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path: root/src/shaders/out/d3d11/DeinterleaveDepth_PS.cpp
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Diffstat (limited to 'src/shaders/out/d3d11/DeinterleaveDepth_PS.cpp')
-rw-r--r--src/shaders/out/d3d11/DeinterleaveDepth_PS.cpp235
1 files changed, 235 insertions, 0 deletions
diff --git a/src/shaders/out/d3d11/DeinterleaveDepth_PS.cpp b/src/shaders/out/d3d11/DeinterleaveDepth_PS.cpp
new file mode 100644
index 0000000..35dc0a2
--- /dev/null
+++ b/src/shaders/out/d3d11/DeinterleaveDepth_PS.cpp
@@ -0,0 +1,235 @@
+#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
+// SV_Target 1 x 1 TARGET float x
+// SV_Target 2 x 2 TARGET float x
+// SV_Target 3 x 3 TARGET float x
+// SV_Target 4 x 4 TARGET float x
+// SV_Target 5 x 5 TARGET float x
+// SV_Target 6 x 6 TARGET float x
+// SV_Target 7 x 7 TARGET float x
+//
+ps_5_0
+dcl_globalFlags refactoringAllowed
+dcl_constantbuffer cb0[2], immediateIndexed
+dcl_constantbuffer cb1[2], immediateIndexed
+dcl_sampler s0, mode_default
+dcl_resource_texture2d (float,float,float,float) t0
+dcl_input_ps_siv linear noperspective v0.xy, position
+dcl_output o0.x
+dcl_output o1.x
+dcl_output o2.x
+dcl_output o3.x
+dcl_output o4.x
+dcl_output o5.x
+dcl_output o6.x
+dcl_output o7.x
+dcl_temps 2
+round_ni r0.xy, v0.xyxx
+mad r0.xy, r0.xyxx, l(4.000000, 4.000000, 0.000000, 0.000000), cb1[1].xyxx
+add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
+mul r0.xy, r0.xyxx, cb0[1].zwzz
+gather4_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t0.xyzw, s0.x
+gather4_aoffimmi_indexable(2,0,0)(texture2d)(float,float,float,float) r0.xyzw, r0.xyxx, t0.xyzw, s0.x
+mov o0.x, r1.w
+mov o1.x, r1.z
+mov o2.x, r0.w
+mov o3.x, r0.z
+mov o4.x, r1.x
+mov o5.x, r1.y
+mov o6.x, r0.x
+mov o7.x, r0.y
+ret
+// Approximately 0 instruction slots used
+#endif
+
+const BYTE g_DeinterleaveDepth_PS_D3D11[] =
+{
+ 68, 88, 66, 67, 68, 196,
+ 145, 220, 76, 140, 243, 86,
+ 140, 201, 64, 71, 88, 71,
+ 88, 143, 1, 0, 0, 0,
+ 184, 3, 0, 0, 3, 0,
+ 0, 0, 44, 0, 0, 0,
+ 132, 0, 0, 0, 96, 1,
+ 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, 212, 0,
+ 0, 0, 8, 0, 0, 0,
+ 8, 0, 0, 0, 200, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 0, 0, 0, 0,
+ 1, 14, 0, 0, 200, 0,
+ 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 1, 0, 0, 0,
+ 1, 14, 0, 0, 200, 0,
+ 0, 0, 2, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 2, 0, 0, 0,
+ 1, 14, 0, 0, 200, 0,
+ 0, 0, 3, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 3, 0, 0, 0,
+ 1, 14, 0, 0, 200, 0,
+ 0, 0, 4, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 4, 0, 0, 0,
+ 1, 14, 0, 0, 200, 0,
+ 0, 0, 5, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 5, 0, 0, 0,
