Commit ba615196 by Jamie Madill

Normalize line endings of tracked files in the repository.

TRAC #23896 Signed-off-by: Shannon Woods
parent 5d2e9594
# This is the official list of people who can contribute # This is the official list of people who can contribute
# (and who have contributed) code to the ANGLE project # (and who have contributed) code to the ANGLE project
# repository. # repository.
# The AUTHORS file lists the copyright holders; this file # The AUTHORS file lists the copyright holders; this file
# lists people. For example, Google employees are listed here # lists people. For example, Google employees are listed here
# but not in AUTHORS, because Google holds the copyright. # but not in AUTHORS, because Google holds the copyright.
# #
TransGaming Inc. TransGaming Inc.
Nicolas Capens Nicolas Capens
Daniel Koch Daniel Koch
Geoff Lang Geoff Lang
Andrew Lewycky Andrew Lewycky
Jamie Madill Jamie Madill
Gavriel State Gavriel State
Shannon Woods Shannon Woods
Google Inc. Google Inc.
Brent Austin Brent Austin
Michael Bai Michael Bai
John Bauman John Bauman
Peter Beverloo Peter Beverloo
Steve Block Steve Block
Rachel Blum Rachel Blum
Eric Boren Eric Boren
Henry Bridge Henry Bridge
Nat Duca Nat Duca
Peter Kasting Peter Kasting
Vangelis Kokkevis Vangelis Kokkevis
Zhenyao Mo Zhenyao Mo
Daniel Nicoara Daniel Nicoara
Alastair Patrick Alastair Patrick
Alok Priyadarshi Alok Priyadarshi
Kenneth Russell Kenneth Russell
Brian Salomon Brian Salomon
Gregg Tavares Gregg Tavares
Jeff Timanus Jeff Timanus
Ben Vanik Ben Vanik
Adrienne Walker Adrienne Walker
thestig@chromium.org thestig@chromium.org
Justin Schuh Justin Schuh
Adobe Systems Inc. Adobe Systems Inc.
Alexandru Chiculita Alexandru Chiculita
Steve Minns Steve Minns
Max Vujovic Max Vujovic
Autodesk, Inc. Autodesk, Inc.
Ranger Harke Ranger Harke
Cloud Party, Inc. Cloud Party, Inc.
Conor Dickinson Conor Dickinson
Intel Corporation Intel Corporation
Jin Yang Jin Yang
Andy Chen Andy Chen
Josh Triplett Josh Triplett
Klarälvdalens Datakonsult AB Klarälvdalens Datakonsult AB
Milian Wolff Milian Wolff
Mozilla Corp. Mozilla Corp.
Ehsan Akhgari Ehsan Akhgari
Jeff Gilbert Jeff Gilbert
Mike Hommey Mike Hommey
Benoit Jacob Benoit Jacob
Makoto Kato Makoto Kato
Vladimir Vukicevic Vladimir Vukicevic
Turbulenz Turbulenz
Michael Braithwaite Michael Braithwaite
Ulrik Persson (ddefrostt) Ulrik Persson (ddefrostt)
Mark Banner (standard8mbp) Mark Banner (standard8mbp)
David Kilzer David Kilzer
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CODE_REVIEW_SERVER: codereview.appspot.com CODE_REVIEW_SERVER: codereview.appspot.com
CC_LIST: angleproject-review@googlegroups.com CC_LIST: angleproject-review@googlegroups.com
VIEW_VC: http://code.google.com/p/angleproject/source/detail?r= VIEW_VC: http://code.google.com/p/angleproject/source/detail?r=
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#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz // POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE float xyzw // COLOR 0 xyzw 1 NONE float xyzw
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw // SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw // COLOR 0 xyzw 1 NONE float xyzw
// //
vs_4_0 vs_4_0
dcl_input v0.xyz dcl_input v0.xyz
dcl_input v1.xyzw dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw dcl_output o1.xyzw
mov o0.xyz, v0.xyzx mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000) mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw mov o1.xyzw, v1.xyzw
ret ret
// Approximately 4 instruction slots used // Approximately 4 instruction slots used
#endif #endif
const BYTE g_VS_ClearFloat[] = const BYTE g_VS_ClearFloat[] =
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz // POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE int xyzw // COLOR 0 xyzw 1 NONE int xyzw
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw // SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE int xyzw // COLOR 0 xyzw 1 NONE int xyzw
// //
vs_4_0 vs_4_0
dcl_input v0.xyz dcl_input v0.xyz
dcl_input v1.xyzw dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw dcl_output o1.xyzw
mov o0.xyz, v0.xyzx mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000) mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw mov o1.xyzw, v1.xyzw
ret ret
// Approximately 4 instruction slots used // Approximately 4 instruction slots used
#endif #endif
const BYTE g_VS_ClearSint[] = const BYTE g_VS_ClearSint[] =
{ {
68, 88, 66, 67, 254, 10, 68, 88, 66, 67, 254, 10,
228, 23, 109, 37, 56, 192, 228, 23, 109, 37, 56, 192,
81, 175, 113, 148, 13, 249, 81, 175, 113, 148, 13, 249,
