), CLEARPS(Uint5),
CLEARPS(Uint6), CLEARPS(Uint7), CLEARPS(Uint8)}},
mPsSInt{{CLEARPS(Sint1), CLEARPS(Sint2), CLEARPS(Sint3), CLEARPS(Sint4), CLEARPS(Sint5),
CLEARPS(Sint6), CLEARPS(Sint7), CLEARPS(Sint8)}}
{ {
} }
#undef CLEARPS
Clear11::ShaderManager::~ShaderManager() Clear11::ShaderManager::~ShaderManager()
{ {
} }
gl::Error Clear11::ShaderManager::getShadersAndLayout(Renderer11 *renderer, gl::Error Clear11::ShaderManager::getShadersAndLayout(Renderer11 *renderer,
const INT clearType, const INT clearType,
const uint32_t numRTs,
const d3d11::InputLayout **il, const d3d11::InputLayout **il,
const d3d11::VertexShader **vs, const d3d11::VertexShader **vs,
const d3d11::PixelShader **ps) const d3d11::PixelShader **ps)
...@@ -143,19 +176,26 @@ gl::Error Clear11::ShaderManager::getShadersAndLayout(Renderer11 *renderer, ...@@ -143,19 +176,26 @@ gl::Error Clear11::ShaderManager::getShadersAndLayout(Renderer11 *renderer,
*vs = &mVs.getObj(); *vs = &mVs.getObj();
*il = nullptr; *il = nullptr;
if (numRTs == 0)
{
ANGLE_TRY(mPsDepth.resolve(renderer));
*ps = &mPsDepth.getObj();
return gl::NoError();
}
switch (clearType) switch (clearType)
{ {
case GL_FLOAT: case GL_FLOAT:
ANGLE_TRY(mPsFloat.resolve(renderer)); ANGLE_TRY(mPsFloat[numRTs - 1].resolve(renderer));
*ps = &mPsFloat.getObj(); *ps = &mPsFloat[numRTs - 1].getObj();
break; break;
case GL_UNSIGNED_INT: case GL_UNSIGNED_INT:
ANGLE_TRY(mPsUInt.resolve(renderer)); ANGLE_TRY(mPsUInt[numRTs - 1].resolve(renderer));
*ps = &mPsUInt.getObj(); *ps = &mPsUInt[numRTs - 1].getObj();
break; break;
case GL_INT: case GL_INT:
ANGLE_TRY(mPsSInt.resolve(renderer)); ANGLE_TRY(mPsSInt[numRTs - 1].resolve(renderer));
*ps = &mPsSInt.getObj(); *ps = &mPsSInt[numRTs - 1].getObj();
break; break;
default: default:
UNREACHABLE(); UNREACHABLE();
...@@ -734,7 +774,8 @@ gl::Error Clear11::clearFramebuffer(const gl::Context *context, ...@@ -734,7 +774,8 @@ gl::Error Clear11::clearFramebuffer(const gl::Context *context,
const d3d11::InputLayout *il = nullptr; const d3d11::InputLayout *il = nullptr;
const d3d11::PixelShader *ps = nullptr; const d3d11::PixelShader *ps = nullptr;
ANGLE_TRY(mShaderManager.getShadersAndLayout(mRenderer, clearParams.colorType, &il, &vs, &ps)); ANGLE_TRY(mShaderManager.getShadersAndLayout(mRenderer, clearParams.colorType, numRtvs, &il,
&vs, &ps));
// Apply Shaders // Apply Shaders
stateManager->setDrawShaders(vs, nullptr, ps); stateManager->setDrawShaders(vs, nullptr, ps);
......
...@@ -50,18 +50,22 @@ class Clear11 : angle::NonCopyable ...@@ -50,18 +50,22 @@ class Clear11 : angle::NonCopyable
~ShaderManager(); ~ShaderManager();
gl::Error getShadersAndLayout(Renderer11 *renderer, gl::Error getShadersAndLayout(Renderer11 *renderer,
const INT clearType, const INT clearType,
const uint32_t numRTs,
const d3d11::InputLayout **il, const d3d11::InputLayout **il,
const d3d11::VertexShader **vs, const d3d11::VertexShader **vs,
const d3d11::PixelShader **ps); const d3d11::PixelShader **ps);
private: private:
constexpr static size_t kNumShaders = D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
d3d11::InputLayout mIl9; d3d11::InputLayout mIl9;
d3d11::LazyShader<ID3D11VertexShader> mVs9; d3d11::LazyShader<ID3D11VertexShader> mVs9;
d3d11::LazyShader<ID3D11PixelShader> mPsFloat9; d3d11::LazyShader<ID3D11PixelShader> mPsFloat9;
d3d11::LazyShader<ID3D11VertexShader> mVs; d3d11::LazyShader<ID3D11VertexShader> mVs;
d3d11::LazyShader<ID3D11PixelShader> mPsFloat; d3d11::LazyShader<ID3D11PixelShader> mPsDepth;
d3d11::LazyShader<ID3D11PixelShader> mPsUInt; std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsFloat;
d3d11::LazyShader<ID3D11PixelShader> mPsSInt; std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsUInt;
std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsSInt;
}; };
bool useVertexBuffer() const; bool useVertexBuffer() const;
......
...@@ -194,6 +194,7 @@ class LazyResource : angle::NonCopyable ...@@ -194,6 +194,7 @@ class LazyResource : angle::NonCopyable
const Resource11<GetD3D11Type<ResourceT>> &getObj() const { return mResource; } const Resource11<GetD3D11Type<ResourceT>> &getObj() const { return mResource; }
protected: protected:
LazyResource(LazyResource &&other) : mResource(std::move(other.mResource)) {}
gl::Error resolveImpl(Renderer11 *renderer, gl::Error resolveImpl(Renderer11 *renderer,
const GetDescType<ResourceT> &desc, const GetDescType<ResourceT> &desc,
GetInitDataType<ResourceT> *initData, GetInitDataType<ResourceT> *initData,
...@@ -220,6 +221,13 @@ class LazyShader final : public LazyResource<GetResourceTypeFromD3D11<D3D11Shade ...@@ -220,6 +221,13 @@ class LazyShader final : public LazyResource<GetResourceTypeFromD3D11<D3D11Shade
{ {
} }
constexpr LazyShader(LazyShader &&shader)
: LazyResource<GetResourceTypeFromD3D11<D3D11ShaderType>()>(std::move(shader)),
mByteCode(std::move(shader.mByteCode)),
mName(shader.mName)
{
}
gl::Error resolve(Renderer11 *renderer) override gl::Error resolve(Renderer11 *renderer) override
{ {
return this->resolveImpl(renderer, mByteCode, nullptr, mName); return this->resolveImpl(renderer, mByteCode, nullptr, mName);
......
