Commit da507fea by Geoff Lang

Refactored the ClearParameters type and moved Renderer11's clear logic into a Clear11 helper class.

TRAC #23475 Author: Geoff Lang Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods
parent 646559fe
......@@ -291,6 +291,8 @@
'libGLESv2/renderer/BufferStorage9.h',
'libGLESv2/renderer/BufferStorage11.cpp',
'libGLESv2/renderer/BufferStorage11.h',
'libGLESv2/renderer/Clear11.cpp',
'libGLESv2/renderer/Clear11.h',
'libGLESv2/renderer/FenceImpl.h',
'libGLESv2/renderer/Fence9.cpp',
'libGLESv2/renderer/Fence9.h',
......
......@@ -2466,8 +2466,25 @@ void Context::clear(GLbitfield mask)
return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION);
}
DWORD flags = 0;
GLbitfield finalMask = 0;
ClearParameters clearParams = { 0 };
for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
clearParams.clearColor[i] = false;
}
clearParams.colorFClearValue = mState.colorClearValue;
clearParams.colorClearType = GL_FLOAT;
clearParams.colorMaskRed = mState.blend.colorMaskRed;
clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
clearParams.clearDepth = false;
clearParams.depthClearValue = mState.depthClearValue;
clearParams.clearStencil = false;
clearParams.stencilClearValue = mState.stencilClearValue;
clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
clearParams.scissorEnabled = mState.scissorTest;
clearParams.scissor = mState.scissor;
if (mask & GL_COLOR_BUFFER_BIT)
{
......@@ -2475,7 +2492,10 @@ void Context::clear(GLbitfield mask)
if (framebufferObject->hasEnabledColorAttachment())
{
finalMask |= GL_COLOR_BUFFER_BIT;
for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
clearParams.clearColor[i] = true;
}
}
}
......@@ -2484,7 +2504,7 @@ void Context::clear(GLbitfield mask)
mask &= ~GL_DEPTH_BUFFER_BIT;
if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
{
finalMask |= GL_DEPTH_BUFFER_BIT;
clearParams.clearDepth = true;
}
}
......@@ -2502,7 +2522,7 @@ void Context::clear(GLbitfield mask)
if (gl::GetStencilBits(depthStencil->getActualFormat(), mClientVersion) > 0)
{
finalMask |= GL_STENCIL_BUFFER_BIT;
clearParams.clearStencil = true;
}
}
}
......@@ -2517,17 +2537,6 @@ void Context::clear(GLbitfield mask)
return;
}
ClearParameters clearParams;
clearParams.mask = finalMask;
clearParams.colorClearValue = mState.colorClearValue;
clearParams.colorMaskRed = mState.blend.colorMaskRed;
clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
clearParams.depthClearValue = mState.depthClearValue;
clearParams.stencilClearValue = mState.stencilClearValue;
clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
mRenderer->clear(clearParams, framebufferObject);
}
......
......@@ -9,6 +9,8 @@
#ifndef LIBGLESV2_ANGLETYPES_H_
#define LIBGLESV2_ANGLETYPES_H_
#include "libGLESv2/constants.h"
namespace gl
{
......@@ -150,18 +152,25 @@ struct SamplerState
struct ClearParameters
{
GLbitfield mask;
ColorF colorClearValue;
bool clearColor[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
ColorF colorFClearValue;
ColorI colorIClearValue;
ColorUI colorUIClearValue;
GLenum colorClearType;
bool colorMaskRed;
bool colorMaskGreen;
bool colorMaskBlue;
bool colorMaskAlpha;
bool clearDepth;
float depthClearValue;
bool clearStencil;
GLint stencilClearValue;
GLuint stencilWriteMask;
bool scissorEnabled;
Rectangle scissor;
};
}
......