236, 118, 1, 0, 0, 0, 236, 118, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0, 48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0, 140, 0, 0, 0, 220, 0,
0, 0, 48, 1, 0, 0, 0, 0, 48, 1, 0, 0,
180, 1, 0, 0, 82, 68, 180, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0, 69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0, 254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105, 28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102, 99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32, 116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83, 72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32, 104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108, 67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 51, 101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48, 48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52, 46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78, 0, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0, 72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 7, 7, 0, 0, 0, 0, 7, 7, 0, 0,
65, 0, 0, 0, 0, 0, 65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 1, 0, 2, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0, 0, 0, 15, 15, 0, 0,
80, 79, 83, 73, 84, 73, 80, 79, 83, 73, 84, 73,
79, 78, 0, 67, 79, 76, 79, 78, 0, 67, 79, 76,
79, 82, 0, 171, 79, 83, 79, 82, 0, 171, 79, 83,
71, 78, 76, 0, 0, 0, 71, 78, 76, 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,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0, 0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 15, 0, 1, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80, 0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79, 79, 83, 73, 84, 73, 79,
78, 0, 67, 79, 76, 79, 78, 0, 67, 79, 76, 79,
82, 0, 171, 171, 83, 72, 82, 0, 171, 171, 83, 72,
68, 82, 124, 0, 0, 0, 68, 82, 124, 0, 0, 0,
64, 0, 1, 0, 31, 0, 64, 0, 1, 0, 31, 0,
0, 0, 95, 0, 0, 3, 0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0, 114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3, 0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0, 242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4, 0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32, 101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 114, 32, 54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
70, 18, 16, 0, 0, 0, 70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5, 0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0, 130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0, 0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0, 0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0, 0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30, 1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84, 62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0, 65, 84, 116, 0, 0, 0,
4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz // POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE uint xyzw // COLOR 0 xyzw 1 NONE uint xyzw
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw // SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE uint xyzw // COLOR 0 xyzw 1 NONE uint xyzw
// //
vs_4_0 vs_4_0
dcl_input v0.xyz dcl_input v0.xyz
dcl_input v1.xyzw dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw dcl_output o1.xyzw
mov o0.xyz, v0.xyzx mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000) mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw mov o1.xyzw, v1.xyzw
ret ret
// Approximately 4 instruction slots used // Approximately 4 instruction slots used
#endif #endif
const BYTE g_VS_ClearUint[] = const BYTE g_VS_ClearUint[] =
{ {
68, 88, 66, 67, 143, 217, 68, 88, 66, 67, 143, 217,
8, 75, 126, 180, 129, 114, 8, 75, 126, 180, 129, 114,
145, 192, 142, 211, 178, 208, 145, 192, 142, 211, 178, 208,
255, 251, 1, 0, 0, 0, 255, 251, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0, 48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0, 140, 0, 0, 0, 220, 0,
0, 0, 48, 1, 0, 0, 0, 0, 48, 1, 0, 0,
180, 1, 0, 0, 82, 68, 180, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0, 69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0, 254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105, 28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102, 99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32, 116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83, 72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32, 104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108, 67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 51, 101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48, 48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52, 46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78, 0, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0, 72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 7, 7, 0, 0, 0, 0, 7, 7, 0, 0,
