Compile shaders with newer fxc. (bug 1203829 part 2, r=mattwoodrow)

This commit is contained in:
David Anderson 2015-09-15 01:04:09 -07:00
parent c9eaaa7832
commit 4dcdb71497
2 changed files with 307 additions and 372 deletions

View File

@ -1,10 +1,6 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tvs_4_0_level_9_3 CompositorD3D11.hlsl -ELayerQuadVS
// -VnLayerQuadVS -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -34,17 +30,17 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xy 0 NONE float xy
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 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
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Constant buffer to DX9 shader constant mappings:
@ -107,10 +103,10 @@ ret
const BYTE LayerQuadVS[] =
{
68, 88, 66, 67, 26, 156,
32, 249, 73, 220, 32, 91,
64, 185, 136, 143, 133, 249,
140, 206, 1, 0, 0, 0,
68, 88, 66, 67, 200, 251,
64, 251, 166, 240, 101, 137,
191, 140, 75, 217, 9, 168,
61, 163, 1, 0, 0, 0,
180, 6, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
152, 1, 0, 0, 160, 3,
@ -265,7 +261,7 @@ const BYTE LayerQuadVS[] =
65, 84, 116, 0, 0, 0,
13, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 6, 0,
3, 0, 0, 0, 12, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
@ -275,7 +271,7 @@ const BYTE LayerQuadVS[] =
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
@ -366,10 +362,10 @@ const BYTE LayerQuadVS[] =
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
105, 108, 101, 114, 32, 54,
46, 51, 46, 57, 54, 48,
48, 46, 49, 54, 51, 56,
52, 0, 171, 171, 73, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
@ -396,11 +392,7 @@ const BYTE LayerQuadVS[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ESolidColorShader
// -VnSolidColorShader -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -430,17 +422,17 @@ const BYTE LayerQuadVS[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -466,10 +458,10 @@ ret
const BYTE SolidColorShader[] =
{
68, 88, 66, 67, 204, 8,
5, 100, 51, 20, 107, 176,
111, 165, 149, 245, 134, 187,
83, 96, 1, 0, 0, 0,
68, 88, 66, 67, 30, 148,
104, 202, 165, 39, 58, 182,
100, 205, 95, 195, 52, 137,
197, 241, 1, 0, 0, 0,
224, 3, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
132, 0, 0, 0, 204, 0,
@ -605,9 +597,9 @@ const BYTE SolidColorShader[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 54, 46, 51, 46,
57, 54, 48, 48, 46, 49,
54, 51, 56, 52, 0, 171,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
@ -635,11 +627,7 @@ const BYTE SolidColorShader[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ERGBShader
// -VnRGBShader -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -671,17 +659,17 @@ const BYTE SolidColorShader[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -725,10 +713,10 @@ ret
const BYTE RGBShader[] =
{
68, 88, 66, 67, 20, 109,
176, 198, 26, 112, 108, 185,
246, 240, 143, 18, 57, 236,
126, 68, 1, 0, 0, 0,
68, 88, 66, 67, 239, 198,
87, 206, 69, 92, 245, 30,
125, 195, 239, 77, 37, 241,
175, 187, 1, 0, 0, 0,
232, 4, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
204, 0, 0, 0, 136, 1,
@ -908,9 +896,9 @@ const BYTE RGBShader[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 54, 46, 51, 46,
57, 54, 48, 48, 46, 49,
54, 51, 56, 52, 0, 171,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
@ -938,11 +926,7 @@ const BYTE RGBShader[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ERGBAShader
// -VnRGBAShader -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -974,17 +958,17 @@ const BYTE RGBShader[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -1026,10 +1010,10 @@ ret
const BYTE RGBAShader[] =
{
68, 88, 66, 67, 214, 26,
168, 112, 65, 151, 75, 99,
196, 63, 136, 104, 158, 202,
217, 7, 1, 0, 0, 0,
68, 88, 66, 67, 230, 59,
90, 23, 60, 77, 18, 113,
14, 129, 183, 152, 233, 55,
111, 42, 1, 0, 0, 0,
196, 4, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
192, 0, 0, 0, 100, 1,
@ -1203,9 +1187,9 @@ const BYTE RGBAShader[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 54, 46, 51, 46,
