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path: root/src/shaders/out/d3d11/CopyDepth_PS.cpp
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Diffstat (limited to 'src/shaders/out/d3d11/CopyDepth_PS.cpp')
-rw-r--r--src/shaders/out/d3d11/CopyDepth_PS.cpp232
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);
+ }
+}