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authorlbavoil <[email protected]>2018-03-15 11:08:34 +0100
committerlbavoil <[email protected]>2018-03-15 11:08:34 +0100
commit636807e68a85a978473764d171ed0c7cc36f9be6 (patch)
tree784a3d4fa8f48b4c085dd959678505b2af12f425 /src/shaders/out/D3D11/LinearizeDepth_PS.cpp
parentRemove test folder (diff)
downloadhbaoplus-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.cpp383
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);
}
}