...@@ -55,6 +55,11 @@ cbuffer ColorAndDepthDataUint : register(b0) ...@@ -55,6 +55,11 @@ cbuffer ColorAndDepthDataUint : register(b0)
float zValueF_Uint : packoffset(c1); float zValueF_Uint : packoffset(c1);
} }
cbuffer DepthOnlyData : register(b0)
{
float zValue_Depth : packoffset(c1);
}
// Pixel Shader Output Structs // Pixel Shader Output Structs
struct PS_OutputFloat_FL9 struct PS_OutputFloat_FL9
{ {
...@@ -65,7 +70,70 @@ struct PS_OutputFloat_FL9 ...@@ -65,7 +70,70 @@ struct PS_OutputFloat_FL9
float depth : SV_DEPTH; float depth : SV_DEPTH;
}; };
struct PS_OutputFloat struct PS_OutputFloat1
{
float4 color0 : SV_TARGET0;
float depth : SV_DEPTH;
};
struct PS_OutputFloat2
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float depth : SV_DEPTH;
};
struct PS_OutputFloat3
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float depth : SV_DEPTH;
};
struct PS_OutputFloat4
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float depth : SV_DEPTH;
};
struct PS_OutputFloat5
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float4 color4 : SV_TARGET4;
float depth : SV_DEPTH;
};
struct PS_OutputFloat6
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float4 color4 : SV_TARGET4;
float4 color5 : SV_TARGET5;
float depth : SV_DEPTH;
};
struct PS_OutputFloat7
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float4 color4 : SV_TARGET4;
float4 color5 : SV_TARGET5;
float4 color6 : SV_TARGET6;
float depth : SV_DEPTH;
};
struct PS_OutputFloat8
{ {
float4 color0 : SV_TARGET0; float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1; float4 color1 : SV_TARGET1;
...@@ -78,7 +146,70 @@ struct PS_OutputFloat ...@@ -78,7 +146,70 @@ struct PS_OutputFloat
float depth : SV_DEPTH; float depth : SV_DEPTH;
}; };
struct PS_OutputUint struct PS_OutputUint1
{
uint4 color0 : SV_TARGET0;
float depth : SV_DEPTH;
};
struct PS_OutputUint2
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
float depth : SV_DEPTH;
};
struct PS_OutputUint3
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
float depth : SV_DEPTH;
};
struct PS_OutputUint4
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
uint4 color3 : SV_TARGET3;
float depth : SV_DEPTH;
};
struct PS_OutputUint5
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
uint4 color3 : SV_TARGET3;
uint4 color4 : SV_TARGET4;
float depth : SV_DEPTH;
};
struct PS_OutputUint6
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
uint4 color3 : SV_TARGET3;
uint4 color4 : SV_TARGET4;
uint4 color5 : SV_TARGET5;
float depth : SV_DEPTH;
};
struct PS_OutputUint7
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
uint4 color3 : SV_TARGET3;
uint4 color4 : SV_TARGET4;
uint4 color5 : SV_TARGET5;
uint4 color6 : SV_TARGET6;
float depth : SV_DEPTH;
};
struct PS_OutputUint8
{ {
uint4 color0 : SV_TARGET0; uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1; uint4 color1 : SV_TARGET1;
...@@ -91,7 +222,70 @@ struct PS_OutputUint ...@@ -91,7 +222,70 @@ struct PS_OutputUint
float depth : SV_DEPTH; float depth : SV_DEPTH;
}; };
struct PS_OutputSint struct PS_OutputSint1
{
int4 color0 : SV_TARGET0;
float depth : SV_DEPTH;
};
struct PS_OutputSint2
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
float depth : SV_DEPTH;
};
struct PS_OutputSint3
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
float depth : SV_DEPTH;
};
struct PS_OutputSint4
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
int4 color3 : SV_TARGET3;
float depth : SV_DEPTH;
};
struct PS_OutputSint5
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
int4 color3 : SV_TARGET3;
int4 color4 : SV_TARGET4;
float depth : SV_DEPTH;
};
struct PS_OutputSint6
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
int4 color3 : SV_TARGET3;
int4 color4 : SV_TARGET4;
int4 color5 : SV_TARGET5;
float depth : SV_DEPTH;
};
struct PS_OutputSint7
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
int4 color3 : SV_TARGET3;
int4 color4 : SV_TARGET4;
int4 color5 : SV_TARGET5;
int4 color6 : SV_TARGET6;
float depth : SV_DEPTH;
};
struct PS_OutputSint8
{ {
int4 color0 : SV_TARGET0; int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1; int4 color1 : SV_TARGET1;
...@@ -104,6 +298,11 @@ struct PS_OutputSint ...@@ -104,6 +298,11 @@ struct PS_OutputSint
float depth : SV_DEPTH; float depth : SV_DEPTH;
}; };
struct PS_OutputDepth
{
float depth : SV_DEPTH;
};
// Pixel Shaders // Pixel Shaders
PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION) PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION)
{ {
...@@ -116,9 +315,86 @@ PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION) ...@@ -116,9 +315,86 @@ PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION)
return outData; return outData;
} }
PS_OutputFloat PS_ClearFloat(in float4 inPosition : SV_POSITION) PS_OutputFloat1 PS_ClearFloat1(in float4 inPosition : SV_POSITION)
{ {
PS_OutputFloat outData; PS_OutputFloat1 outData;
outData.color0 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat2 PS_ClearFloat2(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat2 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat3 PS_ClearFloat3(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat3 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat4 PS_ClearFloat4(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat4 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.color3 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat5 PS_ClearFloat5(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat5 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.color3 = color_Float;
outData.color4 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat6 PS_ClearFloat6(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat6 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.color3 = color_Float;
outData.color4 = color_Float;
outData.color5 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat7 PS_ClearFloat7(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat7 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.color3 = color_Float;
outData.color4 = color_Float;
outData.color5 = color_Float;
outData.color6 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat8 PS_ClearFloat8(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat8 outData;
outData.color0 = color_Float; outData.color0 = color_Float;
outData.color1 = color_Float; outData.color1 = color_Float;
outData.color2 = color_Float; outData.color2 = color_Float;
...@@ -131,9 +407,86 @@ PS_OutputFloat PS_ClearFloat(in float4 inPosition : SV_POSITION) ...@@ -131,9 +407,86 @@ PS_OutputFloat PS_ClearFloat(in float4 inPosition : SV_POSITION)
return outData; return outData;
} }
PS_OutputUint PS_ClearUint(in float4 inPosition : SV_POSITION) PS_OutputUint1 PS_ClearUint1(in float4 inPosition : SV_POSITION)
{
PS_OutputUint1 outData;
outData.color0 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint2 PS_ClearUint2(in float4 inPosition : SV_POSITION)
{
PS_OutputUint2 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint3 PS_ClearUint3(in float4 inPosition : SV_POSITION)
{
PS_OutputUint3 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint4 PS_ClearUint4(in float4 inPosition : SV_POSITION)
{
PS_OutputUint4 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.color3 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint5 PS_ClearUint5(in float4 inPosition : SV_POSITION)
{
PS_OutputUint5 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.color3 = color_Uint;
outData.color4 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint6 PS_ClearUint6(in float4 inPosition : SV_POSITION)
{
PS_OutputUint6 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.color3 = color_Uint;
outData.color4 = color_Uint;
outData.color5 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint7 PS_ClearUint7(in float4 inPosition : SV_POSITION)
{
PS_OutputUint7 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.color3 = color_Uint;
outData.color4 = color_Uint;
outData.color5 = color_Uint;
outData.color6 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint8 PS_ClearUint8(in float4 inPosition : SV_POSITION)
{ {
PS_OutputUint outData; PS_OutputUint8 outData;
outData.color0 = color_Uint; outData.color0 = color_Uint;
outData.color1 = color_Uint; outData.color1 = color_Uint;
outData.color2 = color_Uint; outData.color2 = color_Uint;
...@@ -146,9 +499,86 @@ PS_OutputUint PS_ClearUint(in float4 inPosition : SV_POSITION) ...@@ -146,9 +499,86 @@ PS_OutputUint PS_ClearUint(in float4 inPosition : SV_POSITION)
return outData; return outData;
} }
PS_OutputSint PS_ClearSint(in float4 inPosition : SV_POSITION) PS_OutputSint1 PS_ClearSint1(in float4 inPosition : SV_POSITION)
{
PS_OutputSint1 outData;
outData.color0 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint2 PS_ClearSint2(in float4 inPosition : SV_POSITION)
{
PS_OutputSint2 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint3 PS_ClearSint3(in float4 inPosition : SV_POSITION)
{
PS_OutputSint3 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint4 PS_ClearSint4(in float4 inPosition : SV_POSITION)
{
PS_OutputSint4 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.color3 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint5 PS_ClearSint5(in float4 inPosition : SV_POSITION)
{
PS_OutputSint5 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.color3 = color_Sint;
outData.color4 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint6 PS_ClearSint6(in float4 inPosition : SV_POSITION)
{
PS_OutputSint6 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.color3 = color_Sint;
outData.color4 = color_Sint;
outData.color5 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint7 PS_ClearSint7(in float4 inPosition : SV_POSITION)
{ {
PS_OutputSint outData; PS_OutputSint7 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.color3 = color_Sint;
outData.color4 = color_Sint;
outData.color5 = color_Sint;
outData.color6 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint8 PS_ClearSint8(in float4 inPosition : SV_POSITION)
{
PS_OutputSint8 outData;
outData.color0 = color_Sint; outData.color0 = color_Sint;
outData.color1 = color_Sint; outData.color1 = color_Sint;
outData.color2 = color_Sint; outData.color2 = color_Sint;
...@@ -159,4 +589,11 @@ PS_OutputSint PS_ClearSint(in float4 inPosition : SV_POSITION) ...@@ -159,4 +589,11 @@ PS_OutputSint PS_ClearSint(in float4 inPosition : SV_POSITION)
outData.color7 = color_Sint; outData.color7 = color_Sint;
outData.depth = zValueF_Sint; outData.depth = zValueF_Sint;
return outData; return outData;
} }
\ No newline at end of file
PS_OutputDepth PS_ClearDepth(in float4 inPosition : SV_POSITION)
{
PS_OutputDepth outData;
outData.depth = zValue_Depth;
return outData;
}
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
//
// cbuffer DepthOnlyData
// {
//
// float zValue_Depth; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthOnlyData cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output oDepth
mov oDepth, cb0[1].x
ret
// Approximately 2 instruction slots used
#endif
const BYTE g_PS_ClearDepth[] = {
68, 88, 66, 67, 118, 105, 246, 232, 152, 45, 90, 172, 38, 100, 140, 153, 229, 217, 123,
120, 1, 0, 0, 0, 48, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0, 116, 1, 0, 0, 180, 1, 0, 0, 82, 68, 69, 70, 208,
0, 0, 0, 1, 0, 0, 0, 76, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 156, 0, 0, 0, 60, 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, 68, 101, 112, 116, 104, 79, 110, 108, 121, 68, 97, 116, 97,
0, 171, 171, 60, 0, 0, 0, 1, 0, 0, 0, 100, 0, 0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 124, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0,
0, 2, 0, 0, 0, 140, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97, 108, 117, 101,
95, 68, 101, 112, 116, 104, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0, 1, 0, 0,
0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32,
0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 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, 255, 255, 255, 255, 1, 14, 0, 0, 83,
86, 95, 68, 69, 80, 84, 72, 0, 171, 171, 171, 83, 72, 68, 82, 56, 0, 0, 0,
64, 0, 0, 0, 14, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0,
0, 2, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 5, 1, 192,
0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 1, 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,
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, 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 6.3.9600.16384
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataFloat
// {
//
// float4 color_Float; // Offset: 0 Size: 16
// float zValueF_Float; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataFloat cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_TARGET 2 xyzw 2 TARGET float xyzw
