Commit b0c75cc9 by Geoff Lang Committed by Shannon Woods

Added support for copying GL_RG, GL_RED and integer texture formats in Blit11.

TRAC #23256 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang
parent b86b979d
...@@ -395,10 +395,29 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\" ...@@ -395,10 +395,29 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClInclude Include="renderer\shaders\compiled\passthroughlumalpha2d11ps.h" /> <ClInclude Include="renderer\shaders\compiled\passthroughlumalpha2d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughlumalpha3d11ps.h" /> <ClInclude Include="renderer\shaders\compiled\passthroughlumalpha3d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughps.h" /> <ClInclude Include="renderer\shaders\compiled\passthroughps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughr2di11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughr2dui11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughr3d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughr3di11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughr3dui11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrg2d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrg2di11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrg2dui11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrg3d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrg3di11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrg3dui11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgb2d11ps.h" /> <ClInclude Include="renderer\shaders\compiled\passthroughrgb2d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgb2di11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgb2dui11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgb3d11ps.h" /> <ClInclude Include="renderer\shaders\compiled\passthroughrgb3d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgb3di11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgb3dui11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgba2d11ps.h" /> <ClInclude Include="renderer\shaders\compiled\passthroughrgba2d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgba2di11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgba2dui11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgba3d11ps.h" /> <ClInclude Include="renderer\shaders\compiled\passthroughrgba3d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgba3di11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughrgba3dui11ps.h" />
<ClInclude Include="renderer\shaders\compiled\standardvs.h" /> <ClInclude Include="renderer\shaders\compiled\standardvs.h" />
<ClInclude Include="renderer\SwapChain.h" /> <ClInclude Include="renderer\SwapChain.h" />
<ClInclude Include="renderer\SwapChain11.h" /> <ClInclude Include="renderer\SwapChain11.h" />
......
...@@ -556,6 +556,63 @@ ...@@ -556,6 +556,63 @@
<ClInclude Include="renderer\Blit11.h"> <ClInclude Include="renderer\Blit11.h">
<Filter>Header Files\Renderer11</Filter> <Filter>Header Files\Renderer11</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrg2di11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrg2dui11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrg3d11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrg3di11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrg3dui11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrgb2di11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrgb2dui11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrgb3di11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrgb3dui11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrgba2di11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrgba2dui11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrgba3di11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrgba3dui11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughr2di11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughr2dui11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughr3d11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughr3di11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughr3dui11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
<ClInclude Include="renderer\shaders\compiled\passthroughrg2d11ps.h">
<Filter>Shaders\Compiled</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="renderer\shaders\Blit.ps"> <None Include="renderer\shaders\Blit.ps">
......
...@@ -12,17 +12,38 @@ ...@@ -12,17 +12,38 @@
#include "libGLESv2/renderer/Blit11.h" #include "libGLESv2/renderer/Blit11.h"
#include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/renderer/formatutils11.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h" #include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg2dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg2di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr2dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr2di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlum2d11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughlum2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha2d11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough3d11vs.h" #include "libGLESv2/renderer/shaders/compiled/passthrough3d11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough3d11gs.h" #include "libGLESv2/renderer/shaders/compiled/passthrough3d11gs.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba3d11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughrgba3d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba3dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba3di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb3d11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughrgb3d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb3dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb3di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg3d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg3dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg3di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr3d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr3dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr3di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlum3d11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughlum3d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha3d11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha3d11ps.h"
...@@ -157,9 +178,15 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source ...@@ -157,9 +178,15 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source
HRESULT result; HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
// Determine if the source format is a signed integer format, the destFormat will already
// be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned.
D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
source->GetDesc(&sourceSRVDesc);
GLint sourceInternalFormat = d3d11_gl::GetInternalFormat(sourceSRVDesc.Format);
BlitParameters parameters = { 0 }; BlitParameters parameters = { 0 };
parameters.mDestinationFormat = destFormat; parameters.mDestinationFormat = destFormat;
parameters.mSignedInteger = false; parameters.mSignedInteger = gl::IsSignedIntegerFormat(sourceInternalFormat, mRenderer->getCurrentClientVersion());
parameters.m3DBlit = sourceArea.depth > 1; parameters.m3DBlit = sourceArea.depth > 1;
BlitShaderMap::const_iterator i = mShaderMap.find(parameters); BlitShaderMap::const_iterator i = mShaderMap.find(parameters);
...@@ -377,15 +404,35 @@ void Blit11::buildShaderMap() ...@@ -377,15 +404,35 @@ void Blit11::buildShaderMap()
ID3D11Device *device = mRenderer->getDevice(); ID3D11Device *device = mRenderer->getDevice();
add2DShaderToMap(GL_RGBA, false, compilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" )); add2DShaderToMap(GL_RGBA, false, compilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" ));
add2DShaderToMap(GL_RGBA_INTEGER, false, compilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" ));
add2DShaderToMap(GL_RGBA_INTEGER, true, compilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" ));
add2DShaderToMap(GL_BGRA_EXT, false, compilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" )); add2DShaderToMap(GL_BGRA_EXT, false, compilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" ));
add2DShaderToMap(GL_RGB, false, compilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" )); add2DShaderToMap(GL_RGB, false, compilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" ));
add2DShaderToMap(GL_RGB_INTEGER, false, compilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" ));
add2DShaderToMap(GL_RGB_INTEGER, true, compilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" ));
add2DShaderToMap(GL_RG, false, compilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" ));
add2DShaderToMap(GL_RG_INTEGER, false, compilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" ));
add2DShaderToMap(GL_RG_INTEGER, true, compilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" ));
add2DShaderToMap(GL_RED, false, compilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" ));
add2DShaderToMap(GL_RED_INTEGER, false, compilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" ));
add2DShaderToMap(GL_RED_INTEGER, true, compilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" ));
add2DShaderToMap(GL_ALPHA, false, compilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" )); add2DShaderToMap(GL_ALPHA, false, compilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" ));
add2DShaderToMap(GL_LUMINANCE, false, compilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" )); add2DShaderToMap(GL_LUMINANCE, false, compilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" ));
add2DShaderToMap(GL_LUMINANCE_ALPHA, false, compilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); add2DShaderToMap(GL_LUMINANCE_ALPHA, false, compilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader"));
add3DShaderToMap(GL_RGBA, false, compilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" )); add3DShaderToMap(GL_RGBA, false, compilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" ));
add3DShaderToMap(GL_RGBA_INTEGER, false, compilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" ));
add3DShaderToMap(GL_RGBA_INTEGER, true, compilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" ));
add3DShaderToMap(GL_BGRA_EXT, false, compilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" )); add3DShaderToMap(GL_BGRA_EXT, false, compilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" ));
add3DShaderToMap(GL_RGB, false, compilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" )); add3DShaderToMap(GL_RGB, false, compilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" ));
add3DShaderToMap(GL_RGB_INTEGER, false, compilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" ));
add3DShaderToMap(GL_RGB_INTEGER, true, compilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" ));
add3DShaderToMap(GL_RG, false, compilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" ));
add3DShaderToMap(GL_RG_INTEGER, false, compilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" ));
add3DShaderToMap(GL_RG_INTEGER, true, compilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" ));
add3DShaderToMap(GL_RED, false, compilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" ));
add3DShaderToMap(GL_RED_INTEGER, false, compilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" ));
add3DShaderToMap(GL_RED_INTEGER, true, compilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" ));
add3DShaderToMap(GL_ALPHA, false, compilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" )); add3DShaderToMap(GL_ALPHA, false, compilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" ));
add3DShaderToMap(GL_LUMINANCE, false, compilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" )); add3DShaderToMap(GL_LUMINANCE, false, compilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" ));
add3DShaderToMap(GL_LUMINANCE_ALPHA, false, compilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader")); add3DShaderToMap(GL_LUMINANCE_ALPHA, false, compilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader"));
......
