Commit dc35604b by Jamie Madill Committed by Shannon Woods

Add state for sampler objects.

TRAC #23453 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Authored-by: Jamie Madill
parent 0b20c944
......@@ -26,6 +26,7 @@
#include "libGLESv2/renderer/RenderTarget.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/VertexArray.h"
#include "libGLESv2/Sampler.h"
#include "libEGL/Surface.h"
......@@ -147,6 +148,11 @@ Context::Context(int clientVersion, const gl::Context *shareContext, rx::Rendere
mTexture3DZero.set(new Texture3D(mRenderer, 0));
mTexture2DArrayZero.set(new Texture2DArray(mRenderer, 0));
for (unsigned int textureUnit = 0; textureUnit < ArraySize(mState.samplers); textureUnit++)
{
mState.samplers[textureUnit] = 0;
}
mState.activeSampler = 0;
bindVertexArray(0);
bindArrayBuffer(0);
......@@ -664,6 +670,12 @@ GLuint Context::getVertexArrayHandle() const
return mState.vertexArray;
}
GLuint Context::getSamplerHandle(GLuint textureUnit) const
{
ASSERT(textureUnit < ArraySize(mState.samplers));
return mState.samplers[textureUnit];
}
GLuint Context::getArrayBufferHandle() const
{
return mState.arrayBuffer.id();
......@@ -789,6 +801,11 @@ GLuint Context::createVertexArray()
return handle;
}
GLuint Context::createSampler()
{
return mResourceManager->createSampler();
}
// Returns an unused framebuffer name
GLuint Context::createFramebuffer()
{
......@@ -872,6 +889,16 @@ void Context::deleteVertexArray(GLuint vertexArray)
}
}
void Context::deleteSampler(GLuint sampler)
{
if (mResourceManager->getSampler(sampler))
{
detachSampler(sampler);
}
mResourceManager->deleteSampler(sampler);
}
void Context::deleteFramebuffer(GLuint framebuffer)
{
FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
......@@ -951,6 +978,11 @@ VertexArray *Context::getVertexArray(GLuint handle) const
}
}
Sampler *Context::getSampler(GLuint handle) const
{
return mResourceManager->getSampler(handle);
}
Framebuffer *Context::getReadFramebuffer()
{
return getFramebuffer(mState.readFramebuffer);
......@@ -968,6 +1000,11 @@ VertexArray *Context::getCurrentVertexArray() const
return vao;
}
bool Context::isSampler(GLuint samplerName) const
{
return mResourceManager->isSampler(samplerName);
}
void Context::bindArrayBuffer(unsigned int buffer)
{
mResourceManager->checkBufferAllocation(buffer);
......@@ -1049,6 +1086,14 @@ void Context::bindVertexArray(GLuint vertexArray)
mState.vertexArray = vertexArray;
}
void Context::bindSampler(GLuint textureUnit, GLuint sampler)
{
ASSERT(textureUnit < ArraySize(mState.samplers));
mResourceManager->checkSamplerAllocation(sampler);
mState.samplers[textureUnit] = sampler;
}
void Context::bindGenericUniformBuffer(GLuint buffer)
{
mResourceManager->checkBufferAllocation(buffer);
......@@ -2889,6 +2934,21 @@ void Context::detachVertexArray(GLuint vertexArray)
}
}
void Context::detachSampler(GLuint sampler)
{
// [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
// If a sampler object that is currently bound to one or more texture units is
// deleted, it is as though BindSampler is called once for each texture unit to
// which the sampler is bound, with unit set to the texture unit and sampler set to zero.
for (unsigned int textureUnit = 0; textureUnit < ArraySize(mState.samplers); textureUnit++)
{
if (mState.samplers[textureUnit] == sampler)
{
mState.samplers[textureUnit] = 0;
}
}
}
Texture *Context::getIncompleteTexture(TextureType type)
{
Texture *t = mIncompleteTextures[type].get();
......