// SV_TARGET 3 xyzw 3 TARGET float xyzw
// SV_TARGET 4 xyzw 4 TARGET float xyzw
// SV_TARGET 5 xyzw 5 TARGET float xyzw
// SV_TARGET 6 xyzw 6 TARGET float xyzw
// SV_TARGET 7 xyzw 7 TARGET float xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov o6.xyzw, cb0[0].xyzw
mov o7.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 10 instruction slots used
#endif
const BYTE g_PS_ClearFloat[] =
{
68, 88, 66, 67, 0, 45,
15, 86, 227, 217, 47, 173,
72, 182, 197, 224, 178, 165,
77, 73, 1, 0, 0, 0,
84, 4, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
72, 1, 0, 0, 124, 1,
0, 0, 120, 2, 0, 0,
216, 3, 0, 0, 82, 68,
69, 70, 12, 1, 0, 0,
1, 0, 0, 0, 84, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
216, 0, 0, 0, 60, 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,
67, 111, 108, 111, 114, 65,
110, 100, 68, 101, 112, 116,
104, 68, 97, 116, 97, 70,
108, 111, 97, 116, 0, 171,
60, 0, 0, 0, 2, 0,
0, 0, 108, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
156, 0, 0, 0, 0, 0,
0, 0, 16, 0, 0, 0,
2, 0, 0, 0, 168, 0,
0, 0, 0, 0, 0, 0,
184, 0, 0, 0, 16, 0,
0, 0, 4, 0, 0, 0,
2, 0, 0, 0, 200, 0,
0, 0, 0, 0, 0, 0,
99, 111, 108, 111, 114, 95,
70, 108, 111, 97, 116, 0,
1, 0, 3, 0, 1, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 122, 86,
97, 108, 117, 101, 70, 95,
70, 108, 111, 97, 116, 0,
171, 171, 0, 0, 3, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 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, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 79, 83, 71, 78,
244, 0, 0, 0, 9, 0,
0, 0, 8, 0, 0, 0,
224, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 3, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 4, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 4, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 5, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 5, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 6, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 6, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 7, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 7, 0,
0, 0, 15, 0, 0, 0,
234, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 255, 255,
255, 255, 1, 14, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 83, 86,
95, 68, 69, 80, 84, 72,
0, 171, 83, 72, 68, 82,
88, 1, 0, 0, 64, 0,
0, 0, 86, 0, 0, 0,
89, 0, 0, 4, 70, 142,
32, 0, 0, 0, 0, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
3, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
4, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
5, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
6, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
7, 0, 0, 0, 101, 0,
0, 2, 1, 192, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 0, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 1, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 2, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 3, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 4, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 5, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 6, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 7, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 5, 1, 192,
0, 0, 10, 128, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 10, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 9, 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,
9, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataFloat
// {
//
// float4 color_Float; // Offset: 0 Size: 16
// float zValueF_Float; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataFloat cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_ClearFloat1[] = {
68, 88, 66, 67, 193, 98, 147, 208, 43, 53, 161, 136, 243, 53, 114, 47, 211, 102, 138,
40, 1, 0, 0, 0, 176, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 208, 1, 0, 0, 52, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 70, 108, 111, 97, 116, 0, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 70, 108, 111, 97, 116, 0,
1, 0, 3, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 70, 108, 111, 97, 116, 0, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 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, 15, 0,
0, 0, 66, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255,
255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86,
95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 92, 0, 0, 0, 64, 0, 0,
0, 23, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0,
0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 2, 1,
192, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0,
0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32,
0, 0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0,
0, 0, 3, 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, 0, 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 6.3.9600.16384
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataFloat
// {
//
// float4 color_Float; // Offset: 0 Size: 16
// float zValueF_Float; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataFloat cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_ClearFloat2[] = {
68, 88, 66, 67, 108, 104, 239, 227, 97, 196, 142, 3, 142, 195, 239, 186, 183, 205, 245,
112, 1, 0, 0, 0, 236, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 232, 1, 0, 0, 112, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 70, 108, 111, 97, 116, 0, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 70, 108, 111, 97, 116, 0,
1, 0, 3, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 70, 108, 111, 97, 116, 0, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 100, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 80, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 90, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71,
69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 128, 0,
0, 0, 64, 0, 0, 0, 32, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0,
0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0,
101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0,
0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70,
142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0,
10, 128, 32, 0, 0, 0, 0, 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, 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, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataFloat
// {
//
// float4 color_Float; // Offset: 0 Size: 16
// float zValueF_Float; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataFloat cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_TARGET 2 xyzw 2 TARGET float xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 5 instruction slots used
#endif
const BYTE g_PS_ClearFloat3[] = {
68, 88, 66, 67, 84, 28, 124, 78, 93, 18, 144, 54, 107, 173, 223, 168, 80, 58, 53,
212, 1, 0, 0, 0, 40, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 0, 2, 0, 0, 172, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 70, 108, 111, 97, 116, 0, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 70, 108, 111, 97, 116, 0,
1, 0, 3, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 70, 108, 111, 97, 116, 0, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 124, 0, 0, 0, 4, 0, 0, 0, 8, 0, 0, 0, 104, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 104, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 104, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 114, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83, 86,
95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171, 83,
72, 68, 82, 164, 0, 0, 0, 64, 0, 0, 0, 41, 0, 0, 0, 89, 0, 0, 4,
70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16,
0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54,
0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32,
0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0,
0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1,
192, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 0, 0, 5, 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, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataFloat
// {
//
// float4 color_Float; // Offset: 0 Size: 16
// float zValueF_Float; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataFloat cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_TARGET 2 xyzw 2 TARGET float xyzw
// SV_TARGET 3 xyzw 3 TARGET float xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_ClearFloat4[] = {
68, 88, 66, 67, 207, 141, 9, 109, 48, 1, 5, 41, 68, 133, 156, 207, 12, 211, 147,
112, 1, 0, 0, 0, 100, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 24, 2, 0, 0, 232, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 70, 108, 111, 97, 116, 0, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 70, 108, 111, 97, 116, 0,
1, 0, 3, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 70, 108, 111, 97, 116, 0, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 148, 0, 0, 0, 5, 0, 0, 0, 8, 0, 0, 0, 128, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 128, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 128, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 128, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 138, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 1,
14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69, 80,
84, 72, 0, 171, 83, 72, 68, 82, 200, 0, 0, 0, 64, 0, 0, 0, 50, 0, 0,
0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 1,
0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 3, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0,
6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0,
0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0,
0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0,
70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16,
0, 3, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0,
0, 5, 1, 192, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 62,
0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 5, 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, 5, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataFloat
// {
//
// float4 color_Float; // Offset: 0 Size: 16
// float zValueF_Float; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataFloat cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_TARGET 2 xyzw 2 TARGET float xyzw
// SV_TARGET 3 xyzw 3 TARGET float xyzw
// SV_TARGET 4 xyzw 4 TARGET float xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 7 instruction slots used
#endif
const BYTE g_PS_ClearFloat5[] = {
68, 88, 66, 67, 110, 251, 0, 120, 207, 72, 250, 15, 78, 51, 222, 23, 61, 180, 247,
36, 1, 0, 0, 0, 160, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 48, 2, 0, 0, 36, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 70, 108, 111, 97, 116, 0, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 70, 108, 111, 97, 116, 0,
1, 0, 3, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 70, 108, 111, 97, 116, 0, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 172, 0, 0, 0, 6, 0, 0, 0, 8, 0, 0, 0, 152, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 152, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 152, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 152, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 152, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 162, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0,
255, 255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83,
86, 95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 236, 0, 0, 0, 64, 0,
0, 0, 59, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2,
0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 2, 0, 0,
0, 101, 0, 0, 3, 242, 32, 16, 0, 3, 0, 0, 0, 101, 0, 0, 3, 242, 32,
16, 0, 4, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242,
32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0,
0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142,
32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3,
0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6,
242, 32, 16, 0, 4, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0,
0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 1, 0,
0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 7, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 6, 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, 6, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataFloat
// {
//
// float4 color_Float; // Offset: 0 Size: 16
// float zValueF_Float; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataFloat cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_TARGET 2 xyzw 2 TARGET float xyzw
// SV_TARGET 3 xyzw 3 TARGET float xyzw
// SV_TARGET 4 xyzw 4 TARGET float xyzw
// SV_TARGET 5 xyzw 5 TARGET float xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 8 instruction slots used
