Renamed the passthrough shaders to show that they are for 2D.

TRAC #22926 Signed-off-by: Jamie Madill Signed-off-by: Nicolas Capens Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2278 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent e5b26d3a
......@@ -399,7 +399,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<None Include="renderer\shaders\Blit.vs" />
<None Include="renderer\shaders\Clear11.hlsl" />
<None Include="renderer\shaders\generate_shaders.bat" />
<None Include="renderer\shaders\Passthrough11.hlsl" />
<None Include="renderer\shaders\Passthrough2D11.hlsl" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="libGLESv2.rc" />
......
......@@ -504,13 +504,13 @@
<None Include="renderer\shaders\generate_shaders.bat">
<Filter>Shaders</Filter>
</None>
<None Include="renderer\shaders\Passthrough11.hlsl">
<Filter>Shaders</Filter>
</None>
<None Include="renderer\shaders\Clear11.hlsl">
<Filter>Shaders</Filter>
</None>
<None Include="libGLESv2.def" />
<None Include="renderer\shaders\Passthrough2D11.hlsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="libGLESv2.rc" />
......
......@@ -28,11 +28,11 @@
#include "libGLESv2/renderer/Query11.h"
#include "libGLESv2/renderer/Fence11.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlum2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
......@@ -77,12 +77,12 @@ Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(
mCopyResourcesInitialized = false;
mCopyVB = NULL;
mCopySampler = NULL;
mCopyIL = NULL;
mCopyVS = NULL;
mCopyRGBAPS = NULL;
mCopyRGBPS = NULL;
mCopyLumPS = NULL;
mCopyLumAlphaPS = NULL;
mCopy2DIL = NULL;
mCopy2DVS = NULL;
mCopyRGBA2DPS = NULL;
mCopyRGB2DPS = NULL;
mCopyLum2DPS = NULL;
mCopyLumAlpha2DPS = NULL;
mClearResourcesInitialized = false;
mClearVB = NULL;
......@@ -1790,13 +1790,13 @@ void Renderer11::releaseDeviceResources()
SafeRelease(mCopyVB);
SafeRelease(mCopySampler);
SafeRelease(mCopyIL);
SafeRelease(mCopyIL);
SafeRelease(mCopyVS);
SafeRelease(mCopyRGBAPS);
SafeRelease(mCopyRGBPS);
SafeRelease(mCopyLumPS);
SafeRelease(mCopyLumAlphaPS);
SafeRelease(mCopy2DIL);
SafeRelease(mCopy2DVS);
SafeRelease(mCopyRGBA2DPS);
SafeRelease(mCopyRGB2DPS);
SafeRelease(mCopyLum2DPS);
SafeRelease(mCopyLumAlpha2DPS);
mCopyResourcesInitialized = false;
......@@ -2731,7 +2731,7 @@ bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectang
if (!mCopyResourcesInitialized)
{
ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
ASSERT(!mCopyVB && !mCopySampler && !mCopy2DIL && !mCopy2DVS && !mCopyRGBA2DPS && !mCopyRGB2DPS && !mCopyLum2DPS && !mCopyLumAlpha2DPS);
D3D11_BUFFER_DESC vbDesc;
vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
......@@ -2764,35 +2764,36 @@ bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectang
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
D3D11_INPUT_ELEMENT_DESC quadLayout[] =
// Create 2D copy resources
D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
result = mDevice->CreateInputLayout(quad2DLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mCopy2DIL);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
d3d11::SetDebugName(mCopy2DIL, "Renderer11 copy 2D texture input layout");
result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
result = mDevice->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mCopy2DVS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
d3d11::SetDebugName(mCopy2DVS, "Renderer11 copy 2D texture vertex shader");
result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mCopyRGBA2DPS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
d3d11::SetDebugName(mCopyRGBA2DPS, "Renderer11 copy 2D texture RGBA pixel shader");
result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
result = mDevice->CreatePixelShader(g_PS_PassthroughRGB2D, sizeof(g_PS_PassthroughRGB2D), NULL, &mCopyRGB2DPS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
d3d11::SetDebugName(mCopyRGB2DPS, "Renderer11 copy 2D texture RGB pixel shader");
result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
result = mDevice->CreatePixelShader(g_PS_PassthroughLum2D, sizeof(g_PS_PassthroughLum2D), NULL, &mCopyLum2DPS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