65, 0, 0, 0, 0, 0, 65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0, 0, 0, 15, 15, 0, 0,
80, 79, 83, 73, 84, 73, 80, 79, 83, 73, 84, 73,
79, 78, 0, 67, 79, 76, 79, 78, 0, 67, 79, 76,
79, 82, 0, 171, 79, 83, 79, 82, 0, 171, 79, 83,
71, 78, 76, 0, 0, 0, 71, 78, 76, 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,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0, 0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
1, 0, 0, 0, 15, 0, 1, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80, 0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79, 79, 83, 73, 84, 73, 79,
78, 0, 67, 79, 76, 79, 78, 0, 67, 79, 76, 79,
82, 0, 171, 171, 83, 72, 82, 0, 171, 171, 83, 72,
68, 82, 124, 0, 0, 0, 68, 82, 124, 0, 0, 0,
64, 0, 1, 0, 31, 0, 64, 0, 1, 0, 31, 0,
0, 0, 95, 0, 0, 3, 0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0, 114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3, 0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0, 242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4, 0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32, 101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 114, 32, 54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
70, 18, 16, 0, 0, 0, 70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5, 0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0, 130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0, 0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0, 0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0, 0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30, 1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84, 62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0, 65, 84, 116, 0, 0, 0,
4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
/// ///
// Parameters: // Parameters:
// //
// float4 mode; // float4 mode;
// sampler2D tex; // sampler2D tex;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------ ----- ---- // ------------ ----- ----
// mode c0 1 // mode c0 1
// tex s0 1 // tex s0 1
// //
ps_2_0 ps_2_0
dcl t0.xy dcl t0.xy
dcl_2d s0 dcl_2d s0
texld r0, t0, s0 texld r0, t0, s0
mul r1.xyz, r0, c0.x mul r1.xyz, r0, c0.x
mad r1.w, r0.w, c0.z, c0.w mad r1.w, r0.w, c0.z, c0.w
mov oC0, r1 mov oC0, r1
// approximately 4 instruction slots used (1 texture, 3 arithmetic) // approximately 4 instruction slots used (1 texture, 3 arithmetic)
#endif #endif
const BYTE g_ps20_componentmaskps[] = const BYTE g_ps20_componentmaskps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
44, 0, 67, 84, 65, 66, 44, 0, 67, 84, 65, 66,
28, 0, 0, 0, 119, 0, 28, 0, 0, 0, 119, 0,
0, 0, 0, 2, 255, 255, 0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0, 2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
112, 0, 0, 0, 68, 0, 112, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 76, 0, 1, 0, 0, 0, 76, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
92, 0, 0, 0, 3, 0, 92, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
96, 0, 0, 0, 0, 0, 96, 0, 0, 0, 0, 0,
0, 0, 109, 111, 100, 101, 0, 0, 109, 111, 100, 101,
0, 171, 171, 171, 1, 0, 0, 171, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 116, 101, 120, 0, 0, 0, 116, 101, 120, 0,
4, 0, 12, 0, 1, 0, 4, 0, 12, 0, 1, 0,
1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 112, 115, 0, 0, 0, 0, 112, 115,
95, 50, 95, 48, 0, 77, 95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111, 105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41, 102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32, 32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114, 83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105, 32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46, 108, 101, 114, 32, 57, 46,
51, 48, 46, 57, 50, 48, 51, 48, 46, 57, 50, 48,
48, 46, 49, 54, 51, 56, 48, 46, 49, 54, 51, 56,
52, 0, 171, 171, 31, 0, 52, 0, 171, 171, 31, 0,
0, 2, 0, 0, 0, 128, 0, 2, 0, 0, 0, 128,
0, 0, 3, 176, 31, 0, 0, 0, 3, 176, 31, 0,
0, 2, 0, 0, 0, 144, 0, 2, 0, 0, 0, 144,
0, 8, 15, 160, 66, 0, 0, 8, 15, 160, 66, 0,
0, 3, 0, 0, 15, 128, 0, 3, 0, 0, 15, 128,
0, 0, 228, 176, 0, 8, 0, 0, 228, 176, 0, 8,
228, 160, 5, 0, 0, 3, 228, 160, 5, 0, 0, 3,
1, 0, 7, 128, 0, 0, 1, 0, 7, 128, 0, 0,
228, 128, 0, 0, 0, 160, 228, 128, 0, 0, 0, 160,
4, 0, 0, 4, 1, 0, 4, 0, 0, 4, 1, 0,
8, 128, 0, 0, 255, 128, 8, 128, 0, 0, 255, 128,
0, 0, 170, 160, 0, 0, 0, 0, 170, 160, 0, 0,
255, 160, 1, 0, 0, 2, 255, 160, 1, 0, 0, 2,
0, 8, 15, 128, 1, 0, 0, 8, 15, 128, 1, 0,
228, 128, 255, 255, 0, 0 228, 128, 255, 255, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