#endif
const BYTE g_PS_ClearFloat6[] = {
68, 88, 66, 67, 89, 150, 245, 198, 63, 119, 94, 62, 185, 247, 214, 162, 19, 194, 96,
152, 1, 0, 0, 0, 220, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 72, 2, 0, 0, 96, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 70, 108, 111, 97, 116, 0, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 70, 108, 111, 97, 116, 0,
1, 0, 3, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 70, 108, 111, 97, 116, 0, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 196, 0, 0, 0, 7, 0, 0, 0, 8, 0, 0, 0, 176, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 176, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 176, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 176, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 176, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 176, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0,
5, 0, 0, 0, 15, 0, 0, 0, 186, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 16,
1, 0, 0, 64, 0, 0, 0, 68, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0,
0, 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32,
16, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 3, 0, 0, 0, 101,
0, 0, 3, 242, 32, 16, 0, 4, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0,
5, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242, 32, 16,
0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0,
0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0,
0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142, 32, 0,
0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3, 0, 0,
0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32,
16, 0, 4, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54,
0, 0, 6, 242, 32, 16, 0, 5, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32, 0, 0, 0, 0,
0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 8, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 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, 7, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataFloat
// {
//
// float4 color_Float; // Offset: 0 Size: 16
// float zValueF_Float; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataFloat cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_TARGET 2 xyzw 2 TARGET float xyzw
// SV_TARGET 3 xyzw 3 TARGET float xyzw
// SV_TARGET 4 xyzw 4 TARGET float xyzw
// SV_TARGET 5 xyzw 5 TARGET float xyzw
// SV_TARGET 6 xyzw 6 TARGET float xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov o6.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_ClearFloat7[] = {
68, 88, 66, 67, 148, 239, 191, 126, 102, 53, 77, 186, 61, 158, 28, 92, 123, 95, 81,
17, 1, 0, 0, 0, 24, 4, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 96, 2, 0, 0, 156, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 70, 108, 111, 97, 116, 0, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 70, 108, 111, 97, 116, 0,
1, 0, 3, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 70, 108, 111, 97, 116, 0, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 220, 0, 0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 200, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 200, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 200, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 200, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 200, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 200, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0,
5, 0, 0, 0, 15, 0, 0, 0, 200, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0,
0, 3, 0, 0, 0, 6, 0, 0, 0, 15, 0, 0, 0, 210, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83,
86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171,
83, 72, 68, 82, 52, 1, 0, 0, 64, 0, 0, 0, 77, 0, 0, 0, 89, 0, 0,
4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32,
16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101,
0, 0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0,
3, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 4, 0, 0, 0, 101, 0, 0,
3, 242, 32, 16, 0, 5, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 6, 0,
0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0,
0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6,
242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0,
0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3, 0, 0, 0, 70,
142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0,
4, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0,
6, 242, 32, 16, 0, 5, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0,
0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 6, 0, 0, 0, 70, 142, 32, 0, 0,
0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32, 0,
0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0,
0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 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, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataFloat
// {
//
// float4 color_Float; // Offset: 0 Size: 16
// float zValueF_Float; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataFloat cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
// SV_TARGET 2 xyzw 2 TARGET float xyzw
// SV_TARGET 3 xyzw 3 TARGET float xyzw
// SV_TARGET 4 xyzw 4 TARGET float xyzw
// SV_TARGET 5 xyzw 5 TARGET float xyzw
// SV_TARGET 6 xyzw 6 TARGET float xyzw
// SV_TARGET 7 xyzw 7 TARGET float xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov o6.xyzw, cb0[0].xyzw
mov o7.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 10 instruction slots used
#endif
const BYTE g_PS_ClearFloat8[] = {
68, 88, 66, 67, 0, 45, 15, 86, 227, 217, 47, 173, 72, 182, 197, 224, 178, 165, 77,
73, 1, 0, 0, 0, 84, 4, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 120, 2, 0, 0, 216, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 70, 108, 111, 97, 116, 0, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 70, 108, 111, 97, 116, 0,
1, 0, 3, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 70, 108, 111, 97, 116, 0, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 244, 0, 0, 0, 9, 0, 0, 0, 8, 0, 0, 0, 224, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 224, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 224, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 224, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0,
5, 0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0,
0, 3, 0, 0, 0, 6, 0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 7, 0,
0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 7, 0, 0, 0, 15, 0, 0, 0, 234,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255,
1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69,
80, 84, 72, 0, 171, 83, 72, 68, 82, 88, 1, 0, 0, 64, 0, 0, 0, 86, 0,
0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101,
0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0,
1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0,
3, 242, 32, 16, 0, 3, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 4, 0,
0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 5, 0, 0, 0, 101, 0, 0, 3, 242,
32, 16, 0, 6, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 7, 0, 0, 0,
101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0,
0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32,
16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54,
0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3, 0, 0, 0, 70, 142, 32,
0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 4, 0,
0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242,
32, 16, 0, 5, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32, 16, 0, 6, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0,
0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 7, 0, 0, 0, 70, 142,
32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10,
128, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 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, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataSint
// {
//
// int4 color_Sint; // Offset: 0 Size: 16
// float zValueF_Sint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataSint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_TARGET 2 xyzw 2 TARGET int xyzw
// SV_TARGET 3 xyzw 3 TARGET int xyzw
// SV_TARGET 4 xyzw 4 TARGET int xyzw
// SV_TARGET 5 xyzw 5 TARGET int xyzw
// SV_TARGET 6 xyzw 6 TARGET int xyzw
// SV_TARGET 7 xyzw 7 TARGET int xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov o6.xyzw, cb0[0].xyzw
mov o7.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 10 instruction slots used
#endif
const BYTE g_PS_ClearSint[] =
{
68, 88, 66, 67, 40, 80,
87, 20, 166, 137, 87, 18,
79, 10, 71, 118, 4, 27,
31, 113, 1, 0, 0, 0,
84, 4, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
72, 1, 0, 0, 124, 1,
0, 0, 120, 2, 0, 0,
216, 3, 0, 0, 82, 68,
69, 70, 12, 1, 0, 0,
1, 0, 0, 0, 84, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
216, 0, 0, 0, 60, 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,
67, 111, 108, 111, 114, 65,
110, 100, 68, 101, 112, 116,
104, 68, 97, 116, 97, 83,
105, 110, 116, 0, 171, 171,
60, 0, 0, 0, 2, 0,
0, 0, 108, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
156, 0, 0, 0, 0, 0,
0, 0, 16, 0, 0, 0,
2, 0, 0, 0, 168, 0,
0, 0, 0, 0, 0, 0,
184, 0, 0, 0, 16, 0,
0, 0, 4, 0, 0, 0,
2, 0, 0, 0, 200, 0,
0, 0, 0, 0, 0, 0,
99, 111, 108, 111, 114, 95,
83, 105, 110, 116, 0, 171,
1, 0, 2, 0, 1, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 122, 86,
97, 108, 117, 101, 70, 95,
83, 105, 110, 116, 0, 171,
171, 171, 0, 0, 3, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 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, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 79, 83, 71, 78,
244, 0, 0, 0, 9, 0,
0, 0, 8, 0, 0, 0,
224, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 1, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 2, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 3, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 4, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 4, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 5, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 5, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 6, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 6, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 7, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 7, 0,
0, 0, 15, 0, 0, 0,
234, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 255, 255,
255, 255, 1, 14, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 83, 86,
95, 68, 69, 80, 84, 72,
0, 171, 83, 72, 68, 82,
88, 1, 0, 0, 64, 0,
0, 0, 86, 0, 0, 0,
89, 0, 0, 4, 70, 142,
32, 0, 0, 0, 0, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
3, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
4, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
5, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
6, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
7, 0, 0, 0, 101, 0,
0, 2, 1, 192, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 0, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 1, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 2, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 3, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 4, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 5, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 6, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 7, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 5, 1, 192,
0, 0, 10, 128, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 10, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 9, 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,
9, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataSint
// {
//
// int4 color_Sint; // Offset: 0 Size: 16
// float zValueF_Sint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataSint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_ClearSint1[] = {
68, 88, 66, 67, 234, 238, 101, 91, 76, 164, 85, 240, 165, 134, 177, 247, 216, 133, 221,
129, 1, 0, 0, 0, 176, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 208, 1, 0, 0, 52, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 83, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 83, 105, 110, 116, 0, 171,
1, 0, 2, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 83, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 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, 2, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 66, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255,
255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86,
95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 92, 0, 0, 0, 64, 0, 0,
0, 23, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0,