57, 54, 48, 48, 46, 49,
54, 51, 56, 52, 0, 171,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
@ -1233,11 +1217,7 @@ const BYTE RGBAShader[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -EComponentAlphaShader
// -VnComponentAlphaShader -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -1270,18 +1250,18 @@ const BYTE RGBAShader[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 1 xyzw 1 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 1 xyzw 1 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -1339,10 +1319,10 @@ ret
const BYTE ComponentAlphaShader[] =
{
68, 88, 66, 67, 207, 238,
180, 151, 111, 52, 137, 3,
45, 243, 229, 223, 99, 172,
89, 3, 1, 0, 0, 0,
68, 88, 66, 67, 186, 162,
72, 42, 69, 36, 160, 68,
108, 121, 216, 238, 108, 37,
6, 145, 1, 0, 0, 0,
68, 6, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
64, 1, 0, 0, 160, 2,
@ -1465,7 +1445,7 @@ const BYTE ComponentAlphaShader[] =
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
@ -1576,9 +1556,9 @@ const BYTE ComponentAlphaShader[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 54, 46, 51, 46,
57, 54, 48, 48, 46, 49,
54, 51, 56, 52, 0, 171,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
@ -1610,11 +1590,7 @@ const BYTE ComponentAlphaShader[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -EYCbCrShader
// -VnYCbCrShader -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -1648,17 +1624,17 @@ const BYTE ComponentAlphaShader[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -1732,10 +1708,10 @@ ret
const BYTE YCbCrShader[] =
{
68, 88, 66, 67, 54, 63,
153, 7, 84, 231, 22, 28,
117, 160, 57, 24, 123, 163,
52, 109, 1, 0, 0, 0,
68, 88, 66, 67, 127, 202,
65, 67, 171, 51, 222, 111,
252, 139, 60, 115, 30, 112,
240, 10, 1, 0, 0, 0,
212, 7, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
220, 1, 0, 0, 44, 4,
@ -1914,7 +1890,7 @@ const BYTE YCbCrShader[] =
0, 0, 15, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
6, 0, 0, 0, 0, 0,
10, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
@ -2040,9 +2016,9 @@ const BYTE YCbCrShader[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
54, 46, 51, 46, 57, 54,
48, 48, 46, 49, 54, 51,
56, 52, 0, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
@ -2069,11 +2045,7 @@ const BYTE YCbCrShader[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tvs_4_0_level_9_3 CompositorD3D11.hlsl -ELayerQuadMaskVS
// -VnLayerQuadMaskVS -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -2103,18 +2075,18 @@ const BYTE YCbCrShader[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xy 0 NONE float xy
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 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
// TEXCOORD 1 zw 1 NONE float zw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -2186,10 +2158,10 @@ ret
const BYTE LayerQuadMaskVS[] =
{
68, 88, 66, 67, 15, 196,
252, 199, 211, 188, 92, 26,
46, 113, 249, 29, 135, 110,
83, 119, 1, 0, 0, 0,
68, 88, 66, 67, 223, 251,
10, 17, 13, 90, 47, 25,
119, 198, 20, 157, 124, 193,
251, 234, 1, 0, 0, 0,
120, 7, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
224, 1, 0, 0, 76, 4,
@ -2373,7 +2345,7 @@ const BYTE LayerQuadMaskVS[] =
116, 0, 0, 0, 16, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 8, 0, 0, 0,
0, 0, 14, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
@ -2474,9 +2446,9 @@ const BYTE LayerQuadMaskVS[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
101, 114, 32, 54, 46, 51,
46, 57, 54, 48, 48, 46,
49, 54, 51, 56, 52, 0,
171, 171, 73, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
@ -2508,11 +2480,7 @@ const BYTE LayerQuadMaskVS[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tvs_4_0_level_9_3 CompositorD3D11.hlsl -ELayerQuadMask3DVS
// -VnLayerQuadMask3DVS -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -2542,18 +2510,18 @@ const BYTE LayerQuadMaskVS[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xy 0 NONE float xy
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 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
