diff options
| author | lbavoil <[email protected]> | 2018-03-15 11:08:34 +0100 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2018-03-15 11:08:34 +0100 |
| commit | 636807e68a85a978473764d171ed0c7cc36f9be6 (patch) | |
| tree | 784a3d4fa8f48b4c085dd959678505b2af12f425 /src/shaders/out/D3D11/LinearizeDepth_PS.cpp | |
| parent | Remove test folder (diff) | |
| download | hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.tar.xz hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.zip | |
HBAO+ 4.0.0.23740451
Diffstat (limited to 'src/shaders/out/D3D11/LinearizeDepth_PS.cpp')
| -rw-r--r-- | src/shaders/out/D3D11/LinearizeDepth_PS.cpp | 383 |
1 files changed, 377 insertions, 6 deletions
diff --git a/src/shaders/out/D3D11/LinearizeDepth_PS.cpp b/src/shaders/out/D3D11/LinearizeDepth_PS.cpp index ad24be7..12a947c 100644 --- a/src/shaders/out/D3D11/LinearizeDepth_PS.cpp +++ b/src/shaders/out/D3D11/LinearizeDepth_PS.cpp @@ -35,7 +35,7 @@ ret // Approximately 0 instruction slots used #endif -const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_0_D3D11[] = +const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_1_D3D11[] = { 68, 88, 66, 67, 143, 107, 98, 163, 29, 194, 143, 73, @@ -143,6 +143,188 @@ const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_0_D3D11[] = // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 x 0 TARGET float x +// SV_Target 1 x 1 TARGET float x +// +ps_5_0 +dcl_globalFlags refactoringAllowed +dcl_constantbuffer cb0[8], immediateIndexed +dcl_resource_texture2d (float,float,float,float) t0 +dcl_resource_texture2d (float,float,float,float) t1 +dcl_input_ps_siv linear noperspective v0.xy, position +dcl_output o0.x +dcl_output o1.x +dcl_temps 2 +add r0.xy, v0.xyxx, cb0[7].xyxx +ftoi r0.xy, r0.xyxx +mov r0.zw, l(0,0,0,0) +ld_indexable(texture2d)(float,float,float,float) r1.x, r0.xyww, t0.xyzw +ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t1.xyzw +mad_sat r0.x, cb0[6].z, r0.x, cb0[6].w +mad r0.x, r0.x, cb0[6].x, cb0[6].y +div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x +mad_sat r0.y, cb0[6].z, r1.x, cb0[6].w +mad r0.y, r0.y, cb0[6].x, cb0[6].y +div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y +min o0.x, r0.x, r0.y +max o1.x, r0.x, r0.y +ret +// Approximately 0 instruction slots used +#endif + +const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_2_D3D11[] = +{ + 68, 88, 66, 67, 234, 208, + 159, 244, 198, 183, 43, 95, + 13, 175, 226, 221, 96, 188, + 220, 229, 1, 0, 0, 0, + 28, 3, 0, 0, 3, 0, + 0, 0, 44, 0, 0, 0, + 132, 0, 0, 0, 208, 0, + 0, 0, 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, 3, 0, 0, + 68, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 3, 0, 0, 0, 1, 0, + 0, 0, 3, 0, 0, 0, + 83, 86, 95, 80, 111, 115, + 105, 116, 105, 111, 110, 0, + 84, 69, 88, 67, 79, 79, + 82, 68, 0, 171, 171, 171, + 79, 83, 71, 78, 68, 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, + 1, 14, 0, 0, 56, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 3, 0, + 0, 0, 1, 0, 0, 0, + 1, 14, 0, 0, 83, 86, + 95, 84, 97, 114, 103, 101, + 116, 0, 171, 171, 83, 