/// ///
// Parameters: // Parameters:
// //
// float4 halfPixelSize; // float4 halfPixelSize;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------- ----- ---- // ------------- ----- ----
// halfPixelSize c0 1 // halfPixelSize c0 1
// //
vs_2_0 vs_2_0
def c1, 0.5, 1, 0, 0 def c1, 0.5, 1, 0, 0
dcl_position v0 dcl_position v0
add oPos, v0, c0 add oPos, v0, c0
mad oT0, v0, c1.xxyy, c1.xxzz mad oT0, v0, c1.xxyy, c1.xxzz
// approximately 2 instruction slots used // approximately 2 instruction slots used
#endif #endif
const BYTE g_vs20_flipyvs[] = const BYTE g_vs20_flipyvs[] =
{ {
0, 2, 254, 255, 254, 255, 0, 2, 254, 255, 254, 255,
36, 0, 67, 84, 65, 66, 36, 0, 67, 84, 65, 66,
28, 0, 0, 0, 87, 0, 28, 0, 0, 0, 87, 0,
0, 0, 0, 2, 254, 255, 0, 0, 0, 2, 254, 255,
1, 0, 0, 0, 28, 0, 1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
80, 0, 0, 0, 48, 0, 80, 0, 0, 0, 48, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 64, 0, 1, 0, 0, 0, 64, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
104, 97, 108, 102, 80, 105, 104, 97, 108, 102, 80, 105,
120, 101, 108, 83, 105, 122, 120, 101, 108, 83, 105, 122,
101, 0, 171, 171, 1, 0, 101, 0, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 118, 115, 95, 50, 0, 0, 118, 115, 95, 50,
95, 48, 0, 77, 105, 99, 95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116, 114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72, 32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104, 76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67, 97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101, 111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 51, 48, 114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46, 46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0, 49, 54, 51, 56, 52, 0,
171, 171, 81, 0, 0, 5, 171, 171, 81, 0, 0, 5,
1, 0, 15, 160, 0, 0, 1, 0, 15, 160, 0, 0,
0, 63, 0, 0, 128, 63, 0, 63, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 31, 0, 0, 2, 0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0, 0, 0, 0, 128, 0, 0,
15, 144, 2, 0, 0, 3, 15, 144, 2, 0, 0, 3,
0, 0, 15, 192, 0, 0, 0, 0, 15, 192, 0, 0,
228, 144, 0, 0, 228, 160, 228, 144, 0, 0, 228, 160,
4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0,
15, 224, 0, 0, 228, 144, 15, 224, 0, 0, 228, 144,
1, 0, 80, 160, 1, 0, 1, 0, 80, 160, 1, 0,
160, 160, 255, 255, 0, 0 160, 160, 255, 255, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
/// ///
// Parameters: // Parameters:
// //
// float4 mode; // float4 mode;
// sampler2D tex; // sampler2D tex;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------ ----- ---- // ------------ ----- ----
// mode c0 1 // mode c0 1
// tex s0 1 // tex s0 1
// //
ps_2_0 ps_2_0
dcl t0.xy dcl t0.xy
dcl_2d s0 dcl_2d s0
texld r0, t0, s0 texld r0, t0, s0
mad r1.w, r0.w, c0.x, c0.y mad r1.w, r0.w, c0.x, c0.y
mov r1.xyz, r0.x mov r1.xyz, r0.x
mov oC0, r1 mov oC0, r1
// approximately 4 instruction slots used (1 texture, 3 arithmetic) // approximately 4 instruction slots used (1 texture, 3 arithmetic)
#endif #endif
const BYTE g_ps20_luminanceps[] = const BYTE g_ps20_luminanceps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
44, 0, 67, 84, 65, 66, 44, 0, 67, 84, 65, 66,
28, 0, 0, 0, 119, 0, 28, 0, 0, 0, 119, 0,
0, 0, 0, 2, 255, 255, 0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0, 2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
112, 0, 0, 0, 68, 0, 112, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 76, 0, 1, 0, 0, 0, 76, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
92, 0, 0, 0, 3, 0, 92, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
96, 0, 0, 0, 0, 0, 96, 0, 0, 0, 0, 0,
0, 0, 109, 111, 100, 101, 0, 0, 109, 111, 100, 101,
0, 171, 171, 171, 1, 0, 0, 171, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 116, 101, 120, 0, 0, 0, 116, 101, 120, 0,
4, 0, 12, 0, 1, 0, 4, 0, 12, 0, 1, 0,
1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 112, 115, 0, 0, 0, 0, 112, 115,
95, 50, 95, 48, 0, 77, 95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111, 105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41, 102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32, 32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114, 83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105, 32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46, 108, 101, 114, 32, 57, 46,
51, 48, 46, 57, 50, 48, 51, 48, 46, 57, 50, 48,
48, 46, 49, 54, 51, 56, 48, 46, 49, 54, 51, 56,
52, 0, 171, 171, 31, 0, 52, 0, 171, 171, 31, 0,
0, 2, 0, 0, 0, 128, 0, 2, 0, 0, 0, 128,
0, 0, 3, 176, 31, 0, 0, 0, 3, 176, 31, 0,
0, 2, 0, 0, 0, 144, 0, 2, 0, 0, 0, 144,