...@@ -152,17 +152,12 @@ void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget1 ...@@ -152,17 +152,12 @@ void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget1
Blit11 *blitter = mRenderer->getBlitter(); Blit11 *blitter = mRenderer->getBlitter();
blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize,
GL_RGBA, GL_LINEAR); gl::GetFormat(source->getInternalFormat(), mRenderer->getCurrentClientVersion()),
GL_LINEAR);
} }
if (sourceSRV) SafeRelease(sourceSRV);
{ SafeRelease(destRTV);
sourceSRV->Release();
}
if (destRTV)
{
destRTV->Release();
}
} }
} }
......
Texture2D Texture : register(t0); Texture2D<float4> TextureF : register(t0);
SamplerState Sampler : register(s0); Texture2D<uint4> TextureUI : register(t0);
Texture2D<int4> TextureI : register(t0);
SamplerState Sampler : register(s0);
void VS_Passthrough2D( 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) out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
...@@ -10,20 +13,94 @@ void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoo ...@@ -10,20 +13,94 @@ void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoo
float4 PS_PassthroughRGBA2D(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; return TextureF.Sample(Sampler, inTexCoord).rgba;
}
uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureUI.GetDimensions(size.x, size.y);
return TextureUI.Load(int3(size * inTexCoord, 0)).rgba;
}
int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureI.GetDimensions(size.x, size.y);
return TextureI.Load(int3(size * inTexCoord, 0)).rgba;
} }
float4 PS_PassthroughRGB2D(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); return float4(TextureF.Sample(Sampler, inTexCoord).rgb, 1.0f);
}
uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureUI.GetDimensions(size.x, size.y);
return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rgb, 0);
}
int4 PS_PassthroughRGB2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureI.GetDimensions(size.x, size.y);
return int4(TextureI.Load(int3(size * inTexCoord, 0)).rgb, 0);
}
float4 PS_PassthroughRG2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, inTexCoord).rg, 0.0f, 1.0f);
}
uint4 PS_PassthroughRG2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureUI.GetDimensions(size.x, size.y);
return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
}
int4 PS_PassthroughRG2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureI.GetDimensions(size.x, size.y);
return int4(TextureI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
}
float4 PS_PassthroughR2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, inTexCoord).r, 0.0f, 0.0f, 1.0f);
}
uint4 PS_PassthroughR2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureUI.GetDimensions(size.x, size.y);
return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
}
int4 PS_PassthroughR2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureI.GetDimensions(size.x, size.y);
return int4(TextureI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
} }
float4 PS_PassthroughLum2D(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); return float4(TextureF.Sample(Sampler, inTexCoord).rrr, 1.0f);
} }
float4 PS_PassthroughLumAlpha2D(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; return TextureF.Sample(Sampler, inTexCoord).rrra;
} }
Texture3D Texture : register(t0); Texture3D<float4> TextureF : register(t0);
SamplerState Sampler : register(s0); Texture3D<uint4> TextureUI : register(t0);
Texture3D<int4> TextureI : register(t0);
SamplerState Sampler : register(s0);
struct VS_INPUT struct VS_INPUT
{ {
...@@ -50,20 +53,94 @@ void GS_Passthrough3D(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPU ...@@ -50,20 +53,94 @@ void GS_Passthrough3D(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPU
float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0 float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0
{ {
return Texture.Sample(Sampler, input.TexCoord).rgba; return TextureF.Sample(Sampler, input.TexCoord).rgba;
}
uint4 PS_PassthroughRGBA3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return TextureUI.Load(int4(size * input.TexCoord, 0)).rgba;
}
int4 PS_PassthroughRGBA3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return TextureI.Load(int4(size * input.TexCoord, 0)).rgba;
} }
float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0 float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0
{ {
return float4(Texture.Sample(Sampler, input.TexCoord).rgb, 1.0f); return float4(TextureF.Sample(Sampler, input.TexCoord).rgb, 1.0f);
}
uint4 PS_PassthroughRGB3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
}
int4 PS_PassthroughRGB3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
}
float4 PS_PassthroughRG3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, input.TexCoord).rg, 0.0f, 1.0f);
}
uint4 PS_PassthroughRG3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
}
int4 PS_PassthroughRG3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
}
float4 PS_PassthroughR3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, input.TexCoord).r, 0.0f, 0.0f, 1.0f);
}
uint4 PS_PassthroughR3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
}
int4 PS_PassthroughR3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return int4(TextureI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
} }
