#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 mad_sat r0.x, cb0[6].z, r0.x, cb0[6].w mad r0.x, r0.x, cb0[6].x, cb0[6].y div o0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x ret // Approximately 0 instruction slots used #endif const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_0_D3D11[] = { 68, 88, 66, 67, 143, 107, 98, 163, 29, 194, 143, 73, 101, 95, 229, 36, 236, 183, 118, 34, 1, 0, 0, 0, 12, 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, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 171, 171, 83, 72, 69, 88, 76, 1, 0, 0, 80, 0, 0, 0, 83, 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, 50, 32, 0, 11, 18, 0, 16, 0, 0, 0, 0, 0, 42, 128, 32, 0, 0, 0, 0, 0, 6, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 58, 128, 32, 0, 0, 0, 0, 0, 6, 0, 0, 0, 50, 0, 0, 11, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 6, 0, 0, 0, 26, 128, 32, 0, 0, 0, 0, 0, 6, 0, 0, 0, 14, 0, 0, 10, 18, 32, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 0, 0, 128, 63, 0, 0, 128, 63, 0, 0, 128, 63, 0, 0, 128, 63, 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) mad_sat r0.x, cb0[6].z, r0.x, cb0[6].w mad r0.x, r0.x, cb0[6].x, cb0[6].y div o0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x ret // Approximately 0 instruction slots used #endif const BYTE g_LinearizeDepth_PS_RESOLVE_DEPTH_1_D3D11[] = { 68, 88, 66, 67, 89, 242, 176, 163, 192, 9, 27, 137, 99, 230, 79, 67, 181, 241, 226, 37, 1, 0, 0, 0, 20, 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, 1, 14, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 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, 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, 50, 32, 0, 11, 18, 0, 16, 0, 0, 0, 0, 0, 42, 128, 32, 0, 0, 0, 0, 0, 6, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 58, 128, 32, 0, 0, 0, 0, 0, 6, 0, 0, 0, 50, 0, 0, 11, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 10, 128, 32, 0, 0, 0, 0, 0, 6, 0, 0, 0, 26, 128, 32, 0, 0, 0, 0, 0, 6, 0, 0, 0, 14, 0, 0, 10, 18, 32, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 0, 0, 128, 63, 0, 0, 128, 63, 0, 0, 128, 63, 0, 0, 128, 63, 10, 0, 16, 0, 0, 0, 0, 0, 62, 0, 0, 1 }; namespace Generated { void LinearizeDepth_PS::Create(DevicePointer Device) { m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Create(Device, g_LinearizeDepth_PS_RESOLVE_DEPTH_0_D3D11, sizeof(g_LinearizeDepth_PS_RESOLVE_DEPTH_0_D3D11)); m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Create(Device, g_LinearizeDepth_PS_RESOLVE_DEPTH_1_D3D11, sizeof(g_LinearizeDepth_PS_RESOLVE_DEPTH_1_D3D11)); } void LinearizeDepth_PS::Release(DevicePointer Device) { m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Release(Device); m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Release(Device); } }