......@@ -270,6 +270,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClCompile Include="RenderbufferProxySet.cpp" />
<ClCompile Include="renderer\Blit11.cpp" />
<ClCompile Include="renderer\Blit9.cpp" />
<ClCompile Include="renderer\Clear11.cpp" />
<ClCompile Include="renderer\copyimage.cpp" />
<ClCompile Include="renderer\Fence11.cpp" />
<ClCompile Include="renderer\Fence9.cpp" />
......@@ -353,6 +354,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClInclude Include="RenderbufferProxySet.h" />
<ClInclude Include="renderer\Blit11.h" />
<ClInclude Include="renderer\Blit9.h" />
<ClInclude Include="renderer\Clear11.h" />
<ClInclude Include="renderer\copyimage.h" />
<ClInclude Include="renderer\Fence11.h" />
<ClInclude Include="renderer\Fence9.h" />
......@@ -390,9 +392,12 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClInclude Include="renderer\ShaderExecutable.h" />
<ClInclude Include="renderer\ShaderExecutable11.h" />
<ClInclude Include="renderer\ShaderExecutable9.h" />
<ClInclude Include="renderer\shaders\compiled\clear11vs.h" />
<ClInclude Include="renderer\shaders\compiled\clearmultiple11ps.h" />
<ClInclude Include="renderer\shaders\compiled\clearsingle11ps.h" />
<ClInclude Include="renderer\shaders\compiled\clearfloat11ps.h" />
<ClInclude Include="renderer\shaders\compiled\clearfloat11vs.h" />
<ClInclude Include="renderer\shaders\compiled\clearsint11ps.h" />
<ClInclude Include="renderer\shaders\compiled\clearsint11vs.h" />
<ClInclude Include="renderer\shaders\compiled\clearuint11ps.h" />
<ClInclude Include="renderer\shaders\compiled\clearuint11vs.h" />
<ClInclude Include="renderer\shaders\compiled\componentmaskps.h" />
<ClInclude Include="renderer\shaders\compiled\flipyvs.h" />
<ClInclude Include="renderer\shaders\compiled\luminanceps.h" />
......@@ -405,6 +410,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClInclude Include="renderer\shaders\compiled\passthroughlumalpha2d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughlumalpha3d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughr2d11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughr2di11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughr2dui11ps.h" />
<ClInclude Include="renderer\shaders\compiled\passthroughr3d11ps.h" />
......
//
// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Clear11.h: Framebuffer clear utility class.
#ifndef LIBGLESV2_RENDERER_CLEAR11_H_
#define LIBGLESV2_RENDERER_CLEAR11_H_
#include "libGLESv2/angletypes.h"
namespace gl
{
class Framebuffer;
}
namespace rx
{
class Renderer11;
class Clear11
{
public:
explicit Clear11(Renderer11 *renderer);
~Clear11();
// Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is currently applied.
void clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
private:
Renderer11 *mRenderer;
struct ClearBlendInfo
{
bool maskRed;
bool maskGreen;
bool maskBlue;
bool maskAlpha;
};
typedef bool (*ClearBlendInfoComparisonFunction)(const ClearBlendInfo&, const ClearBlendInfo &);
typedef std::map<ClearBlendInfo, ID3D11BlendState*, ClearBlendInfoComparisonFunction> ClearBlendStateMap;
ClearBlendStateMap mClearBlendStates;
ID3D11BlendState *getBlendState(const gl::ClearParameters &clearParams);
struct ClearShader
{
ID3D11InputLayout *inputLayout;
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *pixelShader;
};
ClearShader mFloatClearShader;
ClearShader mUintClearShader;
ClearShader mIntClearShader;
template <unsigned int vsSize, unsigned int psSize>
static ClearShader CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE (&vsByteCode)[vsSize], const BYTE (&psByteCode)[psSize]);
struct ClearDepthStencilInfo
{
bool clearDepth;
bool clearStencil;
UINT8 stencilWriteMask;
};
typedef bool (*ClearDepthStencilInfoComparisonFunction)(const ClearDepthStencilInfo&, const ClearDepthStencilInfo &);
typedef std::map<ClearDepthStencilInfo, ID3D11DepthStencilState*, ClearDepthStencilInfoComparisonFunction> ClearDepthStencilStateMap;
ClearDepthStencilStateMap mClearDepthStencilStates;
ID3D11DepthStencilState *getDepthStencilState(const gl::ClearParameters &clearParams);
ID3D11Buffer *mVertexBuffer;
ID3D11RasterizerState *mRasterizerState;
};
}
#endif // LIBGLESV2_RENDERER_CLEAR11_H_
......@@ -30,6 +30,7 @@ class VertexDataManager;
class IndexDataManager;
class StreamingIndexBufferInterface;
class Blit11;
class Clear11;
enum
{
......@@ -221,7 +222,6 @@ class Renderer11 : public Renderer
GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
GLint packAlignment, void *pixels);
void maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers);
rx::Range getViewportBounds() const;
bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
......@@ -353,14 +353,7 @@ class Renderer11 : public Renderer
Blit11 *mBlit;
// Masked clear resources
bool mClearResourcesInitialized;
ID3D11Buffer *mClearVB;
ID3D11InputLayout *mClearIL;
ID3D11VertexShader *mClearVS;
ID3D11PixelShader *mClearSinglePS;
ID3D11PixelShader *mClearMultiplePS;
ID3D11RasterizerState *mClearScissorRS;
ID3D11RasterizerState *mClearNoScissorRS;
Clear11 *mClear;
// Sync query
ID3D11Query *mSyncQuery;
......