float4 PS_PassthroughLum3D(GS_OUTPUT input) : SV_TARGET0 float4 PS_PassthroughLum3D(GS_OUTPUT input) : SV_TARGET0
{ {
return float4(Texture.Sample(Sampler, input.TexCoord).rrr, 1.0f); return float4(TextureF.Sample(Sampler, input.TexCoord).rrr, 1.0f);
} }
float4 PS_PassthroughLumAlpha3D(GS_OUTPUT input) : SV_TARGET0 float4 PS_PassthroughLumAlpha3D(GS_OUTPUT input) : SV_TARGET0
{ {
return Texture.Sample(Sampler, input.TexCoord).rrra; return TextureF.Sample(Sampler, input.TexCoord).rrra;
} }
...@@ -12,7 +12,7 @@ ...@@ -12,7 +12,7 @@
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1 // TextureF texture float4 2d 0 1
// //
// //
// //
...@@ -45,10 +45,10 @@ ret ...@@ -45,10 +45,10 @@ ret
const BYTE g_PS_PassthroughLum2D[] = const BYTE g_PS_PassthroughLum2D[] =
{ {
68, 88, 66, 67, 97, 41, 68, 88, 66, 67, 6, 11,
37, 154, 0, 174, 137, 157, 31, 160, 207, 17, 202, 130,
76, 219, 230, 26, 227, 174, 4, 147, 20, 100, 230, 76,
187, 66, 1, 0, 0, 0, 36, 59, 1, 0, 0, 0,
128, 2, 0, 0, 5, 0, 128, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1, 220, 0, 0, 0, 52, 1,
...@@ -59,7 +59,7 @@ const BYTE g_PS_PassthroughLum2D[] = ...@@ -59,7 +59,7 @@ const BYTE g_PS_PassthroughLum2D[] =
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 109, 0, 0, 0, 92, 0,
0, 0, 3, 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,
...@@ -72,16 +72,16 @@ const BYTE g_PS_PassthroughLum2D[] = ...@@ -72,16 +72,16 @@ const BYTE g_PS_PassthroughLum2D[] =
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 70,
77, 105, 99, 114, 111, 115, 0, 77, 105, 99, 114, 111,
111, 102, 116, 32, 40, 82, 115, 111, 102, 116, 32, 40,
41, 32, 72, 76, 83, 76, 82, 41, 32, 72, 76, 83,
32, 83, 104, 97, 100, 101, 76, 32, 83, 104, 97, 100,
114, 32, 67, 111, 109, 112, 101, 114, 32, 67, 111, 109,
105, 108, 101, 114, 32, 57, 112, 105, 108, 101, 114, 32,
46, 50, 57, 46, 57, 53, 57, 46, 50, 57, 46, 57,
50, 46, 51, 49, 49, 49, 53, 50, 46, 51, 49, 49,
0, 171, 171, 171, 73, 83, 49, 0, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0, 0, 0, 56, 0, 0, 0,
......
...@@ -12,7 +12,7 @@ ...@@ -12,7 +12,7 @@
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 3d 0 1 // TextureF texture float4 3d 0 1
// //
// //
// //
...@@ -46,10 +46,10 @@ ret ...@@ -46,10 +46,10 @@ ret
const BYTE g_PS_PassthroughLum3D[] = const BYTE g_PS_PassthroughLum3D[] =
{ {
68, 88, 66, 67, 82, 177, 68, 88, 66, 67, 189, 19,
245, 183, 73, 23, 17, 20, 141, 227, 229, 153, 47, 229,
249, 11, 165, 103, 126, 189, 108, 56, 120, 27, 139, 44,
220, 210, 1, 0, 0, 0, 214, 101, 1, 0, 0, 0,
176, 2, 0, 0, 5, 0, 176, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1, 220, 0, 0, 0, 100, 1,
...@@ -60,7 +60,7 @@ const BYTE g_PS_PassthroughLum3D[] = ...@@ -60,7 +60,7 @@ const BYTE g_PS_PassthroughLum3D[] =
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 109, 0, 0, 0, 92, 0,
0, 0, 3, 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,
...@@ -73,16 +73,16 @@ const BYTE g_PS_PassthroughLum3D[] = ...@@ -73,16 +73,16 @@ const BYTE g_PS_PassthroughLum3D[] =
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 70,
77, 105, 99, 114, 111, 115, 0, 77, 105, 99, 114, 111,
111, 102, 116, 32, 40, 82, 115, 111, 102, 116, 32, 40,
41, 32, 72, 76, 83, 76, 82, 41, 32, 72, 76, 83,
32, 83, 104, 97, 100, 101, 76, 32, 83, 104, 97, 100,
114, 32, 67, 111, 109, 112, 101, 114, 32, 67, 111, 109,
105, 108, 101, 114, 32, 57, 112, 105, 108, 101, 114, 32,
46, 50, 57, 46, 57, 53, 57, 46, 50, 57, 46, 57,
50, 46, 51, 49, 49, 49, 53, 50, 46, 51, 49, 49,
0, 171, 171, 171, 73, 83, 49, 0, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0, 71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0, 3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0, 0, 0, 80, 0, 0, 0,
......
...@@ -12,7 +12,7 @@ ...@@ -12,7 +12,7 @@
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1 // TextureF texture float4 2d 0 1
// //
// //
// //
...@@ -44,10 +44,10 @@ ret ...@@ -44,10 +44,10 @@ ret
const BYTE g_PS_PassthroughLumAlpha2D[] = const BYTE g_PS_PassthroughLumAlpha2D[] =
{ {
68, 88, 66, 67, 197, 72, 68, 88, 66, 67, 63, 148,
251, 236, 53, 107, 182, 146, 35, 102, 154, 228, 206, 71,
196, 219, 130, 187, 140, 159, 153, 156, 114, 23, 69, 77,
211, 123, 1, 0, 0, 0, 79, 202, 1, 0, 0, 0,
108, 2, 0, 0, 5, 0, 108, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1, 220, 0, 0, 0, 52, 1,
...@@ -58,7 +58,7 @@ const BYTE g_PS_PassthroughLumAlpha2D[] = ...@@ -58,7 +58,7 @@ const BYTE g_PS_PassthroughLumAlpha2D[] =
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 109, 0, 0, 0, 92, 0,
0, 0, 3, 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,
...@@ -71,16 +71,16 @@ const BYTE g_PS_PassthroughLumAlpha2D[] = ...@@ -71,16 +71,16 @@ const BYTE g_PS_PassthroughLumAlpha2D[] =
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 70,
77, 105, 99, 114, 111, 115, 0, 77, 105, 99, 114, 111,
111, 102, 116, 32, 40, 82, 115, 111, 102, 116, 32, 40,
41, 32, 72, 76, 83, 76, 82, 41, 32, 72, 76, 83,
32, 83, 104, 97, 100, 101, 76, 32, 83, 104, 97, 100,
114, 32, 67, 111, 109, 112, 101, 114, 32, 67, 111, 109,
105, 108, 101, 114, 32, 57, 112, 105, 108, 101, 114, 32,
46, 50, 57, 46, 57, 53, 57, 46, 50, 57, 46, 57,
50, 46, 51, 49, 49, 49, 53, 50, 46, 51, 49, 49,
0, 171, 171, 171, 73, 83, 49, 0, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0, 0, 0, 56, 0, 0, 0,
......
