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| compiled | ||
| BufferToTexture11.hlsl | ||
| Clear11.hlsl | ||
| Passthrough2D11.hlsl | ||
| Passthrough3D11.hlsl | ||
| Swizzle11.hlsl | ||
| generate_shaders.bat |
D3D11 supports sampling other channel sizes of backing object and declaring them as 4-vectors in HLSL. This allows us to simplify the logic for fast unpack shaders significantly. Source: http://msdn.microsoft.com/en-us/library/windows/desktop/bb509700(v=vs.85).aspx (Default Values for Missing Components in a Texture) Change-Id: I7f645372f266f57bd94cdb1c795f1d30bf2a60a4 Reviewed-on: https://chromium-review.googlesource.com/181901Reviewed-by:Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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| Passthrough2D11.hlsl | Loading commit data... | |
| Passthrough3D11.hlsl | Loading commit data... | |
| Swizzle11.hlsl | Loading commit data... | |
| generate_shaders.bat | Loading commit data... |