72, + 69, 88, 68, 2, 0, 0, + 80, 0, 0, 0, 145, 0, + 0, 0, 106, 8, 0, 1, + 89, 0, 0, 4, 70, 142, + 32, 0, 0, 0, 0, 0, + 8, 0, 0, 0, 88, 24, + 0, 4, 0, 112, 16, 0, + 0, 0, 0, 0, 85, 85, + 0, 0, 88, 24, 0, 4, + 0, 112, 16, 0, 1, 0, + 0, 0, 85, 85, 0, 0, + 100, 32, 0, 4, 50, 16, + 16, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 101, 0, + 0, 3, 18, 32, 16, 0, + 0, 0, 0, 0, 101, 0, + 0, 3, 18, 32, 16, 0, + 1, 0, 0, 0, 104, 0, + 0, 2, 2, 0, 0, 0, + 0, 0, 0, 8, 50, 0, + 16, 0, 0, 0, 0, 0, + 70, 16, 16, 0, 0, 0, + 0, 0, 70, 128, 32, 0, + 0, 0, 0, 0, 7, 0, + 0, 0, 27, 0, 0, 5, + 50, 0, 16, 0, 0, 0, + 0, 0, 70, 0, 16, 0, + 0, 0, 0, 0, 54, 0, + 0, 8, 194, 0, 16, 0, + 0, 0, 0, 0, 2, 64, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 45, 0, 0, 137, 194, 0, + 0, 128, 67, 85, 21, 0, + 18, 0, 16, 0, 1, 0, + 0, 0, 70, 15, 16, 0, + 0, 0, 0, 0, 70, 126, + 16, 0, 0, 0, 0, 0, + 45, 0, 0, 137, 194, 0, + 0, 128, 67, 85, 21, 0, + 18, 0, 16, 0, 0, 0, + 0, 0, 70, 14, 16, 0, + 0, 0, 0, 0, 70, 126, + 16, 0, 1, 0, 0, 0, + 50, 32, 0, 11, 18, 0, + 16, 0, 0, 0, 0, 0, + 42, 128, 32, 0, 0, 0, + 0, 0, 6, 0, 0, 0, + 10, 0, 16, 0, 0, 0, + 0, 0, 58, 128, 32, 0, + 0, 0, 0, 0, 6, 0, + 0, 0, 50, 0, 0, 11, + 18, 0, 16, 0, 0, 0, + 0, 0, 10, 0, 16, 0, + 0, 0, 0, 0, 10, 128, + 32, 0, 0, 0, 0, 0, + 6, 0, 0, 0, 26, 128, + 32, 0, 0, 0, 0, 0, + 6, 0, 0, 0, 14, 0, + 0, 10, 18, 0, 16, 0, + 0, 0, 0, 0, 2, 64, + 0, 0, 0, 0, 128, 63, + 0, 0, 128, 63, 0, 0, + 128, 63, 0, 0, 128, 63, + 10, 0, 16, 0, 0, 0, + 0, 0, 50, 32, 0, 11, + 34, 0, 16, 0, 0, 0, + 0, 0, 42, 128, 32, 0, + 0, 0, 0, 0, 6, 0, + 0, 0, 10, 0, 16, 0, + 1, 0, 0, 0, 58, 128, + 32, 0, 0, 0, 0, 0, + 6, 0, 0, 0, 50, 0, + 0, 11, 34, 0, 16, 0, + 0, 0, 0, 0, 26, 0, + 16, 0, 0, 0, 0, 0, + 10, 128, 32, 0, 0, 0, + 0, 0, 6, 0, 0, 0, + 26, 128, 32, 0, 0, 0, + 0, 0, 6, 0, 0, 0, + 14, 0, 0, 10, 34, 0, + 16, 0, 0, 0, 0, 0, + 2, 64, 0, 0, 0, 0, + 128, 63, 0, 0, 128, 63, + 0, 0, 128, 63, 0, 0, + 128, 63, 26, 0, 16, 0, + 0, 0, 0, 0, 51, 0, + 0, 7, 18, 32, 16, 0, + 0, 0, 0, 0, 10, 0, + 16, 0, 0, 0, 0, 0, + 26, 0, 16, 0, 0, 0, + 0, 0, 52, 0, 0, 7, + 18, 32, 16, 0, 1, 0, + 0, 0, 10, 0, 16, 0, + 0, 0, 0, 0, 26, 0, + 16, 0, 0, 0, 0, 0, + 62, 0, 0, 1 +}; +#if 0 +// +// Generated by Microsoft (R) D3D Shader Disassembler +// +// +// Input signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float xy +// TEXCOORD 0 xy 1 NONE float +// +// +// Output signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 x 0 TARGET float x // ps_5_0 @@ -163,7 +345,7 @@ ret // Approximately 0 instruction slots used #endif -const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_1_D3D11[] = +const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_1_D3D11[] = { 68, 88, 66, 67, 89, 242, 176, 163, 192, 9, 27, 137, @@ -255,18 +437,207 @@ const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_1_D3D11[] = 16, 0, 0, 0, 0, 0, 62, 0, 0, 1 }; +#if 0 +// +// Generated by Microsoft (R) D3D Shader Disassembler +// +// +// Input signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float xy +// TEXCOORD 0 xy 1 NONE float +// +// +// Output signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 x 0 TARGET float x +// SV_Target 1 x 1 TARGET float x +// +ps_5_0 +dcl_globalFlags refactoringAllowed +dcl_constantbuffer cb0[8], immediateIndexed +dcl_resource_texture2dms(0) (float,float,float,float) t0 +dcl_resource_texture2dms(0) (float,float,float,float) t1 +dcl_input_ps_siv linear noperspective v0.xy, position +dcl_output o0.x +dcl_output o1.x +dcl_temps 2 +add r0.xy, v0.xyxx, cb0[7].xyxx +ftoi r0.xy, r0.xyxx +mov r0.zw, l(0,0,0,0) +ldms_indexable(texture2dms)(float,float,float,float) r1.x, r0.xyww, t0.xyzw, l(0) +ldms_indexable(texture2dms)(float,float,float,float) r0.x, r0.xyzw, t1.xyzw, l(0) +mad_sat r0.x, cb0[6].z, r0.x, cb0[6].w +mad r0.x, r0.x, cb0[6].x, cb0[6].y +div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x +mad_sat r0.y, cb0[6].z, r1.x, cb0[6].w +mad r0.y, r0.y, cb0[6].x, cb0[6].y +div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y +min o0.x, r0.x, r0.y +max o1.x, r0.x, r0.y +ret +// Approximately 0 instruction slots used +#endif + +const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_2_D3D11[] = +{ + 68, 88, 66, 67, 169, 223, + 209, 103, 10, 214, 143, 58, + 228, 54, 105, 11, 108, 117, + 141, 225, 1, 0, 0, 0, + 44, 3, 0, 0, 3, 0, + 0, 0, 44, 0, 0, 0, + 132, 0, 0, 0, 208, 0, + 0, 0, 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, 3, 0, 0, + 68, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 3, 0, 0, 0, 1, 0, + 0, 0, 3, 0, 0, 0, + 83, 86, 95, 80, 111, 115, + 105, 116, 105, 111, 110, 0, + 84, 69, 88, 67, 79, 79, + 82, 68, 0, 171, 171, 171, + 79, 83, 71, 78, 68, 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, + 1, 14, 0, 0, 56, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 3, 0, + 0, 0, 1, 0, 0, 0, + 1, 14, 0, 0, 83, 86, + 95, 84, 97, 114, 103, 101, + 116, 0, 171, 171, 83, 72, + 69, 88, 84, 2, 0, 0, + 80, 0, 0, 0, 149, 0, + 0, 0, 106, 8, 0, 1, + 89, 0, 0, 4, 70, 142, + 32, 0, 0, 0, 0, 0, + 8, 0, 0, 0, 88, 32, + 0, 4, 0, 112, 16, 0, + 0, 0, 0, 0, 85, 85, + 0, 0, 88, 32, 0, 4, + 0, 112, 16, 0, 1, 0, + 0, 0, 85, 85, 0, 0, + 100, 32, 0, 4, 50, 16, + 16, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 101, 0, + 0, 3, 18, 32, 16, 0, + 0, 0, 0, 0, 101, 0, + 0, 3, 18, 32, 16, 0, + 1, 0, 0, 0, 104, 0, + 0, 2, 2, 0, 0, 0, + 0, 0, 0, 8, 50, 0, + 16, 0, 0, 0, 0, 0, + 70, 16, 16, 0, 0, 0, + 0, 0, 70, 128, 32, 0, + 0, 0, 0, 0, 7, 0, + 0, 0, 27, 0, 0, 5, + 50, 0, 16, 0, 0, 0, + 0, 0, 70, 0, 16, 0, + 0, 0, 0, 0, 54, 0, + 0, 8, 194, 0, 16, 0, + 0, 0, 0, 0, 2, 64, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 46, 0, 0, 139, 2, 1, + 0, 128, 67, 85, 21, 0, + 18, 0, 16, 0, 1, 0, + 0, 0, 70, 15, 16, 0, + 0, 0, 0, 0, 70, 126, + 16, 0, 0, 0, 0, 0, + 1, 64, 0, 0, 0, 0, + 0, 0, 46, 0, 0, 139, + 2, 1, 0, 128, 67, 85, + 21, 0, 18, 0, 16, 0, + 0, 0, 0, 0, 70, 14, + 16, 0, 0, 0, 0, 0, + 70, 126, 16, 0, 1, 0, + 0, 0, 1, 64, 0, 0, + 0, 0, 0, 0, 50, 32, + 0, 11, 18, 0, 16, 0, + 0, 0, 0, 0, 42, 128, + 32, 0, 0, 0, 0, 0, + 6, 0, 0, 0, 10, 0, + 16, 0, 0, 0, 0, 0, + 58, 128, 32, 0, 0, 0, + 0, 0, 6, 0, 0, 0, + 50, 0, 0, 11, 18, 0, + 