0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 2, 1,
192, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0,
0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32,
0, 0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0,
0, 0, 3, 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, 0, 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 6.3.9600.16384
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataSint
// {
//
// int4 color_Sint; // Offset: 0 Size: 16
// float zValueF_Sint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataSint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_ClearSint2[] = {
68, 88, 66, 67, 222, 216, 239, 82, 222, 254, 123, 203, 132, 152, 125, 4, 154, 18, 65,
65, 1, 0, 0, 0, 236, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 232, 1, 0, 0, 112, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 83, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 83, 105, 110, 116, 0, 171,
1, 0, 2, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 83, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 100, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 80, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 90, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71,
69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 128, 0,
0, 0, 64, 0, 0, 0, 32, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0,
0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0,
101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0,
0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70,
142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0,
10, 128, 32, 0, 0, 0, 0, 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, 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, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataSint
// {
//
// int4 color_Sint; // Offset: 0 Size: 16
// float zValueF_Sint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataSint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_TARGET 2 xyzw 2 TARGET int xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 5 instruction slots used
#endif
const BYTE g_PS_ClearSint3[] = {
68, 88, 66, 67, 251, 25, 49, 126, 247, 6, 239, 75, 31, 240, 87, 139, 35, 246, 130,
22, 1, 0, 0, 0, 40, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 0, 2, 0, 0, 172, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 83, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 83, 105, 110, 116, 0, 171,
1, 0, 2, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 83, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 124, 0, 0, 0, 4, 0, 0, 0, 8, 0, 0, 0, 104, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 104, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 104, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 114, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83, 86,
95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171, 83,
72, 68, 82, 164, 0, 0, 0, 64, 0, 0, 0, 41, 0, 0, 0, 89, 0, 0, 4,
70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16,
0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54,
0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32,
0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0,
0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1,
192, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 0, 0, 5, 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, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataSint
// {
//
// int4 color_Sint; // Offset: 0 Size: 16
// float zValueF_Sint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataSint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_TARGET 2 xyzw 2 TARGET int xyzw
// SV_TARGET 3 xyzw 3 TARGET int xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_ClearSint4[] = {
68, 88, 66, 67, 86, 121, 157, 133, 160, 178, 28, 19, 207, 77, 229, 165, 39, 10, 12,
177, 1, 0, 0, 0, 100, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 24, 2, 0, 0, 232, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 83, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 83, 105, 110, 116, 0, 171,
1, 0, 2, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 83, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 148, 0, 0, 0, 5, 0, 0, 0, 8, 0, 0, 0, 128, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 128, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 128, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 128, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 138, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 1,
14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69, 80,
84, 72, 0, 171, 83, 72, 68, 82, 200, 0, 0, 0, 64, 0, 0, 0, 50, 0, 0,
0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 1,
0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 3, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0,
6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0,
0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0,
0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0,
70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16,
0, 3, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0,
0, 5, 1, 192, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 62,
0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 5, 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, 5, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataSint
// {
//
// int4 color_Sint; // Offset: 0 Size: 16
// float zValueF_Sint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataSint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_TARGET 2 xyzw 2 TARGET int xyzw
// SV_TARGET 3 xyzw 3 TARGET int xyzw
// SV_TARGET 4 xyzw 4 TARGET int xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 7 instruction slots used
#endif
const BYTE g_PS_ClearSint5[] = {
68, 88, 66, 67, 107, 129, 105, 65, 196, 155, 48, 132, 184, 42, 88, 150, 96, 246, 10,
243, 1, 0, 0, 0, 160, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 48, 2, 0, 0, 36, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 83, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 83, 105, 110, 116, 0, 171,
1, 0, 2, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 83, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 172, 0, 0, 0, 6, 0, 0, 0, 8, 0, 0, 0, 152, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 152, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 152, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 152, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 152, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 162, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0,
255, 255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83,
86, 95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 236, 0, 0, 0, 64, 0,
0, 0, 59, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2,
0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 2, 0, 0,
0, 101, 0, 0, 3, 242, 32, 16, 0, 3, 0, 0, 0, 101, 0, 0, 3, 242, 32,
16, 0, 4, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242,
32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0,
0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142,
32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3,
0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6,
242, 32, 16, 0, 4, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0,
0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 1, 0,
0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 7, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 6, 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, 6, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataSint
// {
//
// int4 color_Sint; // Offset: 0 Size: 16
// float zValueF_Sint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataSint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_TARGET 2 xyzw 2 TARGET int xyzw
// SV_TARGET 3 xyzw 3 TARGET int xyzw
// SV_TARGET 4 xyzw 4 TARGET int xyzw
// SV_TARGET 5 xyzw 5 TARGET int xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 8 instruction slots used
#endif
const BYTE g_PS_ClearSint6[] = {
68, 88, 66, 67, 224, 172, 158, 172, 195, 197, 14, 59, 216, 200, 243, 209, 33, 202, 68,
50, 1, 0, 0, 0, 220, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 72, 2, 0, 0, 96, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 83, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 83, 105, 110, 116, 0, 171,
1, 0, 2, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 83, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 196, 0, 0, 0, 7, 0, 0, 0, 8, 0, 0, 0, 176, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 176, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 176, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 176, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 176, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 176, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 15, 0, 0, 0, 186, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 16,
1, 0, 0, 64, 0, 0, 0, 68, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0,
0, 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32,
16, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 3, 0, 0, 0, 101,
0, 0, 3, 242, 32, 16, 0, 4, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0,
5, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242, 32, 16,
0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0,
0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0,
0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142, 32, 0,
0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3, 0, 0,
0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32,
16, 0, 4, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54,
0, 0, 6, 242, 32, 16, 0, 5, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32, 0, 0, 0, 0,
0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 8, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 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, 7, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataSint
// {
//
// int4 color_Sint; // Offset: 0 Size: 16
// float zValueF_Sint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataSint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_TARGET 2 xyzw 2 TARGET int xyzw
// SV_TARGET 3 xyzw 3 TARGET int xyzw
// SV_TARGET 4 xyzw 4 TARGET int xyzw
// SV_TARGET 5 xyzw 5 TARGET int xyzw
// SV_TARGET 6 xyzw 6 TARGET int xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov o6.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_ClearSint7[] = {
68, 88, 66, 67, 7, 138, 112, 174, 240, 99, 49, 26, 154, 27, 225, 30, 199, 218, 197,
44, 1, 0, 0, 0, 24, 4, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 96, 2, 0, 0, 156, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 83, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 83, 105, 110, 116, 0, 171,
1, 0, 2, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 83, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 220, 0, 0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 200, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 200, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 200, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 200, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 200, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 200, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 15, 0, 0, 0, 200, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0,
0, 2, 0, 0, 0, 6, 0, 0, 0, 15, 0, 0, 0, 210, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83,
86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171,
83, 72, 68, 82, 52, 1, 0, 0, 64, 0, 0, 0, 77, 0, 0, 0, 89, 0, 0,
4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32,
16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101,
0, 0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0,
3, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 4, 0, 0, 0, 101, 0, 0,
3, 242, 32, 16, 0, 5, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 6, 0,
0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0,
0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6,
242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0,
0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3, 0, 0, 0, 70,
142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0,
4, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0,
6, 242, 32, 16, 0, 5, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0,
0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 6, 0, 0, 0, 70, 142, 32, 0, 0,
0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32, 0,
0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0,
