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authorlbavoil <[email protected]>2016-03-25 13:01:54 +0100
committerlbavoil <[email protected]>2016-03-25 13:01:54 +0100
commit99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c (patch)
treefbcd4260d6c953d569a887505336a1c3f202e10f /src/shaders/out/d3d11/ReinterleaveAO_PS.cpp
downloadhbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.tar.xz
hbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.zip
GFSDK_HBAO+_distro_r3.0_cl20573789
Diffstat (limited to 'src/shaders/out/d3d11/ReinterleaveAO_PS.cpp')
-rw-r--r--src/shaders/out/d3d11/ReinterleaveAO_PS.cpp303
1 files changed, 303 insertions, 0 deletions
diff --git a/src/shaders/out/d3d11/ReinterleaveAO_PS.cpp b/src/shaders/out/d3d11/ReinterleaveAO_PS.cpp
new file mode 100644
index 0000000..8dd1578
--- /dev/null
+++ b/src/shaders/out/d3d11/ReinterleaveAO_PS.cpp
@@ -0,0 +1,303 @@
+#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 xyzw 0 TARGET float xyzw
+//
+ps_5_0
+dcl_globalFlags refactoringAllowed
+dcl_constantbuffer cb0[8], immediateIndexed
+dcl_resource_texture2darray (float,float,float,float) t0
+dcl_input_ps_siv linear noperspective v0.xy, position
+dcl_output o0.xyzw
+dcl_temps 2
+add r0.xy, v0.xyxx, -cb0[7].xyxx
+ftoi r0.xy, r0.xyxx
+bfi r0.z, l(2), l(2), r0.y, l(0)
+bfi r1.z, l(2), l(0), r0.x, r0.z
+ishr r1.xy, r0.xyxx, l(2, 2, 0, 0)
+mov r1.w, l(0)
+ld_indexable(texture2darray)(float,float,float,float) r0.x, r1.xyzw, t0.xyzw
+mov_sat r0.x, r0.x
+log r0.x, r0.x
+mul r0.x, r0.x, cb0[4].z
+exp o0.xyzw, r0.xxxx
+ret
+// Approximately 0 instruction slots used
+#endif
+
+const BYTE g_ReinterleaveAO_PS_ENABLE_BLUR_0_D3D11[] =
+{
+ 68, 88, 66, 67, 50, 64,
+ 90, 226, 170, 28, 158, 218,
+ 73, 191, 66, 28, 80, 182,
+ 224, 122, 1, 0, 0, 0,
+ 96, 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,
+ 15, 0, 0, 0, 83, 86,
+ 95, 84, 65, 82, 71, 69,
+ 84, 0, 171, 171, 83, 72,
+ 69, 88, 160, 1, 0, 0,
+ 80, 0, 0, 0, 104, 0,
+ 0, 0, 106, 8, 0, 1,
+ 89, 0, 0, 4, 70, 142,
+ 32, 0, 0, 0, 0, 0,
+ 8, 0, 0, 0, 88, 64,
+ 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, 242, 32,
+ 16, 0, 0, 0, 0, 0,
+ 104, 0, 0, 2, 2, 0,
+ 0, 0, 0, 0, 0, 9,
+ 50, 0, 16, 0, 0, 0,
+ 0, 0, 70, 16, 16, 0,
+ 0, 0, 0, 0, 70, 128,
+ 32, 128, 65, 0, 0, 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, 140, 0,
+ 0, 11, 66, 0, 16, 0,
+ 0, 0, 0, 0, 1, 64,
+ 0, 0, 2, 0, 0, 0,
+ 1, 64, 0, 0, 2, 0,
+ 0, 0, 26, 0, 16, 0,
+ 0, 0, 0, 0, 1, 64,
+ 0, 0, 0, 0, 0, 0,
+ 140, 0, 0, 11, 66, 0,
+ 16, 0, 1, 0, 0, 0,
+ 1, 64, 0, 0, 2, 0,
+ 0, 0, 1, 64, 0, 0,
+ 0, 0, 0, 0, 10, 0,
+ 16, 0, 0, 0, 0, 0,
+ 42, 0, 16, 0, 0, 0,
+ 0, 0, 42, 0, 0, 10,
+ 50, 0, 16, 0, 1, 0,
+ 0, 0, 70, 0, 16, 0,
+ 0, 0, 0, 0, 2, 64,
+ 0, 0, 2, 0, 0, 0,
+ 2, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 54, 0, 0, 5, 130, 0,
+ 16, 0, 1, 0, 0, 0,
+ 1, 64, 0, 0, 0, 0,
+ 0, 0, 45, 0, 0, 137,
+ 2, 2, 0, 128, 67, 85,
+ 21, 0, 18, 0, 16, 0,
+ 0, 0, 0, 0, 70, 14,
+ 16, 0, 1, 0, 0, 0,
+ 70, 126, 16, 0, 0, 0,
+ 0, 0, 54, 32, 0, 5,
+ 18, 0, 16, 0, 0, 0,
+ 0, 0, 10, 0, 16, 0,
+ 0, 0, 0, 0, 47, 0,
+ 0, 5, 18, 0, 16, 0,
+ 0, 0, 0, 0, 10, 0,
+ 16, 0, 0, 0, 0, 0,
+ 56, 0, 0, 8, 18, 0,
+ 16, 0, 0, 0, 0, 0,
+ 10, 0, 16, 0, 0, 0,
+ 0, 0, 42, 128, 32, 0,
