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path: root/src/shaders/out/D3D11/FullScreenTriangle_VS.cpp
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#if 0
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID              0   x           0   VERTID    uint   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_input_sgv v0.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 1
bfi r0.x, l(1), l(1), v0.x, l(0)
and r0.z, v0.x, l(2)
utof r0.xy, r0.xzxx
mad o0.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov o1.xy, r0.xyxx
mov o0.zw, l(0,0,0,1.000000)
ret 
// Approximately 0 instruction slots used
#endif

const BYTE g_FullScreenTriangle_VS_D3D11[] =
{
     68,  88,  66,  67, 212, 174, 
    214,  75, 165, 110,  37,   2, 
     13,  22, 148, 133, 215, 169, 
    157,  38,   1,   0,   0,   0, 
    208,   1,   0,   0,   3,   0, 
      0,   0,  44,   0,   0,   0, 
     96,   0,   0,   0, 184,   0, 
      0,   0,  73,  83,  71,  78, 
     44,   0,   0,   0,   1,   0, 
      0,   0,   8,   0,   0,   0, 
     32,   0,   0,   0,   0,   0, 
      0,   0,   6,   0,   0,   0, 
      1,   0,   0,   0,   0,   0, 
      0,   0,   1,   1,   0,   0, 
     83,  86,  95,  86, 101, 114, 
    116, 101, 120,  73,  68,   0, 
     79,  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,   0,   0,   0,  68,   0, 
      0,   0,   0,   0,   0,   0, 
      0,   0,   0,   0,   3,   0, 
      0,   0,   1,   0,   0,   0, 
      3,  12,   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,  83,  72, 
     69,  88,  16,   1,   0,   0, 
     80,   0,   1,   0,  68,   0, 
      0,   0, 106,   8,   0,   1, 
     96,   0,   0,   4,  18,  16, 
     16,   0,   0,   0,   0,   0, 
      6,   0,   0,   0, 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, 104,   0,   0,   2, 
      1,   0,   0,   0, 140,   0, 
      0,  11,  18,   0,  16,   0, 
      0,   0,   0,   0,   1,  64, 
      0,   0,   1,   0,   0,   0, 
      1,  64,   0,   0,   1,   0, 
      0,   0,  10,  16,  16,   0, 
      0,   0,   0,   0,   1,  64, 
      0,   0,   0,   0,   0,   0, 
      1,   0,   0,   7,  66,   0, 
     16,   0,   0,   0,   0,   0, 
     10,  16,  16,   0,   0,   0, 
      0,   0,   1,  64,   0,   0, 
      2,   0,   0,   0,  86,   0, 
      0,   5,  50,   0,  16,   0, 
      0,   0,   0,   0, 134,   0, 
     16,   0,   0,   0,   0,   0, 
     50,   0,   0,  15,  50,  32, 
     16,   0,   0,   0,   0,   0, 
     70,   0,  16,   0,   0,   0, 
      0,   0,   2,  64,   0,   0, 
      0,   0,   0,  64,   0,   0, 
      0, 192,   0,   0,   0,   0, 
      0,   0,   0,   0,   2,  64, 
      0,   0,   0,   0, 128, 191, 
      0,   0, 128,  63,   0,   0, 
      0,   0,   0,   0,   0,   0, 
     54,   0,   0,   5,  50,  32, 
     16,   0,   1,   0,   0,   0, 
     70,   0,  16,   0,   0,   0, 
      0,   0,  54,   0,   0,   8, 
    194,  32,  16,   0,   0,   0, 
      0,   0,   2,  64,   0,   0, 
      0,   0,   0,   0,   0,   0, 
      0,   0,   0,   0,   0,   0, 
      0,   0, 128,  63,  62,   0, 
      0,   1
};

namespace Generated
{
    void FullScreenTriangle_VS::Create(DevicePointer Device)
    {
        m_Shader.Create(Device, g_FullScreenTriangle_VS_D3D11, sizeof(g_FullScreenTriangle_VS_D3D11));
    }

    void FullScreenTriangle_VS::Release(DevicePointer Device)
    {
        m_Shader.Release(Device);
    }
}