0, 8, 15, 160, 66, 0, 0, 8, 15, 160, 66, 0,
0, 3, 0, 0, 15, 128, 0, 3, 0, 0, 15, 128,
0, 0, 228, 176, 0, 8, 0, 0, 228, 176, 0, 8,
228, 160, 4, 0, 0, 4, 228, 160, 4, 0, 0, 4,
1, 0, 8, 128, 0, 0, 1, 0, 8, 128, 0, 0,
255, 128, 0, 0, 0, 160, 255, 128, 0, 0, 0, 160,
0, 0, 85, 160, 1, 0, 0, 0, 85, 160, 1, 0,
0, 2, 1, 0, 7, 128, 0, 2, 1, 0, 7, 128,
0, 0, 0, 128, 1, 0, 0, 0, 0, 128, 1, 0,
0, 2, 0, 8, 15, 128, 0, 2, 0, 8, 15, 128,
1, 0, 228, 128, 255, 255, 1, 0, 228, 128, 255, 255,
0, 0 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 NONE float xy // POSITION 0 xy 0 NONE float xy
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw // SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
vs_4_0 vs_4_0
dcl_input v0.xy dcl_input v0.xy
dcl_input v1.xy dcl_input v1.xy
dcl_output_siv o0.xyzw, position dcl_output_siv o0.xyzw, position
dcl_output o1.xy dcl_output o1.xy
mov o0.xy, v0.xyxx mov o0.xy, v0.xyxx
mov o0.zw, l(0,0,0,1.000000) mov o0.zw, l(0,0,0,1.000000)
mov o1.xy, v1.xyxx mov o1.xy, v1.xyxx
ret ret
// Approximately 4 instruction slots used // Approximately 4 instruction slots used
#endif #endif
const BYTE g_VS_Passthrough2D[] = const BYTE g_VS_Passthrough2D[] =
{ {
68, 88, 66, 67, 197, 214, 68, 88, 66, 67, 197, 214,
184, 85, 240, 94, 71, 48, 184, 85, 240, 94, 71, 48,
165, 34, 142, 233, 0, 135, 165, 34, 142, 233, 0, 135,
193, 178, 1, 0, 0, 0, 193, 178, 1, 0, 0, 0,
68, 2, 0, 0, 5, 0, 68, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0, 140, 0, 0, 0, 224, 0,
0, 0, 56, 1, 0, 0, 0, 0, 56, 1, 0, 0,
200, 1, 0, 0, 82, 68, 200, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0, 69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4, 28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0, 254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105, 28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102, 99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32, 116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83, 72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32, 104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108, 67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 51, 101, 114, 32, 57, 46, 51,
48, 46, 57, 50, 48, 48, 48, 46, 57, 50, 48, 48,
46, 49, 54, 51, 56, 52, 46, 49, 54, 51, 56, 52,
0, 171, 73, 83, 71, 78, 0, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0, 76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 3, 3, 0, 0, 0, 0, 3, 3, 0, 0,
65, 0, 0, 0, 0, 0, 65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0, 3, 0, 0, 0, 1, 0,
0, 0, 3, 3, 0, 0, 0, 0, 3, 3, 0, 0,
80, 79, 83, 73, 84, 73, 80, 79, 83, 73, 84, 73,
79, 78, 0, 84, 69, 88, 79, 78, 0, 84, 69, 88,
67, 79, 79, 82, 68, 0, 67, 79, 79, 82, 68, 0,
171, 171, 79, 83, 71, 78, 171, 171, 79, 83, 71, 78,
80, 0, 0, 0, 2, 0, 80, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0, 3, 0, 0, 0, 1, 0,
0, 0, 3, 12, 0, 0, 0, 0, 3, 12, 0, 0,
83, 86, 95, 80, 79, 83, 83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0, 73, 84, 73, 79, 78, 0,
84, 69, 88, 67, 79, 79, 84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 171, 171, 82, 68, 0, 171, 171, 171,
83, 72, 68, 82, 136, 0, 83, 72, 68, 82, 136, 0,
0, 0, 64, 0, 1, 0, 0, 0, 64, 0, 1, 0,
34, 0, 0, 0, 95, 0, 34, 0, 0, 0, 95, 0,
0, 3, 50, 16, 16, 0, 0, 3, 50, 16, 16, 0,
0, 0, 0, 0, 95, 0, 0, 0, 0, 0, 95, 0,
0, 3, 50, 16, 16, 0, 0, 3, 50, 16, 16, 0,
1, 0, 0, 0, 103, 0, 1, 0, 0, 0, 103, 0,
0, 4, 242, 32, 16, 0, 0, 4, 242, 32, 16, 0,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 101, 0, 0, 3, 0, 0, 101, 0, 0, 3,
50, 32, 16, 0, 1, 0, 50, 32, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5, 0, 0, 54, 0, 0, 5,
50, 32, 16, 0, 0, 0, 50, 32, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0, 0, 0, 70, 16, 16, 0,
0, 0, 0, 0, 54, 0, 0, 0, 0, 0, 54, 0,
0, 8, 194, 32, 16, 0, 0, 8, 194, 32, 16, 0,
0, 0, 0, 0, 2, 64, 0, 0, 0, 0, 2, 64,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 128, 63,
54, 0, 0, 5, 50, 32, 54, 0, 0, 5, 50, 32,
16, 0, 1, 0, 0, 0, 16, 0, 1, 0, 0, 0,
70, 16, 16, 0, 1, 0, 70, 16, 16, 0, 1, 0,
0, 0, 62, 0, 0, 1, 0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 83, 84, 65, 84, 116, 0,
0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0 0, 0, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
/// ///
// Parameters: // Parameters:
// //
// sampler2D tex; // sampler2D tex;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------ ----- ---- // ------------ ----- ----
// tex s0 1 // tex s0 1
// //
ps_2_0 ps_2_0
dcl t0.xy dcl t0.xy
dcl_2d s0 dcl_2d s0
texld r0, t0, s0 texld r0, t0, s0
mov oC0, r0 mov oC0, r0
// approximately 2 instruction slots used (1 texture, 1 arithmetic) // approximately 2 instruction slots used (1 texture, 1 arithmetic)