d3d11::SetDebugName(mCopyLum2DPS, "Renderer11 copy 2D texture luminance pixel shader");
result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha2D, sizeof(g_PS_PassthroughLumAlpha2D), NULL, &mCopyLumAlpha2DPS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
d3d11::SetDebugName(mCopyLumAlpha2DPS, "Renderer11 2D copy texture luminance alpha pixel shader");
mCopyResourcesInitialized = true;
}
......@@ -2845,19 +2846,19 @@ bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectang
mDeviceContext->RSSetState(NULL);
// Apply shaders
mDeviceContext->IASetInputLayout(mCopyIL);
mDeviceContext->IASetInputLayout(mCopy2DIL);
mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
mDeviceContext->VSSetShader(mCopy2DVS, NULL, 0);
ID3D11PixelShader *ps = NULL;
switch(destFormat)
{
case GL_RGBA: ps = mCopyRGBAPS; break;
case GL_RGB: ps = mCopyRGBPS; break;
case GL_ALPHA: ps = mCopyRGBAPS; break;
case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
case GL_LUMINANCE: ps = mCopyLumPS; break;
case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
case GL_RGBA: ps = mCopyRGBA2DPS; break;
case GL_RGB: ps = mCopyRGB2DPS; break;
case GL_ALPHA: ps = mCopyRGBA2DPS; break;
case GL_BGRA_EXT: ps = mCopyRGBA2DPS; break;
case GL_LUMINANCE: ps = mCopyLum2DPS; break;
case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha2DPS; break;
default: UNREACHABLE(); ps = NULL; break;
}
......
......@@ -326,12 +326,13 @@ class Renderer11 : public Renderer
bool mCopyResourcesInitialized;
ID3D11Buffer *mCopyVB;
ID3D11SamplerState *mCopySampler;
ID3D11InputLayout *mCopyIL;
ID3D11VertexShader *mCopyVS;
ID3D11PixelShader *mCopyRGBAPS;
ID3D11PixelShader *mCopyRGBPS;
ID3D11PixelShader *mCopyLumPS;
ID3D11PixelShader *mCopyLumAlphaPS;
ID3D11InputLayout *mCopy2DIL;
ID3D11VertexShader *mCopy2DVS;
ID3D11PixelShader *mCopyRGBA2DPS;
ID3D11PixelShader *mCopyRGB2DPS;
ID3D11PixelShader *mCopyLum2DPS;
ID3D11PixelShader *mCopyLumAlpha2DPS;
// Masked clear resources
bool mClearResourcesInitialized;
......
......@@ -11,8 +11,8 @@
#include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
namespace rx
{
......@@ -577,15 +577,15 @@ void SwapChain11::initPassThroughResources()
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL);
result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS);
result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
result = device->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mPassThroughPS);
result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mPassThroughPS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
}
......
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
void VS_Passthrough( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0,
void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0,
out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
{
outPosition = float4(inPosition, 0.0f, 1.0f);
outTexCoord = inTexCoord;
}
float4 PS_PassthroughRGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return Texture.Sample(Sampler, inTexCoord).rgba;
}
float4 PS_PassthroughRGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(Texture.Sample(Sampler, inTexCoord).rgb, 1.0f);
}
float4 PS_PassthroughLum(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
float4 PS_PassthroughLum2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(Texture.Sample(Sampler, inTexCoord).rrr, 1.0f);
}
float4 PS_PassthroughLumAlpha(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
float4 PS_PassthroughLumAlpha2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return Texture.Sample(Sampler, inTexCoord).rrra;
}
......@@ -3,8 +3,8 @@
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E VS_Passthrough /T vs_4_0 /Fh compiled/passthrough11vs.h
// Passthrough11.hlsl
// fxc /E VS_Passthrough2D /T vs_4_0 /Fh compiled/passthrough2d11vs.h
// Passthrough2D11.hlsl
//
//
//
......@@ -35,7 +35,7 @@ ret
// Approximately 4 instruction slots used
#endif
const BYTE g_VS_Passthrough[] =
const BYTE g_VS_Passthrough2D[] =
{
68, 88, 66, 67, 117, 74,
34, 79, 174, 226, 170, 74,
......