+ 0, 0, 0, 0, 4, 0,
+ 0, 0, 25, 0, 0, 5,
+ 242, 32, 16, 0, 0, 0,
+ 0, 0, 6, 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 xy
+//
+//
+// Output signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_TARGET 0 xy 0 TARGET float xy
+//
+ps_5_0
+dcl_globalFlags refactoringAllowed
+dcl_sampler s0, mode_default
+dcl_resource_texture2darray (float,float,float,float) t0
+dcl_resource_texture2d (float,float,float,float) t1
+dcl_input_ps_siv linear noperspective v0.xy, position
+dcl_input_ps linear v1.xy
+dcl_output o0.xy
+dcl_temps 2
+ftoi r0.xy, v0.xyxx
+bfi r0.z, l(2), l(2), r0.y, l(0)
+bfi r1.z, l(2), l(0), r0.x, r0.z
+ishr r1.xy, r0.xyxx, l(2, 2, 0, 0)
+mov r1.w, l(0)
+ld_indexable(texture2darray)(float,float,float,float) r0.x, r1.xyzw, t0.xyzw
+mov o0.x, r0.x
+sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t1.xyzw, s0
+mov o0.y, r0.x
+ret
+// Approximately 0 instruction slots used
+#endif
+
+const BYTE g_ReinterleaveAO_PS_ENABLE_BLUR_1_D3D11[] =
+{
+ 68, 88, 66, 67, 78, 212,
+ 35, 117, 143, 115, 158, 122,
+ 153, 136, 159, 204, 78, 252,
+ 224, 241, 1, 0, 0, 0,
+ 76, 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, 3, 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,
+ 3, 12, 0, 0, 83, 86,
+ 95, 84, 65, 82, 71, 69,
+ 84, 0, 171, 171, 83, 72,
+ 69, 88, 140, 1, 0, 0,
+ 80, 0, 0, 0, 99, 0,
+ 0, 0, 106, 8, 0, 1,
+ 90, 0, 0, 3, 0, 96,
+ 16, 0, 0, 0, 0, 0,
+ 88, 64, 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,
+ 98, 16, 0, 3, 50, 16,
+ 16, 0, 1, 0, 0, 0,
+ 101, 0, 0, 3, 50, 32,
+ 16, 0, 0, 0, 0, 0,
+ 104, 0, 0, 2, 2, 0,
+ 0, 0, 27, 0, 0, 5,
+ 50, 0, 16, 0, 0, 0,
+ 0, 0, 70, 16, 16, 0,
+ 0, 0, 0, 0, 140, 0,
+ 0, 11, 66, 0, 16, 0,
+ 0, 0, 0, 0, 1, 64,
+ 0, 0, 2, 0, 0, 0,
+ 1, 64, 0, 0, 2, 0,
+ 0, 0, 26, 0, 16, 0,
+ 0, 0, 0, 0, 1, 64,
+ 0, 0, 0, 0, 0, 0,
+ 140, 0, 0, 11, 66, 0,
+ 16, 0, 1, 0, 0, 0,
+ 1, 64, 0, 0, 2, 0,
+ 0, 0, 1, 64, 0, 0,
+ 0, 0, 0, 0, 10, 0,
+ 16, 0, 0, 0, 0, 0,
+ 42, 0, 16, 0, 0, 0,
+ 0, 0, 42, 0, 0, 10,
+ 50, 0, 16, 0, 1, 0,
+ 0, 0, 70, 0, 16, 0,
+ 0, 0, 0, 0, 2, 64,
+ 0, 0, 2, 0, 0, 0,
+ 2, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 54, 0, 0, 5, 130, 0,
+ 16, 0, 1, 0, 0, 0,
+ 1, 64, 0, 0, 0, 0,
+ 0, 0, 45, 0, 0, 137,
+ 2, 2, 0, 128, 67, 85,
+ 21, 0, 18, 0, 16, 0,
+ 0, 0, 0, 0, 70, 14,
+ 16, 0, 1, 0, 0, 0,
+ 70, 126, 16, 0, 0, 0,
+ 0, 0, 54, 0, 0, 5,
+ 18, 32, 16, 0, 0, 0,
+ 0, 0, 10, 0, 16, 0,
+ 0, 0, 0, 0, 69, 0,
+ 0, 139, 194, 0, 0, 128,
+ 67, 85, 21, 0, 18, 0,
+ 16, 0, 0, 0, 0, 0,
+ 70, 16, 16, 0, 1, 0,
+ 0, 0, 70, 126, 16, 0,
+ 1, 0, 0, 0, 0, 96,
+ 16, 0, 0, 0, 0, 0,
+ 54, 0, 0, 5, 34, 32,
+ 16, 0, 0, 0, 0, 0,
+ 10, 0, 16, 0, 0, 0,
+ 0, 0, 62, 0, 0, 1
+};
+
+namespace Generated
+{
+ void ReinterleaveAO_PS::Create(DevicePointer Device)
+ {
+ m_Shader[ShaderPermutations::ENABLE_BLUR_0].Create(Device, g_ReinterleaveAO_PS_ENABLE_BLUR_0_D3D11, sizeof(g_ReinterleaveAO_PS_ENABLE_BLUR_0_D3D11));
+ m_Shader[ShaderPermutations::ENABLE_BLUR_1].Create(Device, g_ReinterleaveAO_PS_ENABLE_BLUR_1_D3D11, sizeof(g_ReinterleaveAO_PS_ENABLE_BLUR_1_D3D11));
+ }
+
+ void ReinterleaveAO_PS::Release(DevicePointer Device)
+ {
+ m_Shader[ShaderPermutations::ENABLE_BLUR_0].Release(Device);
+ m_Shader[ShaderPermutations::ENABLE_BLUR_1].Release(Device);
+ }
+}