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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 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_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
//
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_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
};
namespace Generated
{
void CopyDepth_PS::Create(DevicePointer Device)
{
m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Create(Device, g_CopyDepth_PS_RESOLVE_DEPTH_0_D3D11, sizeof(g_CopyDepth_PS_RESOLVE_DEPTH_0_D3D11));
m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Create(Device, g_CopyDepth_PS_RESOLVE_DEPTH_1_D3D11, sizeof(g_CopyDepth_PS_RESOLVE_DEPTH_1_D3D11));
}
void CopyDepth_PS::Release(DevicePointer Device)
{
m_Shader[ShaderPermutations::RESOLVE_DEPTH_0].Release(Device);
m_Shader[ShaderPermutations::RESOLVE_DEPTH_1].Release(Device);
}
}
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