...@@ -12,7 +12,7 @@ ...@@ -12,7 +12,7 @@
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 3d 0 1 // TextureF texture float4 3d 0 1
// //
// //
// //
...@@ -45,10 +45,10 @@ ret ...@@ -45,10 +45,10 @@ ret
const BYTE g_PS_PassthroughLumAlpha3D[] = const BYTE g_PS_PassthroughLumAlpha3D[] =
{ {
68, 88, 66, 67, 205, 104, 68, 88, 66, 67, 191, 137,
215, 151, 185, 191, 248, 171, 201, 175, 2, 158, 150, 52,
89, 244, 150, 187, 147, 74, 202, 186, 67, 28, 235, 67,
182, 52, 1, 0, 0, 0, 228, 244, 1, 0, 0, 0,
156, 2, 0, 0, 5, 0, 156, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1, 220, 0, 0, 0, 100, 1,
...@@ -59,7 +59,7 @@ const BYTE g_PS_PassthroughLumAlpha3D[] = ...@@ -59,7 +59,7 @@ const BYTE g_PS_PassthroughLumAlpha3D[] =
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 109, 0, 0, 0, 92, 0,
0, 0, 3, 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,
...@@ -72,16 +72,16 @@ const BYTE g_PS_PassthroughLumAlpha3D[] = ...@@ -72,16 +72,16 @@ const BYTE g_PS_PassthroughLumAlpha3D[] =
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 70,
77, 105, 99, 114, 111, 115, 0, 77, 105, 99, 114, 111,
111, 102, 116, 32, 40, 82, 115, 111, 102, 116, 32, 40,
41, 32, 72, 76, 83, 76, 82, 41, 32, 72, 76, 83,
32, 83, 104, 97, 100, 101, 76, 32, 83, 104, 97, 100,
114, 32, 67, 111, 109, 112, 101, 114, 32, 67, 111, 109,
105, 108, 101, 114, 32, 57, 112, 105, 108, 101, 114, 32,
46, 50, 57, 46, 57, 53, 57, 46, 50, 57, 46, 57,
50, 46, 51, 49, 49, 49, 53, 50, 46, 51, 49, 49,
0, 171, 171, 171, 73, 83, 49, 0, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0, 71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0, 3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0, 0, 0, 80, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR2D /T ps_4_0 /Fh compiled/passthroughr2d11ps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// TextureF 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.x, r0.x
mov o0.yzw, l(0,0,0,1.000000)
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_PassthroughR2D[] =
{
68, 88, 66, 67, 229, 44,
114, 48, 94, 74, 24, 204,
199, 5, 89, 57, 168, 70,
229, 231, 1, 0, 0, 0,
140, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
0, 0, 104, 1, 0, 0,
16, 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,
109, 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, 70,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 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, 160, 0,
0, 0, 64, 0, 0, 0,
40, 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, 18, 32, 16, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 226, 32,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
128, 63, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR2DI /T ps_4_0 /Fh compiled/passthroughr2di11ps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureI texture sint4 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 int xyzw
//
ps_4_0
dcl_resource_texture2d (sint,sint,sint,sint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, v1.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.x, r0.x
mov o0.yzw, l(0,0,0,0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughR2DI[] =
{
68, 88, 66, 67, 84, 64,
112, 93, 36, 186, 166, 75,
161, 187, 231, 211, 189, 98,
8, 233, 1, 0, 0, 0,
208, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
84, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 4, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 73, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 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, 2, 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,
12, 1, 0, 0, 64, 0,
0, 0, 67, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 18, 32,
16, 0, 0, 0, 0, 0,
10, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
226, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR2DUI /T ps_4_0 /Fh compiled/passthroughr2dui11ps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureUI texture uint4 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 uint xyzw
//
ps_4_0
dcl_resource_texture2d (uint,uint,uint,uint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, v1.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.x, r0.x
mov o0.yzw, l(0,0,0,0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughR2DUI[] =
{
68, 88, 66, 67, 55, 128,
134, 94, 118, 7, 10, 194,
208, 15, 238, 95, 29, 18,
60, 168, 1, 0, 0, 0,
208, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
84, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 4, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 85, 73, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 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, 1, 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,
12, 1, 0, 0, 64, 0,
0, 0, 67, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 18, 32,
16, 0, 0, 0, 0, 0,
10, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
226, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR3D /T ps_4_0 /Fh compiled/passthroughr3d11ps.h
// Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// TextureF texture float4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// 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_texture3d (float,float,float,float) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v2.xyzx, t0.xyzw, s0
mov o0.x, r0.x
mov o0.yzw, l(0,0,0,1.000000)
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_PassthroughR3D[] =
{
68, 88, 66, 67, 163, 108,
19, 168, 114, 56, 140, 241,
17, 131, 30, 212, 85, 209,
92, 73, 1, 0, 0, 0,
188, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
0, 0, 152, 1, 0, 0,
64, 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,
109, 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,
8, 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, 70,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 7,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 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, 160, 0,
0, 0, 64, 0, 0, 0,
40, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 40,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 2, 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, 18,
16, 0, 2, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 0, 96, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 18, 32, 16, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 226, 32,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
128, 63, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR3DI /T ps_4_0 /Fh compiled/passthroughr3di11ps.h
// Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureI texture sint4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture3d (sint,sint,sint,sint) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, v2.xyzx
ftoi r0.xyz, r0.xyzx
mov r0.w, l(0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.x, r0.x
mov o0.yzw, l(0,0,0,0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughR3DI[] =
{
68, 88, 66, 67, 127, 168,
81, 164, 11, 136, 38, 235,
9, 101, 192, 215, 64, 24,
167, 101, 1, 0, 0, 0,
244, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
120, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 73, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 84,
65, 82, 71, 69, 84, 0,
171, 171, 83, 72, 68, 82,
0, 1, 0, 0, 64, 0,
0, 0, 64, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 18, 32,
