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#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 xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// SV_RenderTargetArrayIndex 0 x 2 RTINDEX uint x
//
gs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[2], immediateIndexed
dcl_input_siv v[3][0].xyzw, position
dcl_input v[3][1].xy
dcl_inputprimitive triangle
dcl_stream m0
dcl_outputtopology trianglestrip
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output_siv o2.x, rendertarget_array_index
dcl_maxout 3
mov o0.xyzw, v[0][0].xyzw
mov o1.xy, v[0][1].xyxx
mov o2.x, cb1[1].w
emit_stream m0
mov o0.xyzw, v[1][0].xyzw
mov o1.xy, v[1][1].xyxx
mov o2.x, cb1[1].w
emit_stream m0
mov o0.xyzw, v[2][0].xyzw
mov o1.xy, v[2][1].xyxx
mov o2.x, cb1[1].w
emit_stream m0
ret
// Approximately 0 instruction slots used
#endif
const BYTE g_CoarseAO_GS_D3D11[] =
{
68, 88, 66, 67, 193, 72,
205, 99, 60, 76, 114, 103,
198, 76, 168, 118, 44, 179,
204, 42, 1, 0, 0, 0,
168, 2, 0, 0, 3, 0,
0, 0, 44, 0, 0, 0,
132, 0, 0, 0, 24, 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, 15, 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, 53, 140, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 0, 0,
0, 0, 92, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 0, 0, 0, 0,
104, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 3, 12, 0, 0,
0, 0, 0, 0, 113, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 1, 0,
0, 0, 2, 0, 0, 0,
1, 14, 0, 0, 83, 86,
95, 80, 111, 115, 105, 116,
105, 111, 110, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 83, 86, 95, 82, 101,
110, 100, 101, 114, 84, 97,
114, 103, 101, 116, 65, 114,
114, 97, 121, 73, 110, 100,
101, 120, 0, 171, 83, 72,
69, 88, 136, 1, 0, 0,
80, 0, 2, 0, 98, 0,
0, 0, 106, 8, 0, 1,
89, 0, 0, 4, 70, 142,
32, 0, 1, 0, 0, 0,
2, 0, 0, 0, 97, 0,
0, 5, 242, 16, 32, 0,
3, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
95, 0, 0, 4, 50, 16,
32, 0, 3, 0, 0, 0,
1, 0, 0, 0, 93, 24,
0, 1, 143, 0, 0, 3,
0, 0, 17, 0, 0, 0,
0, 0, 92, 40, 0, 1,
103, 0, 0, 4, 242, 32,
16, 0, 0, 0, 0, 0,
1, 0, 0, 0, 101, 0,
0, 3, 50, 32, 16, 0,
1, 0, 0, 0, 103, 0,
0, 4, 18, 32, 16, 0,
2, 0, 0, 0, 4, 0,
0, 0, 94, 0, 0, 2,
3, 0, 0, 0, 54, 0,
0, 6, 242, 32, 16, 0,
0, 0, 0, 0, 70, 30,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 54, 0,
0, 6, 50, 32, 16, 0,
1, 0, 0, 0, 70, 16,
32, 0, 0, 0, 0, 0,
1, 0, 0, 0, 54, 0,
0, 6, 18, 32, 16, 0,
2, 0, 0, 0, 58, 128,
32, 0, 1, 0, 0, 0,
1, 0, 0, 0, 117, 0,
0, 3, 0, 0, 17, 0,
0, 0, 0, 0, 54, 0,
0, 6, 242, 32, 16, 0,
0, 0, 0, 0, 70, 30,
32, 0, 1, 0, 0, 0,
0, 0, 0, 0, 54, 0,
0, 6, 50, 32, 16, 0,
1, 0, 0, 0, 70, 16,
32, 0, 1, 0, 0, 0,
1, 0, 0, 0, 54, 0,
0, 6, 18, 32, 16, 0,
2, 0, 0, 0, 58, 128,
32, 0, 1, 0, 0, 0,
1, 0, 0, 0, 117, 0,
0, 3, 0, 0, 17, 0,
0, 0, 0, 0, 54, 0,
0, 6, 242, 32, 16, 0,
0, 0, 0, 0, 70, 30,
32, 0, 2, 0, 0, 0,
0, 0, 0, 0, 54, 0,
0, 6, 50, 32, 16, 0,
1, 0, 0, 0, 70, 16,
32, 0, 2, 0, 0, 0,
1, 0, 0, 0, 54, 0,
0, 6, 18, 32, 16, 0,
2, 0, 0, 0, 58, 128,
32, 0, 1, 0, 0, 0,
1, 0, 0, 0, 117, 0,
0, 3, 0, 0, 17, 0,
0, 0, 0, 0, 62, 0,
0, 1
};
namespace Generated
{
void CoarseAO_GS::Create(DevicePointer Device)
{
m_Shader.Create(Device, g_CoarseAO_GS_D3D11, sizeof(g_CoarseAO_GS_D3D11));
}
void CoarseAO_GS::Release(DevicePointer Device)
{
m_Shader.Release(Device);
}
}
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