16, 0, 0, 0, 0, 0, + 10, 0, 16, 0, 0, 0, + 0, 0, 10, 128, 32, 0, + 0, 0, 0, 0, 6, 0, + 0, 0, 26, 128, 32, 0, + 0, 0, 0, 0, 6, 0, + 0, 0, 14, 0, 0, 10, + 18, 0, 16, 0, 0, 0, + 0, 0, 2, 64, 0, 0, + 0, 0, 128, 63, 0, 0, + 128, 63, 0, 0, 128, 63, + 0, 0, 128, 63, 10, 0, + 16, 0, 0, 0, 0, 0, + 50, 32, 0, 11, 34, 0, + 16, 0, 0, 0, 0, 0, + 42, 128, 32, 0, 0, 0, + 0, 0, 6, 0, 0, 0, + 10, 0, 16, 0, 1, 0, + 0, 0, 58, 128, 32, 0, + 0, 0, 0, 0, 6, 0, + 0, 0, 50, 0, 0, 11, + 34, 0, 16, 0, 0, 0, + 0, 0, 26, 0, 16, 0, + 0, 0, 0, 0, 10, 128, + 32, 0, 0, 0, 0, 0, + 6, 0, 0, 0, 26, 128, + 32, 0, 0, 0, 0, 0, + 6, 0, 0, 0, 14, 0, + 0, 10, 34, 0, 16, 0, + 0, 0, 0, 0, 2, 64, + 0, 0, 0, 0, 128, 63, + 0, 0, 128, 63, 0, 0, + 128, 63, 0, 0, 128, 63, + 26, 0, 16, 0, 0, 0, + 0, 0, 51, 0, 0, 7, + 18, 32, 16, 0, 0, 0, + 0, 0, 10, 0, 16, 0, + 0, 0, 0, 0, 26, 0, + 16, 0, 0, 0, 0, 0, + 52, 0, 0, 7, 18, 32, + 16, 0, 1, 0, 0, 0, + 10, 0, 16, 0, 0, 0, + 0, 0, 26, 0, 16, 0, + 0, 0, 0, 0, 62, 0, + 0, 1 +}; namespace Generated { void LinearizeDepth_PS::Create(DevicePointer Device) { - m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Create(Device, g_LinearizeDepth_PS_RESOLVE_DEPTH_0_D3D11, sizeof(g_LinearizeDepth_PS_RESOLVE_DEPTH_0_D3D11)); - m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Create(Device, g_LinearizeDepth_PS_RESOLVE_DEPTH_1_D3D11, sizeof(g_LinearizeDepth_PS_RESOLVE_DEPTH_1_D3D11)); + m_Shader[ShaderPermutations::RESOLVE_DEPTH_0][ShaderPermutations::DEPTH_LAYER_COUNT_1].Create(Device, g_LinearizeDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_1_D3D11, sizeof(g_LinearizeDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_1_D3D11)); + m_Shader[ShaderPermutations::RESOLVE_DEPTH_0][ShaderPermutations::DEPTH_LAYER_COUNT_2].Create(Device, g_LinearizeDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_2_D3D11, sizeof(g_LinearizeDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_2_D3D11)); + m_Shader[ShaderPermutations::RESOLVE_DEPTH_1][ShaderPermutations::DEPTH_LAYER_COUNT_1].Create(Device, g_LinearizeDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_1_D3D11, sizeof(g_LinearizeDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_1_D3D11)); + m_Shader[ShaderPermutations::RESOLVE_DEPTH_1][ShaderPermutations::DEPTH_LAYER_COUNT_2].Create(Device, g_LinearizeDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_2_D3D11, sizeof(g_LinearizeDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_2_D3D11)); } void LinearizeDepth_PS::Release(DevicePointer Device) { - m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Release(Device); - m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Release(Device); + m_Shader[ShaderPermutations::RESOLVE_DEPTH_0][ShaderPermutations::DEPTH_LAYER_COUNT_1].Release(Device); + m_Shader[ShaderPermutations::RESOLVE_DEPTH_0][ShaderPermutations::DEPTH_LAYER_COUNT_2].Release(Device); + m_Shader[ShaderPermutations::RESOLVE_DEPTH_1][ShaderPermutations::DEPTH_LAYER_COUNT_1].Release(Device); + m_Shader[ShaderPermutations::RESOLVE_DEPTH_1][ShaderPermutations::DEPTH_LAYER_COUNT_2].Release(Device); } } |