16, 0, 0, 0, 0, 0,
10, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
226, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughR3DUI /T ps_4_0 /Fh compiled/passthroughr3dui11ps.h
// Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureUI texture uint4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture3d (uint,uint,uint,uint) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, v2.xyzx
ftoi r0.xyz, r0.xyzx
mov r0.w, l(0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.x, r0.x
mov o0.yzw, l(0,0,0,0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughR3DUI[] =
{
68, 88, 66, 67, 181, 211,
48, 255, 138, 94, 31, 252,
44, 254, 92, 188, 78, 15,
80, 13, 1, 0, 0, 0,
244, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
120, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 8, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 85, 73, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 84,
65, 82, 71, 69, 84, 0,
171, 171, 83, 72, 68, 82,
0, 1, 0, 0, 64, 0,
0, 0, 64, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 18, 32,
16, 0, 0, 0, 0, 0,
10, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
226, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG2D /T ps_4_0 /Fh compiled/passthroughrg2d11ps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// TextureF 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.xy, r0.xyxx
mov o0.zw, l(0,0,0,1.000000)
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_PassthroughRG2D[] =
{
68, 88, 66, 67, 94, 182,
111, 233, 95, 114, 109, 196,
121, 114, 105, 42, 122, 244,
90, 31, 1, 0, 0, 0,
140, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
0, 0, 104, 1, 0, 0,
16, 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,
109, 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, 70,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 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, 160, 0,
0, 0, 64, 0, 0, 0,
40, 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, 50, 32, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 32,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
128, 63, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG2DI /T ps_4_0 /Fh compiled/passthroughrg2di11ps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureI texture sint4 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 int xyzw
//
ps_4_0
dcl_resource_texture2d (sint,sint,sint,sint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, v1.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.xy, r0.xyxx
mov o0.zw, l(0,0,0,0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughRG2DI[] =
{
68, 88, 66, 67, 154, 63,
188, 122, 50, 211, 44, 194,
175, 193, 7, 1, 234, 178,
251, 83, 1, 0, 0, 0,
208, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
84, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 4, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 73, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 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, 2, 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,
12, 1, 0, 0, 64, 0,
0, 0, 67, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 50, 32,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
194, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG2DUI /T ps_4_0 /Fh compiled/passthroughrg2dui11ps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureUI texture uint4 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 uint xyzw
//
ps_4_0
dcl_resource_texture2d (uint,uint,uint,uint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, v1.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.xy, r0.xyxx
mov o0.zw, l(0,0,0,0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughRG2DUI[] =
{
68, 88, 66, 67, 144, 43,
208, 108, 186, 143, 89, 184,
35, 31, 116, 8, 149, 47,
23, 40, 1, 0, 0, 0,
208, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
84, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 4, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 85, 73, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 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, 1, 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,
12, 1, 0, 0, 64, 0,
0, 0, 67, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 50, 32,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
194, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG3D /T ps_4_0 /Fh compiled/passthroughrg3d11ps.h
// Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1
// TextureF texture float4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// 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_texture3d (float,float,float,float) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v2.xyzx, t0.xyzw, s0
mov o0.xy, r0.xyxx
mov o0.zw, l(0,0,0,1.000000)
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_PassthroughRG3D[] =
{
68, 88, 66, 67, 229, 144,
152, 160, 204, 175, 158, 188,
47, 45, 65, 251, 42, 224,
182, 55, 1, 0, 0, 0,
188, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1,
0, 0, 152, 1, 0, 0,
64, 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,
109, 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,
8, 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, 70,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 118, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
2, 0, 0, 0, 7, 7,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 83, 86, 95, 82,
69, 78, 68, 69, 82, 84,
65, 82, 71, 69, 84, 65,
82, 82, 65, 89, 73, 78,
68, 69, 88, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 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, 160, 0,
0, 0, 64, 0, 0, 0,
40, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 40,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 2, 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, 18,
16, 0, 2, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 0, 96, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 50, 32, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 32,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
128, 63, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG3DI /T ps_4_0 /Fh compiled/passthroughrg3di11ps.h
// Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureI texture sint4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture3d (sint,sint,sint,sint) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, v2.xyzx
ftoi r0.xyz, r0.xyzx
mov r0.w, l(0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.xy, r0.xyxx
mov o0.zw, l(0,0,0,0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughRG3DI[] =
{
68, 88, 66, 67, 185, 213,
244, 108, 113, 189, 253, 145,
131, 2, 68, 116, 163, 196,
223, 94, 1, 0, 0, 0,
244, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
120, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 73, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 84,
65, 82, 71, 69, 84, 0,
171, 171, 83, 72, 68, 82,
0, 1, 0, 0, 64, 0,
0, 0, 64, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 50, 32,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
194, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRG3DUI /T ps_4_0 /Fh compiled/passthroughrg3dui11ps.h
// Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureUI texture uint4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture3d (uint,uint,uint,uint) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, v2.xyzx