#endif #endif
const BYTE g_ps20_passthroughps[] = const BYTE g_ps20_passthroughps[] =
{ {
0, 2, 255, 255, 254, 255, 0, 2, 255, 255, 254, 255,
33, 0, 67, 84, 65, 66, 33, 0, 67, 84, 65, 66,
28, 0, 0, 0, 75, 0, 28, 0, 0, 0, 75, 0,
0, 0, 0, 2, 255, 255, 0, 0, 0, 2, 255, 255,
1, 0, 0, 0, 28, 0, 1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
68, 0, 0, 0, 48, 0, 68, 0, 0, 0, 48, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 52, 0, 1, 0, 0, 0, 52, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
116, 101, 120, 0, 4, 0, 116, 101, 120, 0, 4, 0,
12, 0, 1, 0, 1, 0, 12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 112, 115, 95, 50, 0, 0, 112, 115, 95, 50,
95, 48, 0, 77, 105, 99, 95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116, 114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72, 32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104, 76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67, 97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101, 111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 51, 48, 114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46, 46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0, 49, 54, 51, 56, 52, 0,
171, 171, 31, 0, 0, 2, 171, 171, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0, 0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2, 3, 176, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8, 0, 0, 0, 144, 0, 8,
15, 160, 66, 0, 0, 3, 15, 160, 66, 0, 0, 3,
0, 0, 15, 128, 0, 0, 0, 0, 15, 128, 0, 0,
228, 176, 0, 8, 228, 160, 228, 176, 0, 8, 228, 160,
1, 0, 0, 2, 0, 8, 1, 0, 0, 2, 0, 8,
15, 128, 0, 0, 228, 128, 15, 128, 0, 0, 228, 128,
255, 255, 0, 0 255, 255, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
// //
/// ///
// Resource Bindings: // Resource Bindings:
// //
// Name Type Format Dim Slot Elements // Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- -------- // ------------------------------ ---------- ------- ----------- ---- --------
// Sampler sampler NA NA 0 1 // Sampler sampler NA NA 0 1
// TextureF texture float4 2d 0 1 // TextureF texture float4 2d 0 1
// //
// //
// //
// Input signature: // Input signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float // SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 0 xy 1 NONE float xy
// //
// //
// Output signature: // Output signature:
// //
// Name Index Mask Register SysValue Format Used // Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------ // -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw // SV_TARGET 0 xyzw 0 TARGET float xyzw
// //
ps_4_0 ps_4_0
dcl_sampler s0, mode_default dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy dcl_input_ps linear v1.xy
dcl_output o0.xyzw dcl_output o0.xyzw
sample o0.xyzw, v1.xyxx, t0.xyzw, s0 sample o0.xyzw, v1.xyxx, t0.xyzw, s0
ret ret
// Approximately 2 instruction slots used // Approximately 2 instruction slots used
#endif #endif
const BYTE g_PS_PassthroughRGBA2D[] = const BYTE g_PS_PassthroughRGBA2D[] =
{ {
68, 88, 66, 67, 185, 246, 68, 88, 66, 67, 185, 246,
217, 85, 112, 245, 247, 121, 217, 85, 112, 245, 247, 121,
114, 229, 186, 138, 215, 134, 114, 229, 186, 138, 215, 134,
18, 1, 1, 0, 0, 0, 18, 1, 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,
0, 0, 104, 1, 0, 0, 0, 0, 104, 1, 0, 0,
212, 1, 0, 0, 82, 68, 212, 1, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0, 69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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,
109, 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,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
100, 0, 0, 0, 2, 0, 100, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0, 0, 0, 5, 0, 0, 0,
4, 0, 0, 0, 255, 255, 4, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0, 255, 255, 0, 0, 0, 0,
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, 70, 120, 116, 117, 114, 101, 70,
0, 77, 105, 99, 114, 111, 0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40, 115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83, 82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100, 76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109, 101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32, 112, 105, 108, 101, 114, 32,
57, 46, 51, 48, 46, 57, 57, 46, 51, 48, 46, 57,
50, 48, 48, 46, 49, 54, 50, 48, 48, 46, 49, 54,
51, 56, 52, 0, 73, 83, 51, 56, 52, 0, 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,