// TEXCOORD 1 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xyz 2 NONE float xyz
//
//
// Constant buffer to DX9 shader constant mappings:
@ -2629,10 +2597,10 @@ ret
const BYTE LayerQuadMask3DVS[] =
{
68, 88, 66, 67, 100, 40,
55, 29, 238, 71, 107, 78,
214, 182, 73, 149, 138, 22,
163, 187, 1, 0, 0, 0,
68, 88, 66, 67, 151, 141,
11, 11, 111, 244, 17, 242,
119, 116, 248, 53, 235, 192,
38, 193, 1, 0, 0, 0,
204, 7, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
24, 2, 0, 0, 160, 4,
@ -2830,7 +2798,7 @@ const BYTE LayerQuadMask3DVS[] =
116, 0, 0, 0, 17, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 4, 0,
0, 0, 9, 0, 0, 0,
0, 0, 15, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
@ -2840,7 +2808,7 @@ const BYTE LayerQuadMask3DVS[] =
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
@ -2931,9 +2899,9 @@ const BYTE LayerQuadMask3DVS[] =
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
101, 114, 32, 54, 46, 51,
46, 57, 54, 48, 48, 46,
49, 54, 51, 56, 52, 0,
171, 171, 73, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
@ -2965,11 +2933,7 @@ const BYTE LayerQuadMask3DVS[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ESolidColorShaderMask
// -VnSolidColorShaderMask -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -3001,18 +2965,18 @@ const BYTE LayerQuadMask3DVS[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float
// TEXCOORD 1 zw 1 NONE float zw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float
// TEXCOORD 1 zw 1 NONE float zw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -3055,10 +3019,10 @@ ret
const BYTE SolidColorShaderMask[] =
{
68, 88, 66, 67, 218, 73,
87, 32, 206, 67, 79, 54,
31, 104, 228, 152, 133, 115,
245, 3, 1, 0, 0, 0,
68, 88, 66, 67, 189, 88,
190, 169, 235, 115, 239, 219,
181, 194, 113, 122, 250, 177,
212, 243, 1, 0, 0, 0,
232, 4, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
204, 0, 0, 0, 112, 1,
@ -3234,9 +3198,9 @@ const BYTE SolidColorShaderMask[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 54, 46, 51, 46,
57, 54, 48, 48, 46, 49,
54, 51, 56, 52, 0, 171,
73, 83, 71, 78, 104, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
@ -3268,11 +3232,7 @@ const BYTE SolidColorShaderMask[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ERGBShaderMask
// -VnRGBShaderMask -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -3305,18 +3265,18 @@ const BYTE SolidColorShaderMask[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -3369,10 +3329,10 @@ ret
const BYTE RGBShaderMask[] =
{
68, 88, 66, 67, 77, 94,
252, 215, 133, 78, 101, 216,
220, 8, 70, 254, 89, 142,
130, 135, 1, 0, 0, 0,
68, 88, 66, 67, 151, 113,
6, 167, 51, 154, 234, 112,
72, 240, 46, 160, 193, 164,
13, 255, 1, 0, 0, 0,
192, 5, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
8, 1, 0, 0, 32, 2,
@ -3584,9 +3544,9 @@ const BYTE RGBShaderMask[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 54, 46, 51, 46,
57, 54, 48, 48, 46, 49,
54, 51, 56, 52, 0, 171,
73, 83, 71, 78, 104, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
@ -3618,11 +3578,7 @@ const BYTE RGBShaderMask[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ERGBAShaderMask
// -VnRGBAShaderMask -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -3655,18 +3611,18 @@ const BYTE RGBShaderMask[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -3717,10 +3673,10 @@ ret
const BYTE RGBAShaderMask[] =
{
68, 88, 66, 67, 138, 69,
81, 181, 217, 15, 199, 10,
146, 208, 232, 248, 24, 27,
141, 26, 1, 0, 0, 0,
68, 88, 66, 67, 182, 158,
23, 70, 121, 188, 140, 117,
148, 125, 14, 205, 185, 113,
155, 74, 1, 0, 0, 0,
156, 5, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
252, 0, 0, 0, 252, 1,
@ -3926,9 +3882,9 @@ const BYTE RGBAShaderMask[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 54, 46, 51, 46,
57, 54, 48, 48, 46, 49,
54, 51, 56, 52, 0, 171,
73, 83, 71, 78, 104, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
@ -3960,11 +3916,7 @@ const BYTE RGBAShaderMask[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ERGBAShaderMask3D