......@@ -1761,15 +1761,33 @@ void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
{
D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
gl::unorm<8>(clearParams.colorClearValue.red),
gl::unorm<8>(clearParams.colorClearValue.green),
gl::unorm<8>(clearParams.colorClearValue.blue));
if (clearParams.colorClearType != GL_FLOAT)
{
// Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
UNREACHABLE();
return;
}
bool clearColor = clearParams.clearColor[0];
for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
if (clearParams.clearColor[i] != clearColor)
{
// Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0
UNREACHABLE();
return;
}
}
D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorFClearValue.alpha),
gl::unorm<8>(clearParams.colorFClearValue.red),
gl::unorm<8>(clearParams.colorFClearValue.green),
gl::unorm<8>(clearParams.colorFClearValue.blue));
float depth = gl::clamp01(clearParams.depthClearValue);
int stencil = clearParams.stencilClearValue & 0x000000FF;
unsigned int stencilUnmasked = 0x0;
if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
if (clearParams.clearStencil && frameBuffer->hasStencil())
{
unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
getCurrentClientVersion());
......@@ -1779,11 +1797,10 @@ void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *f
bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
clearParams.colorMaskAlpha;
const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
const bool needMaskedStencilClear = clearParams.clearStencil &&
(clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
!(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
clearParams.colorMaskBlue && alphaUnmasked);
const bool needMaskedColorClear = clearColor && !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
clearParams.colorMaskBlue && alphaUnmasked);
if (needMaskedColorClear || needMaskedStencilClear)
{
......@@ -1844,7 +1861,7 @@ void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *f
mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
if (clearParams.mask & GL_COLOR_BUFFER_BIT)
if (clearColor)
{
mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
......@@ -1857,7 +1874,7 @@ void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *f
mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
}
if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
if (stencilUnmasked != 0x0 && clearParams.clearStencil)
{
mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
......@@ -1913,7 +1930,7 @@ void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *f
startScene();
mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
if (clearParams.clearDepth)
{
mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
......@@ -1925,18 +1942,18 @@ void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *f
mMaskedClearSavedState->Apply();
}
}
else if (clearParams.mask)
else if (clearColor || clearParams.clearDepth || clearParams.clearStencil)
{
DWORD dxClearFlags = 0;
if (clearParams.mask & GL_COLOR_BUFFER_BIT)
if (clearColor)
{
dxClearFlags |= D3DCLEAR_TARGET;
}
if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
if (clearParams.clearDepth)
{
dxClearFlags |= D3DCLEAR_ZBUFFER;
}
if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
if (clearParams.clearStencil)
{
dxClearFlags |= D3DCLEAR_STENCIL;
}
......
......@@ -237,18 +237,6 @@ void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, flo
vertex->s = s;
}
void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z,
const gl::ColorF &color)
{
vertex->x = x;
vertex->y = y;
vertex->z = z;
vertex->r = color.red;
vertex->g = color.green;
vertex->b = color.blue;
vertex->a = color.alpha;
}
HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name)
{
#if defined(_DEBUG)
......
......@@ -55,13 +55,25 @@ struct PositionLayerTexCoord3DVertex
void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
unsigned int layer, float u, float v, float s);
template <typename T>
struct PositionDepthColorVertex
{
float x, y, z;
float r, g, b, a;
T r, g, b, a;
};
void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z,
const gl::ColorF &color);
template <typename T>
void SetPositionDepthColorVertex(PositionDepthColorVertex<T>* vertex, float x, float y, float z,
const gl::Color<T> &color)
{
vertex->x = x;
vertex->y = y;
vertex->z = z;
vertex->r = color.red;
vertex->g = color.green;
vertex->b = color.blue;
vertex->a = color.alpha;
}
HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
......