......@@ -69,6 +69,7 @@ class ResourceManager;
class Buffer;
class VertexAttribute;
class VertexArray;
class Sampler;
enum QueryType
{
......@@ -120,6 +121,7 @@ struct State
BindingPointer<Texture> samplerTexture[TEXTURE_TYPE_COUNT][IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS];
BindingPointer<Query> activeQuery[QUERY_TYPE_COUNT];
GLuint samplers[IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS];
BindingPointer<Buffer> genericUniformBuffer;
OffsetBindingPointer<Buffer> uniformBuffers[IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS];
......@@ -225,6 +227,7 @@ class Context
GLuint getDrawFramebufferHandle() const;
GLuint getRenderbufferHandle() const;
GLuint getVertexArrayHandle() const;
GLuint getSamplerHandle(GLuint textureUnit) const;
GLuint getArrayBufferHandle() const;
......@@ -254,6 +257,7 @@ class Context
GLuint createTexture();
GLuint createRenderbuffer();
GLuint createVertexArray();
GLuint createSampler();
void deleteBuffer(GLuint buffer);
void deleteShader(GLuint shader);
......@@ -261,6 +265,7 @@ class Context
void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer);
void deleteVertexArray(GLuint vertexArray);
void deleteSampler(GLuint sampler);
// Framebuffers are owned by the Context, so these methods do not pass through
GLuint createFramebuffer();
......@@ -284,6 +289,7 @@ class Context
void bindDrawFramebuffer(GLuint framebuffer);
void bindRenderbuffer(GLuint renderbuffer);
void bindVertexArray(GLuint vertexArray);
void bindSampler(GLuint textureUnit, GLuint sampler);
void bindGenericUniformBuffer(GLuint buffer);
void bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size);
void bindGenericTransformFeedbackBuffer(GLuint buffer);
......@@ -316,6 +322,7 @@ class Context
Framebuffer *getFramebuffer(GLuint handle);
Renderbuffer *getRenderbuffer(GLuint handle);
VertexArray *getVertexArray(GLuint handle) const;
Sampler *getSampler(GLuint handle) const;
Query *getQuery(GLuint handle, bool create, GLenum type);
Buffer *getArrayBuffer();
......@@ -336,6 +343,8 @@ class Context
Framebuffer *getDrawFramebuffer();
VertexArray *getCurrentVertexArray() const;
bool isSampler(GLuint samplerName) const;
bool getBooleanv(GLenum pname, GLboolean *params);
bool getFloatv(GLenum pname, GLfloat *params);
bool getIntegerv(GLenum pname, GLint *params);
......@@ -432,6 +441,7 @@ class Context
void detachFramebuffer(GLuint framebuffer);
void detachRenderbuffer(GLuint renderbuffer);
void detachVertexArray(GLuint vertexArray);
void detachSampler(GLuint sampler);
Texture *getIncompleteTexture(TextureType type);
......
#include "precompiled.h"
//
// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
// Copyright (c) 2002-2013 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.
//
......@@ -15,6 +15,7 @@
#include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Texture.h"
#include "libGLESv2/Sampler.h"
namespace gl
{
......@@ -50,6 +51,11 @@ ResourceManager::~ResourceManager()
{
deleteTexture(mTextureMap.begin()->first);
}
while (!mSamplerMap.empty())
{
deleteSampler(mSamplerMap.begin()->first);
}
}
void ResourceManager::addRef()
......@@ -123,6 +129,16 @@ GLuint ResourceManager::createRenderbuffer()
return handle;
}
// Returns an unused sampler name
GLuint ResourceManager::createSampler()
{
GLuint handle = mSamplerHandleAllocator.allocate();
mSamplerMap[handle] = NULL;
return handle;
}
void ResourceManager::deleteBuffer(GLuint buffer)
{
BufferMap::iterator bufferObject = mBufferMap.find(buffer);
......@@ -197,6 +213,18 @@ void ResourceManager::deleteRenderbuffer(GLuint renderbuffer)
}
}
void ResourceManager::deleteSampler(GLuint sampler)
{
auto samplerObject = mSamplerMap.find(sampler);
if (samplerObject != mSamplerMap.end())
{
mRenderbufferHandleAllocator.release(samplerObject->first);
if (samplerObject->second) samplerObject->second->release();
mSamplerMap.erase(samplerObject);
}
}
Buffer *ResourceManager::getBuffer(unsigned int handle)
{
BufferMap::iterator buffer = mBufferMap.find(handle);
......@@ -269,6 +297,20 @@ Renderbuffer *ResourceManager::getRenderbuffer(unsigned int handle)
}
}
Sampler *ResourceManager::getSampler(unsigned int handle)
{
auto sampler = mSamplerMap.find(handle);
if (sampler == mSamplerMap.end())
{
return NULL;
}
else
{
return sampler->second;
}
}
void ResourceManager::setRenderbuffer(GLuint handle, Renderbuffer *buffer)
{
mRenderbufferMap[handle] = buffer;
......@@ -327,4 +369,19 @@ void ResourceManager::checkRenderbufferAllocation(GLuint renderbuffer)
}
}
void ResourceManager::checkSamplerAllocation(GLuint sampler)
{
if (sampler != 0 && !getSampler(sampler))
{
Sampler *samplerObject = new Sampler(sampler);
mSamplerMap[sampler] = samplerObject;
samplerObject->addRef();
}
}
bool ResourceManager::isSampler(GLuint sampler)
{
return mSamplerMap.find(sampler) != mSamplerMap.end();
}
}
//
// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
// Copyright (c) 2002-2013 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.