......@@ -3,8 +3,8 @@
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughLum /T ps_4_0 /Fh compiled/passthroughlum11ps.h
// Passthrough11.hlsl
// fxc /E PS_PassthroughLum2D /T ps_4_0 /Fh compiled/passthroughlum112dps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
......@@ -43,7 +43,7 @@ ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_PassthroughLum[] =
const BYTE g_PS_PassthroughLum2D[] =
{
68, 88, 66, 67, 97, 41,
37, 154, 0, 174, 137, 157,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughLum2D /T ps_4_0 /Fh compiled/passthroughlum2d11ps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mov o0.xyz, r0.xxxx
mov o0.w, l(1.000000)
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_PassthroughLum2D[] =
{
68, 88, 66, 67, 97, 41,
37, 154, 0, 174, 137, 157,
76, 219, 230, 26, 227, 174,
187, 66, 1, 0, 0, 0,
128, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
0, 0, 104, 1, 0, 0,
4, 2, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
4, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 148, 0,
0, 0, 64, 0, 0, 0,
37, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 69, 0,
0, 9, 242, 0, 16, 0,
0, 0, 0, 0, 70, 16,
16, 0, 1, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 0, 96, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 114, 32, 16, 0,
0, 0, 0, 0, 6, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 32,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
128, 63, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 4, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 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
};
......@@ -3,8 +3,8 @@
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughLumAlpha /T ps_4_0 /Fh
// compiled/passthroughlumalpha11ps.h Passthrough11.hlsl
// fxc /E PS_PassthroughLumAlpha2D /T ps_4_0 /Fh
// compiled/passthroughlumalpha2d11ps.h Passthrough2D11.hlsl
//
//
// Resource Bindings:
......@@ -42,7 +42,7 @@ ret
// Approximately 3 instruction slots used
#endif
const BYTE g_PS_PassthroughLumAlpha[] =
const BYTE g_PS_PassthroughLumAlpha2D[] =
{
68, 88, 66, 67, 197, 72,
251, 236, 53, 107, 182, 146,
......
......@@ -3,8 +3,8 @@
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB /T ps_4_0 /Fh compiled/passthroughrgb11ps.h
// Passthrough11.hlsl
// fxc /E PS_PassthroughRGB2D /T ps_4_0 /Fh compiled/passthroughrgb2d11ps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
......@@ -43,7 +43,7 @@ ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_PassthroughRGB[] =
const BYTE g_PS_PassthroughRGB2D[] =
{
68, 88, 66, 67, 253, 45,
13, 34, 125, 194, 95, 149,
......
......@@ -3,8 +3,8 @@
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA /T ps_4_0 /Fh compiled/passthroughrgba11ps.h
// Passthrough11.hlsl
// fxc /E PS_PassthroughRGBA2D /T ps_4_0 /Fh compiled/passthroughrgba2d11ps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
......@@ -40,7 +40,7 @@ ret
// Approximately 2 instruction slots used
#endif
const BYTE g_PS_PassthroughRGBA[] =
const BYTE g_PS_PassthroughRGBA2D[] =
{
68, 88, 66, 67, 152, 86,
225, 107, 155, 83, 216, 13,
......
......@@ -13,11 +13,11 @@ fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps
fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps
fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps
fxc /E VS_Passthrough /T vs_4_0 /Fh compiled/passthrough11vs.h Passthrough11.hlsl
fxc /E PS_PassthroughRGBA /T ps_4_0 /Fh compiled/passthroughrgba11ps.h Passthrough11.hlsl
fxc /E PS_PassthroughRGB /T ps_4_0 /Fh compiled/passthroughrgb11ps.h Passthrough11.hlsl
fxc /E PS_PassthroughLum /T ps_4_0 /Fh compiled/passthroughlum11ps.h Passthrough11.hlsl
fxc /E PS_PassthroughLumAlpha /T ps_4_0 /Fh compiled/passthroughlumalpha11ps.h Passthrough11.hlsl
fxc /E VS_Passthrough2D /T vs_4_0 /Fh compiled/passthrough2d11vs.h Passthrough2D11.hlsl
fxc /E PS_PassthroughRGBA2D /T ps_4_0 /Fh compiled/passthroughrgba2d11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughRGB2D /T ps_4_0 /Fh compiled/passthroughrgb2d11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughLum2D /T ps_4_0 /Fh compiled/passthroughlum2d11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughLumAlpha2D /T ps_4_0 /Fh compiled/passthroughlumalpha2d11ps.h Passthrough2D11.hlsl
fxc /E VS_Clear /T vs_4_0 /Fh compiled/clear11vs.h Clear11.hlsl
fxc /E PS_ClearSingle /T ps_4_0 /Fh compiled/clearsingle11ps.h Clear11.hlsl
......
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