void VS_Clear( in float3 inPosition : POSITION, in float4 inColor : COLOR,
out float4 outPosition : SV_POSITION, out float4 outColor : COLOR)
// Assume we are in SM4+, which has 8 color outputs
void VS_ClearFloat( in float3 inPosition : POSITION, in float4 inColor : COLOR,
out float4 outPosition : SV_POSITION, out float4 outColor : COLOR)
{
outPosition = float4(inPosition, 1.0f);
outColor = inColor;
}
// Assume we are in SM4+, which has 8 color outputs
struct PS_OutputMultiple
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float4 color4 : SV_TARGET4;
float4 color5 : SV_TARGET5;
float4 color6 : SV_TARGET6;
float4 color7 : SV_TARGET7;
struct PS_OutputFloat
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float4 color4 : SV_TARGET4;
float4 color5 : SV_TARGET5;
float4 color6 : SV_TARGET6;
float4 color7 : SV_TARGET7;
};
PS_OutputFloat PS_ClearFloat(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
{
PS_OutputFloat outColor;
outColor.color0 = inColor;
outColor.color1 = inColor;
outColor.color2 = inColor;
outColor.color3 = inColor;
outColor.color4 = inColor;
outColor.color5 = inColor;
outColor.color6 = inColor;
outColor.color7 = inColor;
return outColor;
}
void VS_ClearUint( in float3 inPosition : POSITION, in uint4 inColor : COLOR,
out float4 outPosition : SV_POSITION, out uint4 outColor : COLOR)
{
outPosition = float4(inPosition, 1.0f);
outColor = inColor;
}
struct PS_OutputUint
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
uint4 color3 : SV_TARGET3;
uint4 color4 : SV_TARGET4;
uint4 color5 : SV_TARGET5;
uint4 color6 : SV_TARGET6;
uint4 color7 : SV_TARGET7;
};
PS_OutputMultiple PS_ClearMultiple(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
{
PS_OutputMultiple outColor;
outColor.color0 = inColor;
outColor.color1 = inColor;
outColor.color2 = inColor;
outColor.color3 = inColor;
outColor.color4 = inColor;
outColor.color5 = inColor;
outColor.color6 = inColor;
outColor.color7 = inColor;
return outColor;
PS_OutputUint PS_ClearUint(in float4 inPosition : SV_POSITION, in uint4 inColor : COLOR)
{
PS_OutputUint outColor;
outColor.color0 = inColor;
outColor.color1 = inColor;
outColor.color2 = inColor;
outColor.color3 = inColor;
outColor.color4 = inColor;
outColor.color5 = inColor;
outColor.color6 = inColor;
outColor.color7 = inColor;
return outColor;
}
float4 PS_ClearSingle(in float4 inPosition : SV_Position, in float4 inColor : COLOR) : SV_Target0
void VS_ClearSint( in float3 inPosition : POSITION, in int4 inColor : COLOR,
out float4 outPosition : SV_POSITION, out int4 outColor : COLOR)
{
outPosition = float4(inPosition, 1.0f);
outColor = inColor;
}
struct PS_OutputSint
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
int4 color3 : SV_TARGET3;
int4 color4 : SV_TARGET4;
int4 color5 : SV_TARGET5;
int4 color6 : SV_TARGET6;
int4 color7 : SV_TARGET7;
};
PS_OutputSint PS_ClearSint(in float4 inPosition : SV_POSITION, in int4 inColor : COLOR)
{
return inColor;
PS_OutputSint outColor;
outColor.color0 = inColor;
outColor.color1 = inColor;
outColor.color2 = inColor;
outColor.color3 = inColor;
outColor.color4 = inColor;
outColor.color5 = inColor;
outColor.color6 = inColor;
outColor.color7 = inColor;
return outColor;
}
......@@ -3,8 +3,7 @@
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_ClearMultiple /T ps_4_0 /Fh compiled/clearmultiple11ps.h
// Clear11.hlsl
// fxc /E PS_ClearFloat /T ps_4_0 /Fh compiled/clearfloat11ps.h Clear11.hlsl
//
//
//
......@@ -51,7 +50,7 @@ ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_ClearMultiple[] =
const BYTE g_PS_ClearFloat[] =
{
68, 88, 66, 67, 146, 246,
236, 240, 50, 40, 87, 55,
......