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0, 0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3, 1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80, 0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79, 79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67, 78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171, 79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78, 171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0, 44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0, 0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0, 0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82, 83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171, 71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 100, 0, 83, 72, 68, 82, 100, 0,
0, 0, 64, 0, 0, 0, 0, 0, 64, 0, 0, 0,
25, 0, 0, 0, 90, 0, 25, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0, 0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 24, 0, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0, 0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85, 0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3, 0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 1, 0, 50, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3, 0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 69, 0, 0, 9, 0, 0, 69, 0, 0, 9,
242, 32, 16, 0, 0, 0, 242, 32, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0, 0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 70, 126, 1, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0,
0, 96, 16, 0, 0, 0, 0, 96, 16, 0, 0, 0,
0, 0, 62, 0, 0, 1, 0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0, 83, 84, 65, 84, 116, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 2, 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,
1, 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, 1, 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,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0 0, 0, 0, 0
}; };
#if 0 #if 0
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
// //
/// ///
// Parameters: // Parameters:
// //
// float4 halfPixelSize; // float4 halfPixelSize;
// //
// //
// Registers: // Registers:
// //
// Name Reg Size // Name Reg Size
// ------------- ----- ---- // ------------- ----- ----
// halfPixelSize c0 1 // halfPixelSize c0 1
// //
vs_2_0 vs_2_0
def c1, 0.5, -0.5, 1, 0 def c1, 0.5, -0.5, 1, 0
dcl_position v0 dcl_position v0
add oPos, v0, c0 add oPos, v0, c0
mad oT0, v0, c1.xyzz, c1.xxww mad oT0, v0, c1.xyzz, c1.xxww
// approximately 2 instruction slots used // approximately 2 instruction slots used
#endif #endif
const BYTE g_vs20_standardvs[] = const BYTE g_vs20_standardvs[] =
{ {
0, 2, 254, 255, 254, 255, 0, 2, 254, 255, 254, 255,
36, 0, 67, 84, 65, 66, 36, 0, 67, 84, 65, 66,
28, 0, 0, 0, 87, 0, 28, 0, 0, 0, 87, 0,
0, 0, 0, 2, 254, 255, 0, 0, 0, 2, 254, 255,
1, 0, 0, 0, 28, 0, 1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0,
80, 0, 0, 0, 48, 0, 80, 0, 0, 0, 48, 0,
0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 64, 0, 1, 0, 0, 0, 64, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
104, 97, 108, 102, 80, 105, 104, 97, 108, 102, 80, 105,
120, 101, 108, 83, 105, 122, 120, 101, 108, 83, 105, 122,
101, 0, 171, 171, 1, 0, 101, 0, 171, 171, 1, 0,
3, 0, 1, 0, 4, 0, 3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
0, 0, 118, 115, 95, 50, 0, 0, 118, 115, 95, 50,
95, 48, 0, 77, 105, 99, 95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116, 114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72, 32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104, 76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67, 97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101, 111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 51, 48, 114, 32, 57, 46, 51, 48,
46, 57, 50, 48, 48, 46, 46, 57, 50, 48, 48, 46,
49, 54, 51, 56, 52, 0, 49, 54, 51, 56, 52, 0,
171, 171, 81, 0, 0, 5, 171, 171, 81, 0, 0, 5,
1, 0, 15, 160, 0, 0, 1, 0, 15, 160, 0, 0,
0, 63, 0, 0, 0, 191, 0, 63, 0, 0, 0, 191,
0, 0, 128, 63, 0, 0, 0, 0, 128, 63, 0, 0,
0, 0, 31, 0, 0, 2, 0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0, 0, 0, 0, 128, 0, 0,
15, 144, 2, 0, 0, 3, 15, 144, 2, 0, 0, 3,
0, 0, 15, 192, 0, 0, 0, 0, 15, 192, 0, 0,
228, 144, 0, 0, 228, 160, 228, 144, 0, 0, 228, 160,
4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0,
15, 224, 0, 0, 228, 144, 15, 224, 0, 0, 228, 144,
1, 0, 164, 160, 1, 0, 1, 0, 164, 160, 1, 0,
240, 160, 255, 255, 0, 0 240, 160, 255, 255, 0, 0
}; };
@ECHO OFF @ECHO OFF
REM REM
REM Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. REM Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
REM Use of this source code is governed by a BSD-style license that can be REM Use of this source code is governed by a BSD-style license that can be
REM found in the LICENSE file. REM found in the LICENSE file.