+ 1, 14, 0, 0, 200, 0,
+ 0, 0, 6, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 6, 0, 0, 0,
+ 1, 14, 0, 0, 200, 0,
+ 0, 0, 7, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 7, 0, 0, 0,
+ 1, 14, 0, 0, 83, 86,
+ 95, 84, 97, 114, 103, 101,
+ 116, 0, 171, 171, 83, 72,
+ 69, 88, 80, 2, 0, 0,
+ 80, 0, 0, 0, 148, 0,
+ 0, 0, 106, 8, 0, 1,
+ 89, 0, 0, 4, 70, 142,
+ 32, 0, 0, 0, 0, 0,
+ 2, 0, 0, 0, 89, 0,
+ 0, 4, 70, 142, 32, 0,
+ 1, 0, 0, 0, 2, 0,
+ 0, 0, 90, 0, 0, 3,
+ 0, 96, 16, 0, 0, 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, 101, 0,
+ 0, 3, 18, 32, 16, 0,
+ 1, 0, 0, 0, 101, 0,
+ 0, 3, 18, 32, 16, 0,
+ 2, 0, 0, 0, 101, 0,
+ 0, 3, 18, 32, 16, 0,
+ 3, 0, 0, 0, 101, 0,
+ 0, 3, 18, 32, 16, 0,
+ 4, 0, 0, 0, 101, 0,
+ 0, 3, 18, 32, 16, 0,
+ 5, 0, 0, 0, 101, 0,
+ 0, 3, 18, 32, 16, 0,
+ 6, 0, 0, 0, 101, 0,
+ 0, 3, 18, 32, 16, 0,
+ 7, 0, 0, 0, 104, 0,
+ 0, 2, 2, 0, 0, 0,
+ 65, 0, 0, 5, 50, 0,
+ 16, 0, 0, 0, 0, 0,
+ 70, 16, 16, 0, 0, 0,
+ 0, 0, 50, 0, 0, 13,
+ 50, 0, 16, 0, 0, 0,
+ 0, 0, 70, 0, 16, 0,
+ 0, 0, 0, 0, 2, 64,
+ 0, 0, 0, 0, 128, 64,
+ 0, 0, 128, 64, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 70, 128, 32, 0, 1, 0,
+ 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 10, 50, 0,
+ 16, 0, 0, 0, 0, 0,
+ 70, 0, 16, 0, 0, 0,
+ 0, 0, 2, 64, 0, 0,
+ 0, 0, 0, 63, 0, 0,
+ 0, 63, 0, 0, 0, 0,
+ 0, 0, 0, 0, 56, 0,
+ 0, 8, 50, 0, 16, 0,
+ 0, 0, 0, 0, 70, 0,
+ 16, 0, 0, 0, 0, 0,
+ 230, 138, 32, 0, 0, 0,
+ 0, 0, 1, 0, 0, 0,
+ 109, 0, 0, 139, 194, 0,
+ 0, 128, 67, 85, 21, 0,
+ 242, 0, 16, 0, 1, 0,
+ 0, 0, 70, 0, 16, 0,
+ 0, 0, 0, 0, 70, 126,
+ 16, 0, 0, 0, 0, 0,
+ 10, 96, 16, 0, 0, 0,
+ 0, 0, 109, 0, 0, 140,
+ 1, 4, 0, 128, 194, 0,
+ 0, 128, 67, 85, 21, 0,
+ 242, 0, 16, 0, 0, 0,
+ 0, 0, 70, 0, 16, 0,
+ 0, 0, 0, 0, 70, 126,
+ 16, 0, 0, 0, 0, 0,
+ 10, 96, 16, 0, 0, 0,
+ 0, 0, 54, 0, 0, 5,
+ 18, 32, 16, 0, 0, 0,
+ 0, 0, 58, 0, 16, 0,
+ 1, 0, 0, 0, 54, 0,
+ 0, 5, 18, 32, 16, 0,
+ 1, 0, 0, 0, 42, 0,
+ 16, 0, 1, 0, 0, 0,
+ 54, 0, 0, 5, 18, 32,
+ 16, 0, 2, 0, 0, 0,
+ 58, 0, 16, 0, 0, 0,
+ 0, 0, 54, 0, 0, 5,
+ 18, 32, 16, 0, 3, 0,
+ 0, 0, 42, 0, 16, 0,
+ 0, 0, 0, 0, 54, 0,
+ 0, 5, 18, 32, 16, 0,
+ 4, 0, 0, 0, 10, 0,
+ 16, 0, 1, 0, 0, 0,
+ 54, 0, 0, 5, 18, 32,
+ 16, 0, 5, 0, 0, 0,
+ 26, 0, 16, 0, 1, 0,
+ 0, 0, 54, 0, 0, 5,
+ 18, 32, 16, 0, 6, 0,
+ 0, 0, 10, 0, 16, 0,
+ 0, 0, 0, 0, 54, 0,
+ 0, 5, 18, 32, 16, 0,
+ 7, 0, 0, 0, 26, 0,
+ 16, 0, 0, 0, 0, 0,
+ 62, 0, 0, 1
+};
+
+namespace Generated
+{
+ void DeinterleaveDepth_PS::Create(DevicePointer Device)
+ {
+ m_Shader.Create(Device, g_DeinterleaveDepth_PS_D3D11, sizeof(g_DeinterleaveDepth_PS_D3D11));
+ }
+
+ void DeinterleaveDepth_PS::Release(DevicePointer Device)
+ {
+ m_Shader.Release(Device);
+ }
+}