diff options
Diffstat (limited to 'src/shaders/out/d3d11/ReinterleaveAO_PS.cpp')
| -rw-r--r-- | src/shaders/out/d3d11/ReinterleaveAO_PS.cpp | 303 |
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); + } +} |