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authorlbavoil <[email protected]>2016-04-19 09:26:42 +0200
committerlbavoil <[email protected]>2016-04-19 09:26:42 +0200
commit4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25 (patch)
tree6b286cfac4923a8d131693a157b256b8154bec39 /src/shaders/out/d3d11/LinearizeDepth_PS.cpp
parentUpdate project files (diff)
downloadhbaoplus-4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25.tar.xz
hbaoplus-4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25.zip
Rename folders
Diffstat (limited to 'src/shaders/out/d3d11/LinearizeDepth_PS.cpp')
-rw-r--r--src/shaders/out/d3d11/LinearizeDepth_PS.cpp272
1 files changed, 0 insertions, 272 deletions
diff --git a/src/shaders/out/d3d11/LinearizeDepth_PS.cpp b/src/shaders/out/d3d11/LinearizeDepth_PS.cpp
deleted file mode 100644
index ad24be7..0000000
--- a/src/shaders/out/d3d11/LinearizeDepth_PS.cpp
+++ /dev/null
@@ -1,272 +0,0 @@
-#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
-dcl_globalFlags refactoringAllowed
-dcl_constantbuffer cb0[8], immediateIndexed
-dcl_resource_texture2d (float,float,float,float) t0
-dcl_input_ps_siv linear noperspective v0.xy, position
-dcl_output o0.x
-dcl_temps 1
-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) r0.x, r0.xyzw, t0.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 o0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
-ret
-// Approximately 0 instruction slots used
-#endif
-
-const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_0_D3D11[] =
-{
- 68, 88, 66, 67, 143, 107,
- 98, 163, 29, 194, 143, 73,
- 101, 95, 229, 36, 236, 183,
- 118, 34, 1, 0, 0, 0,
- 12, 2, 0, 0, 3, 0,
- 0, 0, 44, 0, 0, 0,
- 132, 0, 0, 0, 184, 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, 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,
- 1, 14, 0, 0, 83, 86,
- 95, 84, 65, 82, 71, 69,
- 84, 0, 171, 171, 83, 72,
- 69, 88, 76, 1, 0, 0,
- 80, 0, 0, 0, 83, 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, 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,
- 104, 0, 0, 2, 1, 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,
- 0, 0, 0, 0, 70, 14,
- 16, 0, 0, 0, 0, 0,
- 70, 126, 16, 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, 32,
- 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, 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
-dcl_globalFlags refactoringAllowed
-dcl_constantbuffer cb0[8], immediateIndexed
-dcl_resource_texture2dms(0) (float,float,float,float) t0
-dcl_input_ps_siv linear noperspective v0.xy, position
-dcl_output o0.x
-dcl_temps 1
-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) r0.x, r0.xyzw, t0.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 o0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
-ret
-// Approximately 0 instruction slots used
-#endif
-
-const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_1_D3D11[] =
-{
- 68, 88, 66, 67, 89, 242,
- 176, 163, 192, 9, 27, 137,
- 99, 230, 79, 67, 181, 241,
- 226, 37, 1, 0, 0, 0,
- 20, 2, 0, 0, 3, 0,
- 0, 0, 44, 0, 0, 0,
- 132, 0, 0, 0, 184, 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, 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,
- 1, 14, 0, 0, 83, 86,
- 95, 84, 65, 82, 71, 69,
- 84, 0, 171, 171, 83, 72,
- 69, 88, 84, 1, 0, 0,
- 80, 0, 0, 0, 85, 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, 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,
- 104, 0, 0, 2, 1, 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,
- 0, 0, 0, 0, 70, 14,
- 16, 0, 0, 0, 0, 0,
- 70, 126, 16, 0, 0, 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, 32, 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,
- 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));
- }
-
- void LinearizeDepth_PS::Release(DevicePointer Device)
- {
- m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Release(Device);
- m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Release(Device);
- }
-}