diff options
Diffstat (limited to 'src/shaders/out/d3d11/CopyDepth_PS.cpp')
| -rw-r--r-- | src/shaders/out/d3d11/CopyDepth_PS.cpp | 232 |
1 files changed, 232 insertions, 0 deletions
diff --git a/src/shaders/out/d3d11/CopyDepth_PS.cpp b/src/shaders/out/d3d11/CopyDepth_PS.cpp new file mode 100644 index 0000000..f4d28e0 --- /dev/null +++ b/src/shaders/out/d3d11/CopyDepth_PS.cpp @@ -0,0 +1,232 @@ +#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 +mov o0.x, r0.x +ret +// Approximately 0 instruction slots used +#endif + +const BYTE g_CopyDepth_PS_RESOLVE_DEPTH_0_D3D11[] = +{ + 68, 88, 66, 67, 228, 69, + 237, 239, 123, 187, 43, 197, + 74, 99, 183, 158, 179, 90, + 27, 191, 1, 0, 0, 0, + 160, 1, 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, 224, 0, 0, 0, + 80, 0, 0, 0, 56, 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, 54, 0, 0, 5, + 18, 32, 16, 0, 0, 0, + 0, 0, 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) +mov o0.x, r0.x +ret +// Approximately 0 instruction slots used +#endif + +const BYTE g_CopyDepth_PS_RESOLVE_DEPTH_1_D3D11[] = +{ + 68, 88, 66, 67, 233, 109, + 46, 61, 185, 115, 76, 225, + 218, 100, 154, 70, 77, 132, + 86, 247, 1, 0, 0, 0, + 168, 1, 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, 232, 0, 0, 0, + 80, 0, 0, 0, 58, 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, 54, 0, + 0, 5, 18, 32, 16, 0, + 0, 0, 0, 0, 10, 0, + 16, 0, 0, 0, 0, 0, + 62, 0, 0, 1 +}; + +namespace Generated +{ + void CopyDepth_PS::Create(DevicePointer Device) + { + m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Create(Device, g_CopyDepth_PS_RESOLVE_DEPTH_0_D3D11, sizeof(g_CopyDepth_PS_RESOLVE_DEPTH_0_D3D11)); + m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Create(Device, g_CopyDepth_PS_RESOLVE_DEPTH_1_D3D11, sizeof(g_CopyDepth_PS_RESOLVE_DEPTH_1_D3D11)); + } + + void CopyDepth_PS::Release(DevicePointer Device) + { + m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Release(Device); + m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Release(Device); + } +} |