// -VnRGBAShaderMask3D -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -3998,18 +3950,18 @@ const BYTE RGBAShaderMask[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xyz 2 NONE float xyz
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -4064,10 +4016,10 @@ ret
const BYTE RGBAShaderMask3D[] =
{
68, 88, 66, 67, 4, 135,
55, 9, 144, 137, 25, 77,
92, 150, 209, 2, 32, 225,
75, 182, 1, 0, 0, 0,
68, 88, 66, 67, 216, 42,
250, 215, 154, 11, 43, 24,
15, 254, 10, 66, 72, 210,
238, 215, 1, 0, 0, 0,
24, 6, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
24, 1, 0, 0, 64, 2,
@ -4294,9 +4246,9 @@ const BYTE RGBAShaderMask3D[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
54, 46, 51, 46, 57, 54,
48, 48, 46, 49, 54, 51,
56, 52, 0, 171, 73, 83,
71, 78, 104, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,
@ -4327,11 +4279,7 @@ const BYTE RGBAShaderMask3D[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -EYCbCrShaderMask
// -VnYCbCrShaderMask -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -4366,18 +4314,18 @@ const BYTE RGBAShaderMask3D[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -4460,10 +4408,10 @@ ret
const BYTE YCbCrShaderMask[] =
{
68, 88, 66, 67, 74, 33,
155, 235, 22, 178, 84, 169,
113, 91, 240, 98, 157, 143,
221, 19, 1, 0, 0, 0,
68, 88, 66, 67, 154, 30,
246, 171, 67, 224, 184, 33,
20, 150, 106, 233, 226, 126,
80, 130, 1, 0, 0, 0,
168, 8, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
24, 2, 0, 0, 196, 4,
@ -4667,7 +4615,7 @@ const BYTE YCbCrShaderMask[] =
116, 0, 0, 0, 17, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 7, 0, 0, 0,
0, 0, 11, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
@ -4799,9 +4747,9 @@ const BYTE YCbCrShaderMask[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 171, 171,
114, 32, 54, 46, 51, 46,
57, 54, 48, 48, 46, 49,
54, 51, 56, 52, 0, 171,
73, 83, 71, 78, 104, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
@ -4833,12 +4781,7 @@ const BYTE YCbCrShaderMask[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl
// -EComponentAlphaShaderMask -VnComponentAlphaShaderMask
// -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -4872,19 +4815,19 @@ const BYTE YCbCrShaderMask[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 1 xyzw 1 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 1 xyzw 1 TARGET float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -4951,10 +4894,10 @@ ret
const BYTE ComponentAlphaShaderMask[] =
{
68, 88, 66, 67, 214, 67,
206, 69, 12, 117, 144, 46,
127, 133, 145, 240, 56, 186,
119, 195, 1, 0, 0, 0,
68, 88, 66, 67, 102, 2,
84, 222, 33, 141, 105, 188,
152, 82, 64, 100, 57, 101,
192, 110, 1, 0, 0, 0,
20, 7, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
124, 1, 0, 0, 52, 3,
@ -5101,7 +5044,7 @@ const BYTE ComponentAlphaShaderMask[] =
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
@ -5219,9 +5162,9 @@ const BYTE ComponentAlphaShaderMask[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 171, 171, 73, 83,
54, 46, 51, 46, 57, 54,
48, 48, 46, 49, 54, 51,
56, 52, 0, 171, 73, 83,
71, 78, 104, 0, 0, 0,
3, 0, 0, 0, 8, 0,
0, 0, 80, 0, 0, 0,

View File

@ -1,10 +1,6 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tvs_4_0_level_9_3 CompositorD3D11VR.hlsl
// -EOculusVRDistortionVS -VnOculusVRDistortionVS -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
@ -28,24 +24,24 @@
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xy 0 NONE float xy
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xy 2 NONE float xy
// TEXCOORD 2 xy 3 NONE float xy
// COLOR 0 xyzw 4 NONE float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 NONE float xy
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xy 2 NONE float xy
// TEXCOORD 2 xy 3 NONE float xy
// COLOR 0 xyzw 4 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyz 1 NONE float xyz
// TEXCOORD 1 xyz 2 NONE float xyz
// TEXCOORD 2 xyz 3 NONE float xyz
// COLOR 0 xyzw 4 NONE float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyz 1 NONE float xyz