//
......@@ -36,6 +36,7 @@ class Shader;
class Program;
class Texture;
class Renderbuffer;
class Sampler;
class ResourceManager
{
......@@ -51,24 +52,30 @@ class ResourceManager
GLuint createProgram();
GLuint createTexture();
GLuint createRenderbuffer();
GLuint createSampler();
void deleteBuffer(GLuint buffer);
void deleteShader(GLuint shader);
void deleteProgram(GLuint program);
void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer);
void deleteSampler(GLuint sampler);
Buffer *getBuffer(GLuint handle);
Shader *getShader(GLuint handle);
Program *getProgram(GLuint handle);
Texture *getTexture(GLuint handle);
Renderbuffer *getRenderbuffer(GLuint handle);
Sampler *getSampler(GLuint handle);
void setRenderbuffer(GLuint handle, Renderbuffer *renderbuffer);
void checkBufferAllocation(unsigned int buffer);
void checkTextureAllocation(GLuint texture, TextureType type);
void checkRenderbufferAllocation(GLuint renderbuffer);
void checkSamplerAllocation(GLuint sampler);
bool isSampler(GLuint sampler);
private:
DISALLOW_COPY_AND_ASSIGN(ResourceManager);
......@@ -102,6 +109,9 @@ class ResourceManager
typedef HASH_MAP<GLuint, Renderbuffer*> RenderbufferMap;
RenderbufferMap mRenderbufferMap;
HandleAllocator mRenderbufferHandleAllocator;
HASH_MAP<GLuint, Sampler*> mSamplerMap;
HandleAllocator mSamplerHandleAllocator;
};
}
......
#include "precompiled.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.
//
// Sampler.cpp : Implements the Sampler class, which represents a GLES 3
// sampler object. Sampler objects store some state needed to sample textures.
#include "libGLESv2/Sampler.h"
namespace gl
{
Sampler::Sampler(GLuint id)
: RefCountObject(id),
mMinFilter(GL_NEAREST_MIPMAP_LINEAR),
mMagFilter(GL_LINEAR),
mWrapS(GL_REPEAT),
mWrapT(GL_REPEAT),
mWrapR(GL_REPEAT),
mMinLod(-1000.0f),
mMaxLod(1000.0f),
mComparisonMode(GL_NONE),
mComparisonFunc(GL_LEQUAL)
{
}
}
//
// 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.
//
// Sampler.h : Defines the Sampler class, which represents a GLES 3
// sampler object. Sampler objects store some state needed to sample textures.
