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

View File

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