0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 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, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataSint
// {
//
// int4 color_Sint; // Offset: 0 Size: 16
// float zValueF_Sint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataSint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_TARGET 2 xyzw 2 TARGET int xyzw
// SV_TARGET 3 xyzw 3 TARGET int xyzw
// SV_TARGET 4 xyzw 4 TARGET int xyzw
// SV_TARGET 5 xyzw 5 TARGET int xyzw
// SV_TARGET 6 xyzw 6 TARGET int xyzw
// SV_TARGET 7 xyzw 7 TARGET int xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov o6.xyzw, cb0[0].xyzw
mov o7.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 10 instruction slots used
#endif
const BYTE g_PS_ClearSint8[] = {
68, 88, 66, 67, 40, 80, 87, 20, 166, 137, 87, 18, 79, 10, 71, 118, 4, 27, 31,
113, 1, 0, 0, 0, 84, 4, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 120, 2, 0, 0, 216, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 83, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 83, 105, 110, 116, 0, 171,
1, 0, 2, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 83, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 244, 0, 0, 0, 9, 0, 0, 0, 8, 0, 0, 0, 224, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 224, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 224, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 224, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0,
0, 2, 0, 0, 0, 6, 0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 7, 0,
0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 7, 0, 0, 0, 15, 0, 0, 0, 234,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255,
1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69,
80, 84, 72, 0, 171, 83, 72, 68, 82, 88, 1, 0, 0, 64, 0, 0, 0, 86, 0,
0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101,
0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0,
1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0,
3, 242, 32, 16, 0, 3, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 4, 0,
0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 5, 0, 0, 0, 101, 0, 0, 3, 242,
32, 16, 0, 6, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 7, 0, 0, 0,
101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0,
0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32,
16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54,
0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3, 0, 0, 0, 70, 142, 32,
0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 4, 0,
0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242,
32, 16, 0, 5, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32, 16, 0, 6, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0,
0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 7, 0, 0, 0, 70, 142,
32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10,
128, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 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, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataUint
// {
//
// uint4 color_Uint; // Offset: 0 Size: 16
// float zValueF_Uint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataUint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_TARGET 2 xyzw 2 TARGET uint xyzw
// SV_TARGET 3 xyzw 3 TARGET uint xyzw
// SV_TARGET 4 xyzw 4 TARGET uint xyzw
// SV_TARGET 5 xyzw 5 TARGET uint xyzw
// SV_TARGET 6 xyzw 6 TARGET uint xyzw
// SV_TARGET 7 xyzw 7 TARGET uint xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov o6.xyzw, cb0[0].xyzw
mov o7.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 10 instruction slots used
#endif
const BYTE g_PS_ClearUint[] =
{
68, 88, 66, 67, 31, 50,
232, 254, 182, 197, 174, 161,
39, 175, 44, 65, 71, 251,
37, 230, 1, 0, 0, 0,
84, 4, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
72, 1, 0, 0, 124, 1,
0, 0, 120, 2, 0, 0,
216, 3, 0, 0, 82, 68,
69, 70, 12, 1, 0, 0,
1, 0, 0, 0, 84, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
216, 0, 0, 0, 60, 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,
67, 111, 108, 111, 114, 65,
110, 100, 68, 101, 112, 116,
104, 68, 97, 116, 97, 85,
105, 110, 116, 0, 171, 171,
60, 0, 0, 0, 2, 0,
0, 0, 108, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
156, 0, 0, 0, 0, 0,
0, 0, 16, 0, 0, 0,
2, 0, 0, 0, 168, 0,
0, 0, 0, 0, 0, 0,
184, 0, 0, 0, 16, 0,
0, 0, 4, 0, 0, 0,
2, 0, 0, 0, 200, 0,
0, 0, 0, 0, 0, 0,
99, 111, 108, 111, 114, 95,
85, 105, 110, 116, 0, 171,
1, 0, 19, 0, 1, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 122, 86,
97, 108, 117, 101, 70, 95,
85, 105, 110, 116, 0, 171,
171, 171, 0, 0, 3, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 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, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 79, 83, 71, 78,
244, 0, 0, 0, 9, 0,
0, 0, 8, 0, 0, 0,
224, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 2, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 4, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 4, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 5, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 5, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 6, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 6, 0,
0, 0, 15, 0, 0, 0,
224, 0, 0, 0, 7, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 7, 0,
0, 0, 15, 0, 0, 0,
234, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 255, 255,
255, 255, 1, 14, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 83, 86,
95, 68, 69, 80, 84, 72,
0, 171, 83, 72, 68, 82,
88, 1, 0, 0, 64, 0,
0, 0, 86, 0, 0, 0,
89, 0, 0, 4, 70, 142,
32, 0, 0, 0, 0, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
3, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
4, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
5, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
6, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
7, 0, 0, 0, 101, 0,
0, 2, 1, 192, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 0, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 1, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 2, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 3, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 4, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 5, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 6, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32,
16, 0, 7, 0, 0, 0,
70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
54, 0, 0, 5, 1, 192,
0, 0, 10, 128, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 10, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 9, 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,
9, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataUint
// {
//
// uint4 color_Uint; // Offset: 0 Size: 16
// float zValueF_Uint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataUint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_ClearUint1[] = {
68, 88, 66, 67, 165, 251, 33, 78, 86, 103, 162, 162, 213, 224, 91, 62, 153, 83, 9,
114, 1, 0, 0, 0, 176, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 208, 1, 0, 0, 52, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 85, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 85, 105, 110, 116, 0, 171,
1, 0, 19, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 85, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 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, 1, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 66, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255,
255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86,
95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 92, 0, 0, 0, 64, 0, 0,
0, 23, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0,
0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 2, 1,
192, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0,
0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32,
0, 0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0,
0, 0, 3, 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, 0, 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 6.3.9600.16384
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataUint
// {
//
// uint4 color_Uint; // Offset: 0 Size: 16
// float zValueF_Uint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataUint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_ClearUint2[] = {
68, 88, 66, 67, 64, 241, 9, 8, 108, 162, 163, 180, 109, 195, 189, 181, 110, 171, 114,
118, 1, 0, 0, 0, 236, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 232, 1, 0, 0, 112, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 85, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 85, 105, 110, 116, 0, 171,
1, 0, 19, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 85, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 100, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 80, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 90, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71,
69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 128, 0,
0, 0, 64, 0, 0, 0, 32, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0,
0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0,
101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0,
0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70,
142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0,
10, 128, 32, 0, 0, 0, 0, 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, 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, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataUint
// {
//
// uint4 color_Uint; // Offset: 0 Size: 16
// float zValueF_Uint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataUint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_TARGET 2 xyzw 2 TARGET uint xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 5 instruction slots used
#endif
const BYTE g_PS_ClearUint3[] = {
68, 88, 66, 67, 207, 249, 236, 218, 42, 28, 216, 245, 185, 80, 143, 139, 56, 108, 199,
11, 1, 0, 0, 0, 40, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 0, 2, 0, 0, 172, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 85, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 85, 105, 110, 116, 0, 171,
1, 0, 19, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 85, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 124, 0, 0, 0, 4, 0, 0, 0, 8, 0, 0, 0, 104, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 104, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 104, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 114, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83, 86,
95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171, 83,
72, 68, 82, 164, 0, 0, 0, 64, 0, 0, 0, 41, 0, 0, 0, 89, 0, 0, 4,
70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16,
0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54,
0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32,
0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0,
0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1,
192, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 0, 0, 5, 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, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataUint
// {
//
// uint4 color_Uint; // Offset: 0 Size: 16
// float zValueF_Uint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataUint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_TARGET 2 xyzw 2 TARGET uint xyzw
// SV_TARGET 3 xyzw 3 TARGET uint xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_ClearUint4[] = {
68, 88, 66, 67, 199, 123, 16, 1, 215, 108, 177, 8, 10, 177, 4, 33, 216, 58, 53,
78, 1, 0, 0, 0, 100, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 24, 2, 0, 0, 232, 2, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 85, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 85, 105, 110, 116, 0, 171,
1, 0, 19, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 85, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 148, 0, 0, 0, 5, 0, 0, 0, 8, 0, 0, 0, 128, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 128, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 128, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 128, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 138, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 1,
14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69, 80,
84, 72, 0, 171, 83, 72, 68, 82, 200, 0, 0, 0, 64, 0, 0, 0, 50, 0, 0,
0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 1,
0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 3, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0,
6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0,
0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0,
0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0,