ftoi r0.xyz, r0.xyzx
mov r0.w, l(0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.xy, r0.xyxx
mov o0.zw, l(0,0,0,0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughRG3DUI[] =
{
68, 88, 66, 67, 96, 192,
36, 178, 243, 86, 188, 32,
61, 242, 109, 248, 60, 242,
238, 185, 1, 0, 0, 0,
244, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
120, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 8, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 85, 73, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 84,
65, 82, 71, 69, 84, 0,
171, 171, 83, 72, 68, 82,
0, 1, 0, 0, 64, 0,
0, 0, 64, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 50, 32,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 8,
194, 32, 16, 0, 0, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
...@@ -12,7 +12,7 @@ ...@@ -12,7 +12,7 @@
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1 // TextureF texture float4 2d 0 1
// //
// //
// //
...@@ -45,10 +45,10 @@ ret ...@@ -45,10 +45,10 @@ ret
const BYTE g_PS_PassthroughRGB2D[] = const BYTE g_PS_PassthroughRGB2D[] =
{ {
68, 88, 66, 67, 253, 45, 68, 88, 66, 67, 34, 187,
13, 34, 125, 194, 95, 149, 4, 242, 151, 154, 122, 185,
1, 95, 194, 252, 118, 228, 71, 1, 104, 241, 157, 75,
178, 200, 1, 0, 0, 0, 47, 112, 1, 0, 0, 0,
128, 2, 0, 0, 5, 0, 128, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1, 220, 0, 0, 0, 52, 1,
...@@ -59,7 +59,7 @@ const BYTE g_PS_PassthroughRGB2D[] = ...@@ -59,7 +59,7 @@ const BYTE g_PS_PassthroughRGB2D[] =
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 109, 0, 0, 0, 92, 0,
0, 0, 3, 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,
...@@ -72,16 +72,16 @@ const BYTE g_PS_PassthroughRGB2D[] = ...@@ -72,16 +72,16 @@ const BYTE g_PS_PassthroughRGB2D[] =
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 70,
77, 105, 99, 114, 111, 115, 0, 77, 105, 99, 114, 111,
111, 102, 116, 32, 40, 82, 115, 111, 102, 116, 32, 40,
41, 32, 72, 76, 83, 76, 82, 41, 32, 72, 76, 83,
32, 83, 104, 97, 100, 101, 76, 32, 83, 104, 97, 100,
114, 32, 67, 111, 109, 112, 101, 114, 32, 67, 111, 109,
105, 108, 101, 114, 32, 57, 112, 105, 108, 101, 114, 32,
46, 50, 57, 46, 57, 53, 57, 46, 50, 57, 46, 57,
50, 46, 51, 49, 49, 49, 53, 50, 46, 51, 49, 49,
0, 171, 171, 171, 73, 83, 49, 0, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0, 0, 0, 56, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB2DI /T ps_4_0 /Fh compiled/passthroughrgb2di11ps.h
// Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureI texture sint4 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 int xyzw
//
ps_4_0
dcl_resource_texture2d (sint,sint,sint,sint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, v1.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughRGB2DI[] =
{
68, 88, 66, 67, 103, 48,
174, 226, 36, 218, 154, 243,
36, 109, 177, 52, 89, 59,
167, 243, 1, 0, 0, 0,
196, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
72, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 4, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 73, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 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, 2, 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,
0, 1, 0, 0, 64, 0,
0, 0, 64, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB2DUI /T ps_4_0 /Fh
// compiled/passthroughrgb2dui11ps.h Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureUI texture uint4 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 uint xyzw
//
ps_4_0
dcl_resource_texture2d (uint,uint,uint,uint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, v1.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughRGB2DUI[] =
{
68, 88, 66, 67, 106, 224,
213, 49, 148, 23, 134, 204,
255, 208, 89, 239, 72, 191,
144, 2, 1, 0, 0, 0,
196, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
72, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 4, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 85, 73, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 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, 1, 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,
0, 1, 0, 0, 64, 0,
0, 0, 64, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
...@@ -12,7 +12,7 @@ ...@@ -12,7 +12,7 @@
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 3d 0 1 // TextureF texture float4 3d 0 1
// //
// //
// //
...@@ -46,10 +46,10 @@ ret ...@@ -46,10 +46,10 @@ ret
const BYTE g_PS_PassthroughRGB3D[] = const BYTE g_PS_PassthroughRGB3D[] =
{ {
68, 88, 66, 67, 177, 36, 68, 88, 66, 67, 64, 144,
214, 134, 144, 120, 195, 135, 204, 156, 117, 84, 185, 228,
136, 132, 155, 35, 79, 192, 65, 179, 80, 244, 146, 54,
9, 226, 1, 0, 0, 0, 206, 119, 1, 0, 0, 0,
176, 2, 0, 0, 5, 0, 176, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1, 220, 0, 0, 0, 100, 1,
...@@ -60,7 +60,7 @@ const BYTE g_PS_PassthroughRGB3D[] = ...@@ -60,7 +60,7 @@ const BYTE g_PS_PassthroughRGB3D[] =
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 109, 0, 0, 0, 92, 0,
0, 0, 3, 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,
...@@ -73,16 +73,16 @@ const BYTE g_PS_PassthroughRGB3D[] = ...@@ -73,16 +73,16 @@ const BYTE g_PS_PassthroughRGB3D[] =
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 70,
77, 105, 99, 114, 111, 115, 0, 77, 105, 99, 114, 111,
111, 102, 116, 32, 40, 82, 115, 111, 102, 116, 32, 40,
41, 32, 72, 76, 83, 76, 82, 41, 32, 72, 76, 83,
32, 83, 104, 97, 100, 101, 76, 32, 83, 104, 97, 100,
114, 32, 67, 111, 109, 112, 101, 114, 32, 67, 111, 109,
105, 108, 101, 114, 32, 57, 112, 105, 108, 101, 114, 32,
46, 50, 57, 46, 57, 53, 57, 46, 50, 57, 46, 57,
50, 46, 51, 49, 49, 49, 53, 50, 46, 51, 49, 49,
0, 171, 171, 171, 73, 83, 49, 0, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0, 71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0, 3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0, 0, 0, 80, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB3DI /T ps_4_0 /Fh compiled/passthroughrgb3di11ps.h
// Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureI texture sint4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture3d (sint,sint,sint,sint) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, v2.xyzx
ftoi r0.xyz, r0.xyzx
mov r0.w, l(0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughRGB3DI[] =
{
68, 88, 66, 67, 154, 56,
82, 215, 167, 57, 211, 57,
235, 39, 42, 82, 164, 188,
103, 126, 1, 0, 0, 0,
232, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
108, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 73, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 84,
65, 82, 71, 69, 84, 0,
171, 171, 83, 72, 68, 82,
244, 0, 0, 0, 64, 0,
0, 0, 61, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGB3DUI /T ps_4_0 /Fh
// compiled/passthroughrgb3dui11ps.h Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureUI texture uint4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture3d (uint,uint,uint,uint) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, v2.xyzx
ftoi r0.xyz, r0.xyzx
mov r0.w, l(0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_PassthroughRGB3DUI[] =
{
68, 88, 66, 67, 206, 73,
153, 209, 111, 4, 107, 131,
207, 172, 41, 87, 186, 3,
238, 41, 1, 0, 0, 0,
232, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
108, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 8, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 85, 73, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 84,
65, 82, 71, 69, 84, 0,
171, 171, 83, 72, 68, 82,
244, 0, 0, 0, 64, 0,
0, 0, 61, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 9, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 1, 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, 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
};
...@@ -12,7 +12,7 @@ ...@@ -12,7 +12,7 @@
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 2d 0 1 // TextureF texture float4 2d 0 1
// //
// //
// //
...@@ -42,10 +42,10 @@ ret ...@@ -42,10 +42,10 @@ ret
const BYTE g_PS_PassthroughRGBA2D[] = const BYTE g_PS_PassthroughRGBA2D[] =
{ {
68, 88, 66, 67, 152, 86, 68, 88, 66, 67, 196, 204,
225, 107, 155, 83, 216, 13, 182, 232, 224, 145, 160, 90,
154, 212, 144, 5, 82, 74, 25, 69, 98, 65, 124, 163,
90, 98, 1, 0, 0, 0, 244, 12, 1, 0, 0, 0,
80, 2, 0, 0, 5, 0, 80, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1, 220, 0, 0, 0, 52, 1,
...@@ -56,7 +56,7 @@ const BYTE g_PS_PassthroughRGBA2D[] = ...@@ -56,7 +56,7 @@ const BYTE g_PS_PassthroughRGBA2D[] =
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 109, 0, 0, 0, 92, 0,
0, 0, 3, 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,
...@@ -69,16 +69,16 @@ const BYTE g_PS_PassthroughRGBA2D[] = ...@@ -69,16 +69,16 @@ const BYTE g_PS_PassthroughRGBA2D[] =
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 70,
77, 105, 99, 114, 111, 115, 0, 77, 105, 99, 114, 111,
111, 102, 116, 32, 40, 82, 115, 111, 102, 116, 32, 40,
41, 32, 72, 76, 83, 76, 82, 41, 32, 72, 76, 83,
32, 83, 104, 97, 100, 101, 76, 32, 83, 104, 97, 100,
114, 32, 67, 111, 109, 112, 101, 114, 32, 67, 111, 109,
105, 108, 101, 114, 32, 57, 112, 105, 108, 101, 114, 32,
46, 50, 57, 46, 57, 53, 57, 46, 50, 57, 46, 57,
50, 46, 51, 49, 49, 49, 53, 50, 46, 51, 49, 49,
0, 171, 171, 171, 73, 83, 49, 0, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0, 71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0, 2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0, 0, 0, 56, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA2DI /T ps_4_0 /Fh
// compiled/passthroughrgba2di11ps.h Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureI texture sint4 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 int xyzw
//
ps_4_0
dcl_resource_texture2d (sint,sint,sint,sint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, v1.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld o0.xyzw, r0.xyzw, t0.xyzw
ret
// Approximately 7 instruction slots used
#endif
const BYTE g_PS_PassthroughRGBA2DI[] =
{
68, 88, 66, 67, 95, 246,
206, 5, 65, 242, 73, 197,
5, 64, 172, 186, 253, 27,
87, 195, 1, 0, 0, 0,
156, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
32, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 4, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 73, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 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, 2, 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,
216, 0, 0, 0, 64, 0,
0, 0, 54, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 32, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
7, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 1, 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,
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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA2DUI /T ps_4_0 /Fh
// compiled/passthroughrgba2dui11ps.h Passthrough2D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureUI texture uint4 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 uint xyzw
//
ps_4_0
dcl_resource_texture2d (uint,uint,uint,uint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, v1.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld o0.xyzw, r0.xyzw, t0.xyzw
ret
// Approximately 7 instruction slots used
#endif
const BYTE g_PS_PassthroughRGBA2DUI[] =
{
68, 88, 66, 67, 159, 192,
164, 129, 44, 28, 150, 201,
25, 200, 72, 168, 76, 37,
93, 246, 1, 0, 0, 0,
156, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 12, 1,
0, 0, 64, 1, 0, 0,
32, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 4, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 85, 73, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 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, 1, 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,
216, 0, 0, 0, 64, 0,
0, 0, 54, 0, 0, 0,
88, 24, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 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,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 50, 0,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 8, 194, 0,
16, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 32, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
7, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 1, 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,
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
};
...@@ -12,7 +12,7 @@ ...@@ -12,7 +12,7 @@
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// Texture texture float4 3d 0 1 // TextureF texture float4 3d 0 1
// //
// //
// //
...@@ -43,10 +43,10 @@ ret ...@@ -43,10 +43,10 @@ ret
const BYTE g_PS_PassthroughRGBA3D[] = const BYTE g_PS_PassthroughRGBA3D[] =
{ {
68, 88, 66, 67, 109, 92, 68, 88, 66, 67, 249, 218,
188, 76, 114, 131, 92, 173, 187, 23, 150, 61, 9, 105,
154, 251, 176, 85, 65, 197, 122, 199, 110, 26, 29, 97,
36, 98, 1, 0, 0, 0, 207, 112, 1, 0, 0, 0,
128, 2, 0, 0, 5, 0, 128, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 100, 1, 220, 0, 0, 0, 100, 1,
...@@ -57,7 +57,7 @@ const BYTE g_PS_PassthroughRGBA3D[] = ...@@ -57,7 +57,7 @@ const BYTE g_PS_PassthroughRGBA3D[] =
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0, 255, 255, 0, 1, 0, 0,
108, 0, 0, 0, 92, 0, 109, 0, 0, 0, 92, 0,
0, 0, 3, 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,
...@@ -70,16 +70,16 @@ const BYTE g_PS_PassthroughRGBA3D[] = ...@@ -70,16 +70,16 @@ const BYTE g_PS_PassthroughRGBA3D[] =
1, 0, 0, 0, 13, 0, 1, 0, 0, 0, 13, 0,
0, 0, 83, 97, 109, 112, 0, 0, 83, 97, 109, 112,
108, 101, 114, 0, 84, 101, 108, 101, 114, 0, 84, 101,
120, 116, 117, 114, 101, 0, 120, 116, 117, 114, 101, 70,
77, 105, 99, 114, 111, 115, 0, 77, 105, 99, 114, 111,
111, 102, 116, 32, 40, 82, 115, 111, 102, 116, 32, 40,
41, 32, 72, 76, 83, 76, 82, 41, 32, 72, 76, 83,
32, 83, 104, 97, 100, 101, 76, 32, 83, 104, 97, 100,
114, 32, 67, 111, 109, 112, 101, 114, 32, 67, 111, 109,
105, 108, 101, 114, 32, 57, 112, 105, 108, 101, 114, 32,
46, 50, 57, 46, 57, 53, 57, 46, 50, 57, 46, 57,
50, 46, 51, 49, 49, 49, 53, 50, 46, 51, 49, 49,
0, 171, 171, 171, 73, 83, 49, 0, 171, 171, 73, 83,
71, 78, 128, 0, 0, 0, 71, 78, 128, 0, 0, 0,
3, 0, 0, 0, 8, 0, 3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0, 0, 0, 80, 0, 0, 0,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA3DI /T ps_4_0 /Fh
// compiled/passthroughrgba3di11ps.h Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureI texture sint4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
//
ps_4_0
dcl_resource_texture3d (sint,sint,sint,sint) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, v2.xyzx
ftoi r0.xyz, r0.xyzx
mov r0.w, l(0)
ld o0.xyzw, r0.xyzw, t0.xyzw
ret
// Approximately 7 instruction slots used
#endif
const BYTE g_PS_PassthroughRGBA3DI[] =
{