REM REM
PATH %PATH%;%ProgramFiles(x86)%\Windows Kits\8.0\bin\x86;%DXSDK_DIR%\Utilities\bin\x86 PATH %PATH%;%ProgramFiles(x86)%\Windows Kits\8.0\bin\x86;%DXSDK_DIR%\Utilities\bin\x86
fxc /E standardvs /T vs_2_0 /Fh compiled/standardvs.h Blit.vs fxc /E standardvs /T vs_2_0 /Fh compiled/standardvs.h Blit.vs
fxc /E flipyvs /T vs_2_0 /Fh compiled/flipyvs.h Blit.vs fxc /E flipyvs /T vs_2_0 /Fh compiled/flipyvs.h Blit.vs
fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps
fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps
fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps fxc /E 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_PassthroughDepth2D /T ps_4_0 /Fh compiled/passthroughdepth2d11ps.h Passthrough2D11.hlsl fxc /E PS_PassthroughDepth2D /T ps_4_0 /Fh compiled/passthroughdepth2d11ps.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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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
fxc /E VS_ClearFloat /T vs_4_0 /Fh compiled/clearfloat11vs.h Clear11.hlsl fxc /E VS_ClearFloat /T vs_4_0 /Fh compiled/clearfloat11vs.h Clear11.hlsl
fxc /E PS_ClearFloat /T ps_4_0 /Fh compiled/clearfloat11ps.h Clear11.hlsl fxc /E PS_ClearFloat /T ps_4_0 /Fh compiled/clearfloat11ps.h Clear11.hlsl
fxc /E VS_ClearUint /T vs_4_0 /Fh compiled/clearuint11vs.h Clear11.hlsl fxc /E VS_ClearUint /T vs_4_0 /Fh compiled/clearuint11vs.h Clear11.hlsl
fxc /E PS_ClearUint /T ps_4_0 /Fh compiled/clearuint11ps.h Clear11.hlsl fxc /E PS_ClearUint /T ps_4_0 /Fh compiled/clearuint11ps.h Clear11.hlsl
fxc /E VS_ClearSint /T vs_4_0 /Fh compiled/clearsint11vs.h Clear11.hlsl fxc /E VS_ClearSint /T vs_4_0 /Fh compiled/clearsint11vs.h Clear11.hlsl
fxc /E PS_ClearSint /T ps_4_0 /Fh compiled/clearsint11ps.h Clear11.hlsl fxc /E PS_ClearSint /T ps_4_0 /Fh compiled/clearsint11ps.h Clear11.hlsl
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// MurmurHash3 was written by Austin Appleby, and is placed in the public // MurmurHash3 was written by Austin Appleby, and is placed in the public
// domain. The author hereby disclaims copyright to this source code. // domain. The author hereby disclaims copyright to this source code.
#ifndef _MURMURHASH3_H_ #ifndef _MURMURHASH3_H_
#define _MURMURHASH3_H_ #define _MURMURHASH3_H_
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Platform-specific functions and macros // Platform-specific functions and macros
#include <stdint.h> #include <stdint.h>
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void MurmurHash3_x86_32 ( const void * key, int len, uint32_t seed, void * out ); void MurmurHash3_x86_32 ( const void * key, int len, uint32_t seed, void * out );
void MurmurHash3_x86_128 ( const void * key, int len, uint32_t seed, void * out ); void MurmurHash3_x86_128 ( const void * key, int len, uint32_t seed, void * out );
void MurmurHash3_x64_128 ( const void * key, int len, uint32_t seed, void * out ); void MurmurHash3_x64_128 ( const void * key, int len, uint32_t seed, void * out );
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#endif // _MURMURHASH3_H_ #endif // _MURMURHASH3_H_
\ No newline at end of file
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