70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16,
0, 3, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0,
0, 5, 1, 192, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 62,
0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 5, 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, 5, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataUint
// {
//
// uint4 color_Uint; // Offset: 0 Size: 16
// float zValueF_Uint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataUint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_TARGET 2 xyzw 2 TARGET uint xyzw
// SV_TARGET 3 xyzw 3 TARGET uint xyzw
// SV_TARGET 4 xyzw 4 TARGET uint xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 7 instruction slots used
#endif
const BYTE g_PS_ClearUint5[] = {
68, 88, 66, 67, 200, 229, 167, 131, 228, 54, 139, 228, 159, 151, 189, 241, 206, 62, 101,
65, 1, 0, 0, 0, 160, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 48, 2, 0, 0, 36, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 85, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 85, 105, 110, 116, 0, 171,
1, 0, 19, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 85, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 172, 0, 0, 0, 6, 0, 0, 0, 8, 0, 0, 0, 152, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 152, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 152, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 152, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 152, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 162, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0,
255, 255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83,
86, 95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 236, 0, 0, 0, 64, 0,
0, 0, 59, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2,
0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 2, 0, 0,
0, 101, 0, 0, 3, 242, 32, 16, 0, 3, 0, 0, 0, 101, 0, 0, 3, 242, 32,
16, 0, 4, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242,
32, 16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0,
0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142,
32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3,
0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6,
242, 32, 16, 0, 4, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0,
0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 1, 0,
0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 7, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 6, 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, 6, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataUint
// {
//
// uint4 color_Uint; // Offset: 0 Size: 16
// float zValueF_Uint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataUint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_TARGET 2 xyzw 2 TARGET uint xyzw
// SV_TARGET 3 xyzw 3 TARGET uint xyzw
// SV_TARGET 4 xyzw 4 TARGET uint xyzw
// SV_TARGET 5 xyzw 5 TARGET uint xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 8 instruction slots used
#endif
const BYTE g_PS_ClearUint6[] = {
68, 88, 66, 67, 92, 35, 11, 26, 168, 95, 96, 195, 79, 231, 8, 0, 53, 204, 222,
121, 1, 0, 0, 0, 220, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 72, 2, 0, 0, 96, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 85, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 85, 105, 110, 116, 0, 171,
1, 0, 19, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 85, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 196, 0, 0, 0, 7, 0, 0, 0, 8, 0, 0, 0, 176, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 176, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 176, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 176, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 176, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 176, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
5, 0, 0, 0, 15, 0, 0, 0, 186, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171, 83, 72, 68, 82, 16,
1, 0, 0, 64, 0, 0, 0, 68, 0, 0, 0, 89, 0, 0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0,
0, 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32,
16, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 3, 0, 0, 0, 101,
0, 0, 3, 242, 32, 16, 0, 4, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0,
5, 0, 0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242, 32, 16,
0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0,
0, 6, 242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0,
0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142, 32, 0,
0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3, 0, 0,
0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32,
16, 0, 4, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54,
0, 0, 6, 242, 32, 16, 0, 5, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32, 0, 0, 0, 0,
0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 8, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 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, 7, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataUint
// {
//
// uint4 color_Uint; // Offset: 0 Size: 16
// float zValueF_Uint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataUint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_TARGET 2 xyzw 2 TARGET uint xyzw
// SV_TARGET 3 xyzw 3 TARGET uint xyzw
// SV_TARGET 4 xyzw 4 TARGET uint xyzw
// SV_TARGET 5 xyzw 5 TARGET uint xyzw
// SV_TARGET 6 xyzw 6 TARGET uint xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov o6.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_ClearUint7[] = {
68, 88, 66, 67, 222, 54, 153, 233, 23, 19, 230, 114, 59, 92, 55, 31, 123, 0, 252,
103, 1, 0, 0, 0, 24, 4, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 96, 2, 0, 0, 156, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 85, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 85, 105, 110, 116, 0, 171,
1, 0, 19, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 85, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 220, 0, 0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 200, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 200, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 200, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 200, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 200, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 200, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
5, 0, 0, 0, 15, 0, 0, 0, 200, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 6, 0, 0, 0, 15, 0, 0, 0, 210, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 1, 14, 0, 0, 83,
86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69, 80, 84, 72, 0, 171,
83, 72, 68, 82, 52, 1, 0, 0, 64, 0, 0, 0, 77, 0, 0, 0, 89, 0, 0,
4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32,
16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101,
0, 0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0,
3, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 4, 0, 0, 0, 101, 0, 0,
3, 242, 32, 16, 0, 5, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 6, 0,
0, 0, 101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0,
0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6,
242, 32, 16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0,
0, 54, 0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3, 0, 0, 0, 70,
142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0,
4, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0,
6, 242, 32, 16, 0, 5, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0,
0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 6, 0, 0, 0, 70, 142, 32, 0, 0,
0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10, 128, 32, 0,
0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0,
0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 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, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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
//
//
// Buffer Definitions:
//
// cbuffer ColorAndDepthDataUint
// {
//
// uint4 color_Uint; // Offset: 0 Size: 16
// float zValueF_Uint; // Offset: 16 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ColorAndDepthDataUint cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_TARGET 2 xyzw 2 TARGET uint xyzw
// SV_TARGET 3 xyzw 3 TARGET uint xyzw
// SV_TARGET 4 xyzw 4 TARGET uint xyzw
// SV_TARGET 5 xyzw 5 TARGET uint xyzw
// SV_TARGET 6 xyzw 6 TARGET uint xyzw
// SV_TARGET 7 xyzw 7 TARGET uint xyzw
// SV_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output oDepth
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[0].xyzw
mov o2.xyzw, cb0[0].xyzw
mov o3.xyzw, cb0[0].xyzw
mov o4.xyzw, cb0[0].xyzw
mov o5.xyzw, cb0[0].xyzw
mov o6.xyzw, cb0[0].xyzw
mov o7.xyzw, cb0[0].xyzw
mov oDepth, cb0[1].x
ret
// Approximately 10 instruction slots used
#endif
const BYTE g_PS_ClearUint8[] = {
68, 88, 66, 67, 31, 50, 232, 254, 182, 197, 174, 161, 39, 175, 44, 65, 71, 251, 37,
230, 1, 0, 0, 0, 84, 4, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1,
0, 0, 124, 1, 0, 0, 120, 2, 0, 0, 216, 3, 0, 0, 82, 68, 69, 70, 12,
1, 0, 0, 1, 0, 0, 0, 84, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
0, 4, 255, 255, 0, 1, 0, 0, 216, 0, 0, 0, 60, 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, 67, 111, 108, 111, 114, 65, 110, 100, 68, 101, 112, 116, 104,
68, 97, 116, 97, 85, 105, 110, 116, 0, 171, 171, 60, 0, 0, 0, 2, 0, 0, 0,
108, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 156, 0, 0,
0, 0, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 168, 0, 0, 0, 0, 0,
0, 0, 184, 0, 0, 0, 16, 0, 0, 0, 4, 0, 0, 0, 2, 0, 0, 0, 200,
0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 111, 114, 95, 85, 105, 110, 116, 0, 171,
1, 0, 19, 0, 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 122, 86, 97,
108, 117, 101, 70, 95, 85, 105, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 0, 0, 0, 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, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0,
0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
79, 83, 71, 78, 244, 0, 0, 0, 9, 0, 0, 0, 8, 0, 0, 0, 224, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 15, 0,
0, 0, 224, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 2, 0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 15, 0, 0, 0, 224, 0,
0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 4, 0, 0, 0, 15,
0, 0, 0, 224, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
5, 0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 6, 0, 0, 0, 15, 0, 0, 0, 224, 0, 0, 0, 7, 0,
0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 15, 0, 0, 0, 234,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255,
1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 83, 86, 95, 68, 69,
80, 84, 72, 0, 171, 83, 72, 68, 82, 88, 1, 0, 0, 64, 0, 0, 0, 86, 0,
0, 0, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 101,
0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0,
1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 2, 0, 0, 0, 101, 0, 0,
3, 242, 32, 16, 0, 3, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 4, 0,
0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 5, 0, 0, 0, 101, 0, 0, 3, 242,
32, 16, 0, 6, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 7, 0, 0, 0,
101, 0, 0, 2, 1, 192, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0,
0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32,
16, 0, 1, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54,
0, 0, 6, 242, 32, 16, 0, 2, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 3, 0, 0, 0, 70, 142, 32,
0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 4, 0,
0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242,
32, 16, 0, 5, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0,
54, 0, 0, 6, 242, 32, 16, 0, 6, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0,
0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 7, 0, 0, 0, 70, 142,
32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 1, 192, 0, 0, 10,
128, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 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, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0};
...@@ -16,8 +16,8 @@ ...@@ -16,8 +16,8 @@
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float // SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
...@@ -35,7 +35,7 @@ dcl_temps 1 ...@@ -35,7 +35,7 @@ dcl_temps 1
sample r0.xyzw, v1.xyxx, t0.xyzw, s0 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mul o0.xyz, r0.wwww, r0.xxxx mul o0.xyz, r0.wwww, r0.xxxx
mov o0.w, l(1.000000) mov o0.w, l(1.000000)
ret ret
// Approximately 4 instruction slots used // Approximately 4 instruction slots used
#endif #endif
......