// TEXCOORD 1 xyz 2 NONE float xyz
// TEXCOORD 2 xyz 3 NONE float xyz
// COLOR 0 xyzw 4 NONE float xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
@ -110,10 +106,10 @@ ret
const BYTE Oculus050VRDistortionVS[] =
{
68, 88, 66, 67, 206, 154,
203, 64, 121, 47, 121, 169,
222, 206, 108, 175, 167, 227,
154, 37, 1, 0, 0, 0,
68, 88, 66, 67, 3, 61,
196, 122, 10, 53, 44, 234,
18, 242, 195, 238, 42, 90,
72, 193, 1, 0, 0, 0,
244, 5, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
108, 1, 0, 0, 44, 3,
@ -249,7 +245,7 @@ const BYTE Oculus050VRDistortionVS[] =
116, 0, 0, 0, 10, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
0, 0, 0, 0, 0, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
@ -307,9 +303,9 @@ const BYTE Oculus050VRDistortionVS[] =
83, 76, 32, 83, 104, 97,
100, 101, 114, 32, 67, 111,
109, 112, 105, 108, 101, 114,
32, 57, 46, 50, 57, 46,
57, 53, 50, 46, 51, 49,
49, 49, 0, 171, 171, 171,
32, 54, 46, 51, 46, 57,
54, 48, 48, 46, 49, 54,
51, 56, 52, 0, 171, 171,
73, 83, 71, 78, 152, 0,
0, 0, 5, 0, 0, 0,
8, 0, 0, 0, 128, 0,
@ -367,11 +363,7 @@ const BYTE Oculus050VRDistortionVS[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11VR.hlsl
// -EOculusVRDistortionPS -VnOculusVRDistortionPS -FhtmpShaderHeader
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Resource Bindings:
@ -385,20 +377,20 @@ const BYTE Oculus050VRDistortionVS[] =
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xyz 1 NONE float xy
// TEXCOORD 1 xyz 2 NONE float xy
// TEXCOORD 2 xyz 3 NONE float xy
// COLOR 0 xyzw 4 NONE float x
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xyz 1 NONE float xy
// TEXCOORD 1 xyz 2 NONE float xy
// TEXCOORD 2 xyz 3 NONE float xy
// COLOR 0 xyzw 4 NONE float x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
//
// Sampler/Resource to DX9 shader sampler mappings:
@ -449,15 +441,15 @@ ret
const BYTE Oculus050VRDistortionPS[] =
{
68, 88, 66, 67, 48, 161,
127, 216, 149, 107, 53, 57,
164, 84, 84, 154, 58, 227,
125, 61, 1, 0, 0, 0,
124, 4, 0, 0, 6, 0,
68, 88, 66, 67, 108, 219,
61, 216, 27, 0, 27, 222,
242, 132, 183, 21, 166, 141,
130, 39, 1, 0, 0, 0,
128, 4, 0, 0, 6, 0,
0, 0, 56, 0, 0, 0,
60, 1, 0, 0, 132, 2,
0, 0, 0, 3, 0, 0,
164, 3, 0, 0, 72, 4,
168, 3, 0, 0, 76, 4,
0, 0, 65, 111, 110, 57,
252, 0, 0, 0, 252, 0,
0, 0, 0, 2, 255, 255,
@ -577,7 +569,7 @@ const BYTE Oculus050VRDistortionPS[] =
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
82, 68, 69, 70, 156, 0,
82, 68, 69, 70, 160, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 28, 0, 0, 0,
@ -602,43 +594,43 @@ const BYTE Oculus050VRDistortionPS[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 73, 83, 71, 78,
156, 0, 0, 0, 5, 0,
0, 0, 8, 0, 0, 0,
128, 0, 0, 0, 0, 0,
54, 46, 51, 46, 57, 54,
48, 48, 46, 49, 54, 51,
56, 52, 0, 171, 171, 171,
73, 83, 71, 78, 156, 0,
0, 0, 5, 0, 0, 0,
8, 0, 0, 0, 128, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 140, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
7, 3, 0, 0, 140, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
7, 3, 0, 0, 140, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 3, 0, 0, 0,
7, 3, 0, 0, 149, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 4, 0, 0, 0,
15, 1, 0, 0, 83, 86,
95, 80, 111, 115, 105, 116,
105, 111, 110, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 67, 79, 76, 79, 82,
0, 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, 15, 0, 0, 0,
140, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 7, 3, 0, 0,
140, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 2, 0,
0, 0, 7, 3, 0, 0,
140, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 3, 0,
0, 0, 7, 3, 0, 0,
149, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 4, 0,
0, 0, 15, 1, 0, 0,
83, 86, 95, 80, 111, 115,
105, 116, 105, 111, 110, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 67, 79, 76,
79, 82, 0, 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, 15, 0,
0, 0, 83, 86, 95, 84,
97, 114, 103, 101, 116, 0,
171, 171
83, 86, 95, 84, 97, 114,
103, 101, 116, 0, 171, 171
};