68, 88, 66, 67, 114, 209,
219, 121, 211, 105, 24, 83,
99, 59, 231, 76, 145, 78,
142, 39, 1, 0, 0, 0,
192, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
68, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
69, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 73, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 84,
65, 82, 71, 69, 84, 0,
171, 171, 83, 72, 68, 82,
204, 0, 0, 0, 64, 0,
0, 0, 51, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
51, 51, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 32, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
7, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 1, 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,
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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_PassthroughRGBA3DUI /T ps_4_0 /Fh
// compiled/passthroughrgba3dui11ps.h Passthrough3D11.hlsl
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TextureUI texture uint4 3d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint
// TEXCOORD 0 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
//
ps_4_0
dcl_resource_texture3d (uint,uint,uint,uint) t0
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
resinfo_uint r0.xyzw, l(0), t0.xyzw
utof r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, v2.xyzx
ftoi r0.xyz, r0.xyzx
mov r0.w, l(0)
ld o0.xyzw, r0.xyzw, t0.xyzw
ret
// Approximately 7 instruction slots used
#endif
const BYTE g_PS_PassthroughRGBA3DUI[] =
{
68, 88, 66, 67, 117, 34,
123, 144, 139, 50, 107, 8,
199, 58, 188, 37, 26, 62,
108, 21, 1, 0, 0, 0,
192, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
180, 0, 0, 0, 60, 1,
0, 0, 112, 1, 0, 0,
68, 2, 0, 0, 82, 68,
69, 70, 120, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
70, 0, 0, 0, 60, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 8, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
84, 101, 120, 116, 117, 114,
101, 85, 73, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
73, 83, 71, 78, 128, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 118, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 7, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 83, 86,
95, 82, 69, 78, 68, 69,
82, 84, 65, 82, 71, 69,
84, 65, 82, 82, 65, 89,
73, 78, 68, 69, 88, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 79, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 84,
65, 82, 71, 69, 84, 0,
171, 171, 83, 72, 68, 82,
204, 0, 0, 0, 64, 0,
0, 0, 51, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
68, 68, 0, 0, 98, 16,
0, 3, 114, 16, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 16, 0, 7, 242, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 70, 126, 16, 0,
0, 0, 0, 0, 86, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
56, 0, 0, 7, 114, 0,
16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 0, 0,
0, 0, 70, 18, 16, 0,
2, 0, 0, 0, 27, 0,
0, 5, 114, 0, 16, 0,
0, 0, 0, 0, 70, 2,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 32, 16, 0, 0, 0,
0, 0, 70, 14, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
7, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 1, 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,
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
};
...@@ -15,14 +15,34 @@ fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps ...@@ -15,14 +15,34 @@ fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps
fxc /E VS_Passthrough2D /T vs_4_0 /Fh compiled/passthrough2d11vs.h Passthrough2D11.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_PassthroughRGBA2D /T ps_4_0 /Fh compiled/passthroughrgba2d11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughRGBA2DUI /T ps_4_0 /Fh compiled/passthroughrgba2dui11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughRGBA2DI /T ps_4_0 /Fh compiled/passthroughrgba2di11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughRGB2D /T ps_4_0 /Fh compiled/passthroughrgb2d11ps.h Passthrough2D11.hlsl fxc /E PS_PassthroughRGB2D /T ps_4_0 /Fh compiled/passthroughrgb2d11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughRGB2DUI /T ps_4_0 /Fh compiled/passthroughrgb2dui11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughRGB2DI /T ps_4_0 /Fh compiled/passthroughrgb2di11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughRG2D /T ps_4_0 /Fh compiled/passthroughrg2d11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughRG2DUI /T ps_4_0 /Fh compiled/passthroughrg2dui11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughRG2DI /T ps_4_0 /Fh compiled/passthroughrg2di11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughR2D /T ps_4_0 /Fh compiled/passthroughr2d11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughR2DUI /T ps_4_0 /Fh compiled/passthroughr2dui11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughR2DI /T ps_4_0 /Fh compiled/passthroughr2di11ps.h Passthrough2D11.hlsl
fxc /E PS_PassthroughLum2D /T ps_4_0 /Fh compiled/passthroughlum2d11ps.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 PS_PassthroughLumAlpha2D /T ps_4_0 /Fh compiled/passthroughlumalpha2d11ps.h Passthrough2D11.hlsl
fxc /E VS_Passthrough3D /T vs_4_0 /Fh compiled/passthrough3d11vs.h Passthrough3D11.hlsl fxc /E VS_Passthrough3D /T vs_4_0 /Fh compiled/passthrough3d11vs.h Passthrough3D11.hlsl
fxc /E GS_Passthrough3D /T gs_4_0 /Fh compiled/passthrough3d11gs.h Passthrough3D11.hlsl fxc /E GS_Passthrough3D /T gs_4_0 /Fh compiled/passthrough3d11gs.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRGBA3D /T ps_4_0 /Fh compiled/passthroughrgba3d11ps.h Passthrough3D11.hlsl fxc /E PS_PassthroughRGBA3D /T ps_4_0 /Fh compiled/passthroughrgba3d11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRGBA3DUI /T ps_4_0 /Fh compiled/passthroughrgba3dui11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRGBA3DI /T ps_4_0 /Fh compiled/passthroughrgba3di11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRGB3D /T ps_4_0 /Fh compiled/passthroughrgb3d11ps.h Passthrough3D11.hlsl fxc /E PS_PassthroughRGB3D /T ps_4_0 /Fh compiled/passthroughrgb3d11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRGB3DUI /T ps_4_0 /Fh compiled/passthroughrgb3dui11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRGB3DI /T ps_4_0 /Fh compiled/passthroughrgb3di11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRG3D /T ps_4_0 /Fh compiled/passthroughrg3d11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRG3DUI /T ps_4_0 /Fh compiled/passthroughrg3dui11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughRG3DI /T ps_4_0 /Fh compiled/passthroughrg3di11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughR3D /T ps_4_0 /Fh compiled/passthroughr3d11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughR3DUI /T ps_4_0 /Fh compiled/passthroughr3dui11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughR3DI /T ps_4_0 /Fh compiled/passthroughr3di11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughLum3D /T ps_4_0 /Fh compiled/passthroughlum3d11ps.h Passthrough3D11.hlsl fxc /E PS_PassthroughLum3D /T ps_4_0 /Fh compiled/passthroughlum3d11ps.h Passthrough3D11.hlsl
fxc /E PS_PassthroughLumAlpha3D /T ps_4_0 /Fh compiled/passthroughlumalpha3d11ps.h Passthrough3D11.hlsl fxc /E PS_PassthroughLumAlpha3D /T ps_4_0 /Fh compiled/passthroughlumalpha3d11ps.h Passthrough3D11.hlsl
......
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