...@@ -16,8 +16,8 @@ ...@@ -16,8 +16,8 @@
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float // SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
...@@ -35,7 +35,7 @@ dcl_temps 1 ...@@ -35,7 +35,7 @@ dcl_temps 1
sample r0.xyzw, v1.xyxx, t0.xyzw, s0 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mul o0.xyz, r0.wwww, r0.xxxx mul o0.xyz, r0.wwww, r0.xxxx
mov o0.w, r0.w mov o0.w, r0.w
ret ret
// Approximately 4 instruction slots used // Approximately 4 instruction slots used
#endif #endif
......
...@@ -16,8 +16,8 @@ ...@@ -16,8 +16,8 @@
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float // SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
...@@ -37,7 +37,7 @@ lt r1.x, l(0.000000), r0.w ...@@ -37,7 +37,7 @@ lt r1.x, l(0.000000), r0.w
div r0.w, r0.x, r0.w div r0.w, r0.x, r0.w
movc o0.xyz, r1.xxxx, r0.wwww, r0.xyzx movc o0.xyz, r1.xxxx, r0.wwww, r0.xyzx
mov o0.w, l(1.000000) mov o0.w, l(1.000000)
ret ret
// Approximately 6 instruction slots used // Approximately 6 instruction slots used
#endif #endif
......
...@@ -16,8 +16,8 @@ ...@@ -16,8 +16,8 @@
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float // SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
...@@ -37,7 +37,7 @@ lt r1.x, l(0.000000), r0.w ...@@ -37,7 +37,7 @@ lt r1.x, l(0.000000), r0.w
div r1.y, r0.x, r0.w div r1.y, r0.x, r0.w
movc o0.xyz, r1.xxxx, r1.yyyy, r0.xyzx movc o0.xyz, r1.xxxx, r1.yyyy, r0.xyzx
mov o0.w, r0.w mov o0.w, r0.w
ret ret
// Approximately 6 instruction slots used // Approximately 6 instruction slots used
#endif #endif
......
...@@ -49,7 +49,15 @@ call:BuildShader Clear11.hlsl VS_Clear_FL9 vs_4_0_level_9_ ...@@ -49,7 +49,15 @@ call:BuildShader Clear11.hlsl VS_Clear_FL9 vs_4_0_level_9_
call:BuildShader Clear11.hlsl PS_ClearFloat_FL9 ps_4_0_level_9_3 compiled\clearfloat11_fl9ps.h %debug% call:BuildShader Clear11.hlsl PS_ClearFloat_FL9 ps_4_0_level_9_3 compiled\clearfloat11_fl9ps.h %debug%
call:BuildShader Clear11.hlsl VS_Clear vs_4_0 compiled\clear11vs.h %debug% call:BuildShader Clear11.hlsl VS_Clear vs_4_0 compiled\clear11vs.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat ps_4_0 compiled\clearfloat11ps.h %debug% call:BuildShader Clear11.hlsl PS_ClearDepth ps_4_0 compiled\cleardepth11ps.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat1 ps_4_0 compiled\clearfloat11ps1.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat2 ps_4_0 compiled\clearfloat11ps2.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat3 ps_4_0 compiled\clearfloat11ps3.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat4 ps_4_0 compiled\clearfloat11ps4.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat5 ps_4_0 compiled\clearfloat11ps5.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat6 ps_4_0 compiled\clearfloat11ps6.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat7 ps_4_0 compiled\clearfloat11ps7.h %debug%
call:BuildShader Clear11.hlsl PS_ClearFloat8 ps_4_0 compiled\clearfloat11ps8.h %debug%
:: Shaders for OpenGL ES 3.0+ only :: Shaders for OpenGL ES 3.0+ only
:: | Input file | Entry point | Type | Output file | Debug | :: | Input file | Entry point | Type | Output file | Debug |
...@@ -92,8 +100,22 @@ call:BuildShader Swizzle11.hlsl PS_SwizzleF2DArray ps_4_0 co ...@@ -92,8 +100,22 @@ call:BuildShader Swizzle11.hlsl PS_SwizzleF2DArray ps_4_0 co
call:BuildShader Swizzle11.hlsl PS_SwizzleI2DArray ps_4_0 compiled\swizzlei2darrayps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleI2DArray ps_4_0 compiled\swizzlei2darrayps.h %debug%
call:BuildShader Swizzle11.hlsl PS_SwizzleUI2DArray ps_4_0 compiled\swizzleui2darrayps.h %debug% call:BuildShader Swizzle11.hlsl PS_SwizzleUI2DArray ps_4_0 compiled\swizzleui2darrayps.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint ps_4_0 compiled\clearuint11ps.h %debug% call:BuildShader Clear11.hlsl PS_ClearUint1 ps_4_0 compiled\clearuint11ps1.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint ps_4_0 compiled\clearsint11ps.h %debug% call:BuildShader Clear11.hlsl PS_ClearUint2 ps_4_0 compiled\clearuint11ps2.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint3 ps_4_0 compiled\clearuint11ps3.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint4 ps_4_0 compiled\clearuint11ps4.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint5 ps_4_0 compiled\clearuint11ps5.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint6 ps_4_0 compiled\clearuint11ps6.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint7 ps_4_0 compiled\clearuint11ps7.h %debug%
call:BuildShader Clear11.hlsl PS_ClearUint8 ps_4_0 compiled\clearuint11ps8.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint1 ps_4_0 compiled\clearsint11ps1.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint2 ps_4_0 compiled\clearsint11ps2.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint3 ps_4_0 compiled\clearsint11ps3.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint4 ps_4_0 compiled\clearsint11ps4.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint5 ps_4_0 compiled\clearsint11ps5.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint6 ps_4_0 compiled\clearsint11ps6.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint7 ps_4_0 compiled\clearsint11ps7.h %debug%
call:BuildShader Clear11.hlsl PS_ClearSint8 ps_4_0 compiled\clearsint11ps8.h %debug%
call:BuildShader BufferToTexture11.hlsl VS_BufferToTexture vs_4_0 compiled/buffertotexture11_vs.h %debug% call:BuildShader BufferToTexture11.hlsl VS_BufferToTexture vs_4_0 compiled/buffertotexture11_vs.h %debug%
call:BuildShader BufferToTexture11.hlsl GS_BufferToTexture gs_4_0 compiled/buffertotexture11_gs.h %debug% call:BuildShader BufferToTexture11.hlsl GS_BufferToTexture gs_4_0 compiled/buffertotexture11_gs.h %debug%
......
...@@ -437,10 +437,32 @@ ...@@ -437,10 +437,32 @@
'libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clear11_fl9vs.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/clear11_fl9vs.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clear11vs.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/clear11vs.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/cleardepth11ps.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11_fl9ps.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11_fl9ps.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps1.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps2.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps3.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps4.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps5.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps6.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps7.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps8.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps1.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps2.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps3.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps4.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps5.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps6.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps7.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps8.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps1.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps2.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps3.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps4.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps5.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps6.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps7.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps8.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_ps.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_ps.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_ps.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_ps.h',
'libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_ps.h', 'libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_ps.h',
......
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