......@@ -3,7 +3,7 @@
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E VS_Clear /T vs_4_0 /Fh compiled/clear11vs.h Clear11.hlsl
// fxc /E VS_ClearFloat /T vs_4_0 /Fh compiled/clearfloat11vs.h Clear11.hlsl
//
//
//
......@@ -34,7 +34,7 @@ ret
// Approximately 4 instruction slots used
#endif
const BYTE g_VS_Clear[] =
const BYTE g_VS_ClearFloat[] =
{
68, 88, 66, 67, 109, 138,
105, 83, 86, 190, 83, 125,
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_ClearSint /T ps_4_0 /Fh compiled/clearsint11ps.h Clear11.hlsl
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE int xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET int xyzw
// SV_TARGET 1 xyzw 1 TARGET int xyzw
// SV_TARGET 2 xyzw 2 TARGET int xyzw
// SV_TARGET 3 xyzw 3 TARGET int xyzw
// SV_TARGET 4 xyzw 4 TARGET int xyzw
// SV_TARGET 5 xyzw 5 TARGET int xyzw
// SV_TARGET 6 xyzw 6 TARGET int xyzw
// SV_TARGET 7 xyzw 7 TARGET int xyzw
//
ps_4_0
dcl_input_ps constant v1.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
mov o0.xyzw, v1.xyzw
mov o1.xyzw, v1.xyzw
mov o2.xyzw, v1.xyzw
mov o3.xyzw, v1.xyzw
mov o4.xyzw, v1.xyzw
mov o5.xyzw, v1.xyzw
mov o6.xyzw, v1.xyzw
mov o7.xyzw, v1.xyzw
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_ClearSint[] =
{
68, 88, 66, 67, 112, 6,
161, 37, 1, 215, 22, 223,
242, 200, 187, 209, 1, 11,
54, 202, 1, 0, 0, 0,
88, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0,
0, 0, 188, 1, 0, 0,
220, 2, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 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,
2, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0,
83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0,
67, 79, 76, 79, 82, 0,
171, 171, 79, 83, 71, 78,
212, 0, 0, 0, 8, 0,
0, 0, 8, 0, 0, 0,
200, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 1, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 2, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 3, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 4, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 4, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 5, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 5, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 6, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 6, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 7, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 7, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 24, 1,
0, 0, 64, 0, 0, 0,
70, 0, 0, 0, 98, 8,
0, 3, 242, 16, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
3, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
4, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
5, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
6, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
7, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0,
0, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 242, 32,
16, 0, 1, 0, 0, 0,
70, 30, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5,
242, 32, 16, 0, 2, 0,
0, 0, 70, 30, 16, 0,
1, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0,
3, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 242, 32,
16, 0, 4, 0, 0, 0,
70, 30, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5,
242, 32, 16, 0, 5, 0,
0, 0, 70, 30, 16, 0,
1, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0,
6, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 242, 32,
16, 0, 7, 0, 0, 0,
70, 30, 16, 0, 1, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 9, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 9, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
8, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0
};
......@@ -3,8 +3,7 @@
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_ClearSingle /T ps_4_0 /Fh compiled/clearsingle11ps.h
// Clear11.hlsl
// fxc /E VS_ClearSint /T vs_4_0 /Fh compiled/clearsint11vs.h Clear11.hlsl
//
//
//
......@@ -12,40 +11,45 @@
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE float xyzw
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE int xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE int xyzw
//
ps_4_0
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw
mov o0.xyzw, v1.xyzw
vs_4_0
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw
ret
// Approximately 2 instruction slots used
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_ClearSingle[] =
const BYTE g_VS_ClearSint[] =
{
68, 88, 66, 67, 11, 49,
220, 157, 35, 106, 175, 161,
180, 178, 147, 150, 134, 162,
222, 79, 1, 0, 0, 0,
208, 1, 0, 0, 5, 0,
68, 88, 66, 67, 70, 247,
203, 223, 152, 212, 204, 15,
1, 237, 13, 201, 108, 151,
0, 23, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0,
0, 0, 20, 1, 0, 0,
84, 1, 0, 0, 82, 68,
140, 0, 0, 0, 220, 0,
0, 0, 48, 1, 0, 0,
180, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
......@@ -56,43 +60,59 @@ const BYTE g_PS_ClearSingle[] =
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0,
72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0,
0, 0, 7, 7, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
2, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0,
83, 86, 95, 80, 111, 115,
105, 116, 105, 111, 110, 0,
67, 79, 76, 79, 82, 0,
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, 97, 114,
103, 101, 116, 0, 171, 171,
83, 72, 68, 82, 56, 0,
0, 0, 64, 0, 0, 0,
14, 0, 0, 0, 98, 16,
0, 3, 242, 16, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 54, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 67, 79, 76,
79, 82, 0, 171, 79, 83,
71, 78, 76, 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, 2, 0, 0, 0,
1, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 67, 79, 76, 79,
82, 0, 171, 171, 83, 72,
68, 82, 124, 0, 0, 0,
64, 0, 1, 0, 31, 0,
0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0,
0, 0, 0, 0, 70, 30,
1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
2, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
......@@ -102,7 +122,7 @@ const BYTE g_PS_ClearSingle[] =
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, 3, 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_ClearUint /T ps_4_0 /Fh compiled/clearuint11ps.h Clear11.hlsl
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE uint xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_TARGET 0 xyzw 0 TARGET uint xyzw
// SV_TARGET 1 xyzw 1 TARGET uint xyzw
// SV_TARGET 2 xyzw 2 TARGET uint xyzw
// SV_TARGET 3 xyzw 3 TARGET uint xyzw
// SV_TARGET 4 xyzw 4 TARGET uint xyzw
// SV_TARGET 5 xyzw 5 TARGET uint xyzw
// SV_TARGET 6 xyzw 6 TARGET uint xyzw
// SV_TARGET 7 xyzw 7 TARGET uint xyzw
//
ps_4_0
dcl_input_ps constant v1.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
mov o0.xyzw, v1.xyzw
mov o1.xyzw, v1.xyzw
mov o2.xyzw, v1.xyzw
mov o3.xyzw, v1.xyzw
mov o4.xyzw, v1.xyzw
mov o5.xyzw, v1.xyzw
mov o6.xyzw, v1.xyzw
mov o7.xyzw, v1.xyzw
ret
// Approximately 9 instruction slots used
#endif
const BYTE g_PS_ClearUint[] =
{
68, 88, 66, 67, 160, 0,
119, 124, 89, 230, 58, 176,
111, 216, 39, 247, 181, 152,
98, 80, 1, 0, 0, 0,
88, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0,
0, 0, 188, 1, 0, 0,
220, 2, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 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,
1, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0,
83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0,
67, 79, 76, 79, 82, 0,
171, 171, 79, 83, 71, 78,
212, 0, 0, 0, 8, 0,
0, 0, 8, 0, 0, 0,
200, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 2, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 4, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 4, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 5, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 5, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 6, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 6, 0,
0, 0, 15, 0, 0, 0,
200, 0, 0, 0, 7, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 7, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 24, 1,
0, 0, 64, 0, 0, 0,
70, 0, 0, 0, 98, 8,
0, 3, 242, 16, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
2, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
3, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
4, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
5, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
6, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
7, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0,
0, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 242, 32,
16, 0, 1, 0, 0, 0,
70, 30, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5,
242, 32, 16, 0, 2, 0,
0, 0, 70, 30, 16, 0,
1, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0,
3, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 242, 32,
16, 0, 4, 0, 0, 0,
70, 30, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5,
242, 32, 16, 0, 5, 0,
0, 0, 70, 30, 16, 0,
1, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0,
6, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 242, 32,
16, 0, 7, 0, 0, 0,
70, 30, 16, 0, 1, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 9, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 9, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
8, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E VS_ClearUint /T vs_4_0 /Fh compiled/clearuint11vs.h Clear11.hlsl
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE uint xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE uint xyzw
//
vs_4_0
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000)
mov o1.xyzw, v1.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_VS_ClearUint[] =
{
68, 88, 66, 67, 225, 95,
94, 158, 52, 154, 110, 112,
150, 230, 100, 6, 119, 67,
189, 150, 1, 0, 0, 0,
48, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 220, 0,
0, 0, 48, 1, 0, 0,
180, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
72, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 7, 7, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 67, 79, 76,
79, 82, 0, 171, 79, 83,
71, 78, 76, 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, 1, 0, 0, 0,
1, 0, 0, 0, 15, 0,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 67, 79, 76, 79,
82, 0, 171, 171, 83, 72,
68, 82, 124, 0, 0, 0,
64, 0, 1, 0, 31, 0,
0, 0, 95, 0, 0, 3,
114, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 114, 32,
16, 0, 0, 0, 0, 0,
70, 18, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 54, 0,
0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30,
16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
......@@ -47,6 +47,11 @@ fxc /E PS_PassthroughR3DI /T ps_4_0 /Fh compiled/passthroughr3di11ps.h Passthrou
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 VS_Clear /T vs_4_0 /Fh compiled/clear11vs.h Clear11.hlsl
fxc /E PS_ClearSingle /T ps_4_0 /Fh compiled/clearsingle11ps.h Clear11.hlsl
fxc /E PS_ClearMultiple /T ps_4_0 /Fh compiled/clearmultiple11ps.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 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 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
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