#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_DEPTH_LAYER_COUNT_1_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 // SV_Target 1 x 1 TARGET float x // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[8], immediateIndexed dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_input_ps_siv linear noperspective v0.xy, position dcl_output o0.x dcl_output o1.x dcl_temps 2 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) r1.x, r0.xyww, t0.xyzw ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t1.xyzw min o0.x, r0.x, r1.x max o1.x, r0.x, r1.x ret // Approximately 0 instruction slots used #endif const BYTE g_CopyDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_2_D3D11[] = { 68, 88, 66, 67, 88, 85, 160, 85, 32, 68, 167, 57, 17, 148, 240, 86, 116, 205, 169, 69, 1, 0, 0, 0, 28, 2, 0, 0, 3, 0, 0, 0, 44, 0, 0, 0, 132, 0, 0, 0, 208, 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, 68, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 1, 14, 0, 0, 56, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 1, 14, 0, 0, 83, 86, 95, 84, 97, 114, 103, 101, 116, 0, 171, 171, 83, 72, 69, 88, 68, 1, 0, 0, 80, 0, 0, 0, 81, 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, 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, 101, 0, 0, 3, 18, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 18, 32, 16, 0, 1, 0, 0, 0, 104, 0, 0, 2, 2, 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, 1, 0, 0, 0, 70, 15, 16, 0, 0, 0, 0, 0, 70, 126, 16, 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, 1, 0, 0, 0, 51, 0, 0, 7, 18, 32, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 1, 0, 0, 0, 52, 0, 0, 7, 18, 32, 16, 0, 1, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 1, 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_DEPTH_LAYER_COUNT_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 }; #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 // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[8], immediateIndexed dcl_resource_texture2dms(0) (float,float,float,float) t0 dcl_resource_texture2dms(0) (float,float,float,float) t1 dcl_input_ps_siv linear noperspective v0.xy, position dcl_output o0.x dcl_output o1.x dcl_temps 2 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) r1.x, r0.xyww, t0.xyzw, l(0) ldms_indexable(texture2dms)(float,float,float,float) r0.x, r0.xyzw, t1.xyzw, l(0) min o0.x, r0.x, r1.x max o1.x, r0.x, r1.x ret // Approximately 0 instruction slots used #endif const BYTE g_CopyDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_2_D3D11[] = { 68, 88, 66, 67, 164, 116, 150, 93, 236, 111, 109, 250, 27, 61, 125, 233, 103, 88, 202, 242, 1, 0, 0, 0, 44, 2, 0, 0, 3, 0, 0, 0, 44, 0, 0, 0, 132, 0, 0, 0, 208, 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, 68, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 1, 14, 0, 0, 56, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 1, 14, 0, 0, 83, 86, 95, 84, 97, 114, 103, 101, 116, 0, 171, 171, 83, 72, 69, 88, 84, 1, 0, 0, 80, 0, 0, 0, 85, 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, 88, 32, 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, 101, 0, 0, 3, 18, 32, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 18, 32, 16, 0, 1, 0, 0, 0, 104, 0, 0, 2, 2, 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, 1, 0, 0, 0, 70, 15, 16, 0, 0, 0, 0, 0, 70, 126, 16, 0, 0, 0, 0, 0, 1, 64, 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, 1, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 51, 0, 0, 7, 18, 32, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 1, 0, 0, 0, 52, 0, 0, 7, 18, 32, 16, 0, 1, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 1, 0, 0, 0, 62, 0, 0, 1 }; namespace Generated { void CopyDepth_PS::Create(DevicePointer Device) { m_Shader[ShaderPermutations::RESOLVE_DEPTH_0][ShaderPermutations::DEPTH_LAYER_COUNT_1].Create(Device, g_CopyDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_1_D3D11, sizeof(g_CopyDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_1_D3D11)); m_Shader[ShaderPermutations::RESOLVE_DEPTH_0][ShaderPermutations::DEPTH_LAYER_COUNT_2].Create(Device, g_CopyDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_2_D3D11, sizeof(g_CopyDepth_PS_RESOLVE_DEPTH_0_DEPTH_LAYER_COUNT_2_D3D11)); m_Shader[ShaderPermutations::RESOLVE_DEPTH_1][ShaderPermutations::DEPTH_LAYER_COUNT_1].Create(Device, g_CopyDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_1_D3D11, sizeof(g_CopyDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_1_D3D11)); m_Shader[ShaderPermutations::RESOLVE_DEPTH_1][ShaderPermutations::DEPTH_LAYER_COUNT_2].Create(Device, g_CopyDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_2_D3D11, sizeof(g_CopyDepth_PS_RESOLVE_DEPTH_1_DEPTH_LAYER_COUNT_2_D3D11)); } void CopyDepth_PS::Release(DevicePointer Device) { m_Shader[ShaderPermutations::RESOLVE_DEPTH_0][ShaderPermutations::DEPTH_LAYER_COUNT_1].Release(Device); m_Shader[ShaderPermutations::RESOLVE_DEPTH_0][ShaderPermutations::DEPTH_LAYER_COUNT_2].Release(Device); m_Shader[ShaderPermutations::RESOLVE_DEPTH_1][ShaderPermutations::DEPTH_LAYER_COUNT_1].Release(Device); m_Shader[ShaderPermutations::RESOLVE_DEPTH_1][ShaderPermutations::DEPTH_LAYER_COUNT_2].Release(Device); } }