#ifndef LIBGLESV2_SAMPLER_H_
#define LIBGLESV2_SAMPLER_H_
#include "common/RefCountObject.h"
namespace gl
{
class Sampler : public RefCountObject
{
public:
Sampler(GLuint id);
private:
GLenum mMinFilter;
GLenum mMagFilter;
GLenum mWrapS;
GLenum mWrapT;
GLenum mWrapR;
GLfloat mMinLod;
GLfloat mMaxLod;
GLenum mComparisonMode;
GLenum mComparisonFunc;
};
}
#endif // LIBGLESV2_SAMPLER_H_
......@@ -310,6 +310,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClCompile Include="renderer\VertexDataManager.cpp" />
<ClCompile Include="renderer\VertexDeclarationCache.cpp" />
<ClCompile Include="ResourceManager.cpp" />
<ClCompile Include="Sampler.cpp" />
<ClCompile Include="Shader.cpp" />
<ClCompile Include="Texture.cpp" />
<ClCompile Include="Uniform.cpp" />
......@@ -435,6 +436,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClInclude Include="renderer\VertexDeclarationCache.h" />
<ClInclude Include="resource.h" />
<ClInclude Include="ResourceManager.h" />
<ClInclude Include="Sampler.h" />
<ClInclude Include="Shader.h" />
<ClInclude Include="Texture.h" />
<ClInclude Include="Uniform.h" />
......
......@@ -242,6 +242,9 @@
<ClCompile Include="VertexArray.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Sampler.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="BinaryStream.h">
......@@ -625,6 +628,9 @@
<ClInclude Include="VertexArray.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Sampler.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="renderer\shaders\Blit.ps">
......
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferDepth2D /T ps_4_0 /Fh
// compiled/copybuffer_depth2d11ps.h Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferF texture float4 buf 0 1
// Constants cbuffer NA NA 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_DEPTH 0 N/A oDepth DEPTH float YES
//
ps_4_0
dcl_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output oDepth
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov oDepth, r0.x
ret
// Approximately 5 instruction slots used
#endif
const BYTE g_PS_CopyBufferDepth2D[] =
{
68, 88, 66, 67, 115, 103,
136, 24, 185, 186, 17, 34,
150, 180, 219, 51, 206, 89,
232, 101, 1, 0, 0, 0,
240, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
116, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 1, 0,
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0, 0, 0, 0, 1, 0,
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100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 70, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 255, 255,
255, 255, 1, 14, 0, 0,
83, 86, 95, 68, 69, 80,
84, 72, 0, 171, 171, 171,
83, 72, 68, 82, 176, 0,
0, 0, 64, 0, 0, 0,
44, 0, 0, 0, 89, 0,
0, 4, 70, 142, 32, 0,
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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, 2, 1, 192,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 27, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 22, 21,
16, 0, 1, 0, 0, 0,
35, 0, 0, 10, 18, 0,
16, 0, 0, 0, 0, 0,
10, 128, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
10, 0, 16, 0, 0, 0,
0, 0, 26, 0, 16, 0,
0, 0, 0, 0, 45, 0,
0, 7, 242, 0, 16, 0,
0, 0, 0, 0, 6, 0,
16, 0, 0, 0, 0, 0,
70, 126, 16, 0, 0, 0,
0, 0, 54, 0, 0, 4,
1, 192, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
5, 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, 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,
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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferLum2D /T ps_4_0 /Fh compiled/copybuffer_lum2d11ps.h
// Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferF texture float4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov o0.xyz, r0.xxxx
mov o0.w, l(1.000000)
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_CopyBufferLum2D[] =
{
68, 88, 66, 67, 127, 115,
32, 52, 116, 109, 70, 111,
177, 133, 89, 169, 47, 56,
23, 60, 1, 0, 0, 0,
12, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
144, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
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101, 114, 70, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
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111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 204, 0,
0, 0, 64, 0, 0, 0,
51, 0, 0, 0, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 6, 0, 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,
6, 0, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
130, 32, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
0, 0, 128, 63, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 6, 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferLumAlpha2D /T ps_4_0 /Fh
// compiled/copybuffer_lumalpha2d11ps.h Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferF texture float4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov o0.xyzw, r0.xxxw
ret
// Approximately 5 instruction slots used
#endif
const BYTE g_PS_CopyBufferLumAlpha2D[] =
{
68, 88, 66, 67, 117, 66,
243, 126, 91, 199, 213, 230,
65, 56, 125, 110, 152, 94,
205, 187, 1, 0, 0, 0,
248, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
124, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 70, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 184, 0,
0, 0, 64, 0, 0, 0,
46, 0, 0, 0, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 6, 0, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 242, 32,
16, 0, 0, 0, 0, 0,
6, 12, 16, 0, 0, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 5, 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, 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, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferR2D /T ps_4_0 /Fh compiled/copybuffer_r2d11ps.h
// Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferF texture float4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov o0.x, r0.x
mov o0.yzw, l(0,0,0,1.000000)
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_CopyBufferR2D[] =
{
68, 88, 66, 67, 85, 26,
28, 80, 182, 162, 21, 100,
214, 236, 20, 250, 166, 151,
21, 212, 1, 0, 0, 0,
24, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
156, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 70, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 216, 0,
0, 0, 64, 0, 0, 0,
54, 0, 0, 0, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 6, 0, 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, 128, 63, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 6, 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferR2DI /T ps_4_0 /Fh compiled/copybuffer_r2di11ps.h
// Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferI texture sint4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (sint,sint,sint,sint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov o0.x, r0.x
mov o0.yzw, l(0,0,0,0)
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_CopyBufferR2DI[] =
{
68, 88, 66, 67, 41, 193,
92, 208, 226, 8, 216, 12,
221, 51, 58, 217, 218, 231,
239, 187, 1, 0, 0, 0,
24, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
156, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 73, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
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, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 6, 0, 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, 6, 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferR2DUI /T ps_4_0 /Fh compiled/copybuffer_r2dui11ps.h
// Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferUI texture uint4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (uint,uint,uint,uint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov o0.x, r0.x
mov o0.yzw, l(0,0,0,0)
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_CopyBufferR2DUI[] =
{
68, 88, 66, 67, 185, 149,
8, 15, 22, 78, 178, 84,
120, 6, 164, 20, 59, 255,
9, 197, 1, 0, 0, 0,
24, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
156, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
101, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 85, 73, 0, 67,
111, 110, 115, 116, 97, 110,
116, 115, 0, 171, 101, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
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, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 6, 0, 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, 6, 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferRG2D /T ps_4_0 /Fh compiled/copybuffer_rg2d11ps.h
// Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferF texture float4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov o0.xy, r0.xyxx
mov o0.zw, l(0,0,0,1.000000)
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_CopyBufferRG2D[] =
{
68, 88, 66, 67, 153, 115,
176, 15, 110, 43, 229, 120,
52, 235, 52, 168, 237, 112,
250, 9, 1, 0, 0, 0,
24, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
156, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 70, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 216, 0,
0, 0, 64, 0, 0, 0,
54, 0, 0, 0, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 6, 0, 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, 128, 63, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 6, 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferRG2DI /T ps_4_0 /Fh compiled/copybuffer_rg2di11ps.h
// Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferI texture sint4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (sint,sint,sint,sint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov o0.xy, r0.xyxx
mov o0.zw, l(0,0,0,0)
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_CopyBufferRG2DI[] =
{
68, 88, 66, 67, 10, 235,
230, 9, 31, 2, 226, 124,
159, 101, 155, 100, 190, 179,
123, 76, 1, 0, 0, 0,
24, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
156, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 73, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
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, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 6, 0, 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, 6, 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferRGB2D /T ps_4_0 /Fh compiled/copybuffer_rgb2d11ps.h
// Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferF texture float4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov o0.xyz, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_CopyBufferRGB2D[] =
{
68, 88, 66, 67, 192, 105,
244, 102, 83, 154, 246, 80,
77, 151, 50, 243, 25, 216,
129, 243, 1, 0, 0, 0,
12, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
144, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 70, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 204, 0,
0, 0, 64, 0, 0, 0,
51, 0, 0, 0, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 6, 0, 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, 128, 63, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 6, 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferRGB2DI /T ps_4_0 /Fh compiled/copybuffer_rgb2di11ps.h
// Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferI texture sint4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (sint,sint,sint,sint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_CopyBufferRGB2DI[] =
{
68, 88, 66, 67, 206, 43,
138, 238, 99, 98, 39, 120,
197, 0, 24, 77, 123, 202,
127, 42, 1, 0, 0, 0,
12, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
144, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 73, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
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, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 6, 0, 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, 6, 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferRGB2DUI /T ps_4_0 /Fh
// compiled/copybuffer_rgb2dui11ps.h Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferUI texture uint4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (uint,uint,uint,uint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld r0.xyzw, r0.xxxx, t0.xyzw
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 6 instruction slots used
#endif
const BYTE g_PS_CopyBufferRGB2DUI[] =
{
68, 88, 66, 67, 168, 222,
232, 190, 142, 54, 38, 12,
85, 234, 50, 100, 54, 117,
247, 219, 1, 0, 0, 0,
12, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
144, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
101, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 85, 73, 0, 67,
111, 110, 115, 116, 97, 110,
116, 115, 0, 171, 101, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
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, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 0, 0,
0, 0, 6, 0, 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, 6, 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,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 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
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferRGBA2D /T ps_4_0 /Fh compiled/copybuffer_rgba2d11ps.h
// Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferF texture float4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld o0.xyzw, r0.xxxx, t0.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_CopyBufferRGBA2D[] =
{
68, 88, 66, 67, 50, 59,
94, 206, 144, 222, 59, 232,
252, 153, 192, 183, 57, 29,
119, 119, 1, 0, 0, 0,
228, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
104, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
5, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 70, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 164, 0,
0, 0, 64, 0, 0, 0,
41, 0, 0, 0, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 32, 16, 0, 0, 0,
0, 0, 6, 0, 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,
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, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferRGBA2DI /T ps_4_0 /Fh
// compiled/copybuffer_rgba2di11ps.h Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferI texture sint4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (sint,sint,sint,sint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld o0.xyzw, r0.xxxx, t0.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_CopyBufferRGBA2DI[] =
{
68, 88, 66, 67, 86, 237,
245, 235, 229, 135, 199, 231,
236, 9, 140, 76, 236, 73,
67, 227, 1, 0, 0, 0,
228, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
104, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
100, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 73, 0, 67, 111,
110, 115, 116, 97, 110, 116,
115, 0, 171, 171, 100, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
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, 164, 0,
0, 0, 64, 0, 0, 0,
41, 0, 0, 0, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 32, 16, 0, 0, 0,
0, 0, 6, 0, 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,
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, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc /E PS_CopyBufferRGBA2DUI /T ps_4_0 /Fh
// compiled/copybuffer_rgba2dui11ps.h Passthrough2D11.hlsl
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// int3 BufferExtents; // Offset: 0 Size: 12
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BufferUI texture uint4 buf 0 1
// Constants cbuffer NA NA 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_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (uint,uint,uint,uint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ftoi r0.xy, v1.yxyy
imad r0.x, cb0[0].x, r0.x, r0.y
ld o0.xyzw, r0.xxxx, t0.xyzw
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_CopyBufferRGBA2DUI[] =
{
68, 88, 66, 67, 27, 126,
240, 230, 21, 152, 190, 68,
244, 60, 142, 31, 255, 246,
111, 187, 1, 0, 0, 0,
228, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
48, 1, 0, 0, 136, 1,
0, 0, 188, 1, 0, 0,
104, 2, 0, 0, 82, 68,
69, 70, 244, 0, 0, 0,
1, 0, 0, 0, 112, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
192, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 1, 0,
0, 0, 13, 0, 0, 0,
101, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0,
0, 0, 66, 117, 102, 102,
101, 114, 85, 73, 0, 67,
111, 110, 115, 116, 97, 110,
116, 115, 0, 171, 101, 0,
0, 0, 1, 0, 0, 0,
136, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 160, 0,
0, 0, 0, 0, 0, 0,
12, 0, 0, 0, 2, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 66, 117,
102, 102, 101, 114, 69, 120,
116, 101, 110, 116, 115, 0,
171, 171, 1, 0, 2, 0,
1, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
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, 164, 0,
0, 0, 64, 0, 0, 0,
41, 0, 0, 0, 89, 0,
0, 4, 70, 142, 32, 0,
0, 0, 0, 0, 1, 0,
0, 0, 88, 8, 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, 27, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 22, 21, 16, 0,
1, 0, 0, 0, 35, 0,
0, 10, 18, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
26, 0, 16, 0, 0, 0,
0, 0, 45, 0, 0, 7,
242, 32, 16, 0, 0, 0,
0, 0, 6, 0, 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,
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, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
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