diff options
| author | lbavoil <[email protected]> | 2016-04-19 09:26:42 +0200 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2016-04-19 09:26:42 +0200 |
| commit | 4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25 (patch) | |
| tree | 6b286cfac4923a8d131693a157b256b8154bec39 /src/shaders/out/d3d11/LinearizeDepth_PS.cpp | |
| parent | Update project files (diff) | |
| download | hbaoplus-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.cpp | 272 |
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); - } -} |