diff --git a/gfx/2d/ShadersD2D.h b/gfx/2d/ShadersD2D.h index ce1427f84a6d..ceca3df51116 100644 --- a/gfx/2d/ShadersD2D.h +++ b/gfx/2d/ShadersD2D.h @@ -143,7 +143,7 @@ technique10 SampleTexture // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -168,7 +168,7 @@ technique10 SampleTexture // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -176,7 +176,7 @@ technique10 SampleTexture // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -204,7 +204,7 @@ technique10 SampleTexture mad r0.xy, v0, c1.zwzw, c1 add oPos.xy, r0, c0 mov oPos.zw, c4.xyxy - + // approximately 5 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -216,9 +216,9 @@ technique10 SampleTexture mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy - ret + ret // Approximately 5 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -239,9 +239,9 @@ technique10 SampleTexture // // 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 + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float // // // Output signature: @@ -255,7 +255,7 @@ technique10 SampleTexture // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 + // s0 s0 t0 // // // Level9 shader bytecode: @@ -265,7 +265,7 @@ technique10 SampleTexture dcl_2d s0 texld r0, t0, s0 mov oC0, r0 - + // approximately 2 instruction slots used (1 texture, 1 arithmetic) ps_4_0 dcl_sampler s0, mode_default @@ -273,9 +273,9 @@ technique10 SampleTexture dcl_input_ps linear v1.xy dcl_output o0.xyzw sample o0.xyzw, v1.xyxx, t0.xyzw, s0 - ret + ret // Approximately 2 instruction slots used - + }; } @@ -291,7 +291,7 @@ technique10 SampleTextureForSeparableBlending_1 // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -316,7 +316,7 @@ technique10 SampleTextureForSeparableBlending_1 // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -324,7 +324,7 @@ technique10 SampleTextureForSeparableBlending_1 // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -352,7 +352,7 @@ technique10 SampleTextureForSeparableBlending_1 mad r0.xy, v0, c1.zwzw, c1 add oPos.xy, r0, c0 mov oPos.zw, c4.xyxy - + // approximately 5 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -364,9 +364,9 @@ technique10 SampleTextureForSeparableBlending_1 mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy - ret + ret // Approximately 5 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -374,7 +374,7 @@ technique10 SampleTextureForSeparableBlending_1 // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer $Globals // { @@ -400,9 +400,9 @@ technique10 SampleTextureForSeparableBlending_1 // // 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 + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float // // // Output signature: @@ -423,8 +423,8 @@ technique10 SampleTextureForSeparableBlending_1 // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -492,7 +492,7 @@ technique10 SampleTextureForSeparableBlending_1 add r0.w, r4.w, r0.w cmp r2.xyz, -r0.w, r0, r2 mov oC0, r2 - + // approximately 56 instruction slots used (2 texture, 54 arithmetic) ps_4_0 dcl_constantbuffer cb0[1], immediateIndexed @@ -510,19 +510,19 @@ technique10 SampleTextureForSeparableBlending_1 or r2.x, r2.y, r2.x if_nz r2.x mov o0.xyzw, r0.xyzw - ret - endif + ret + endif div r0.xyz, r0.xyzx, r0.wwww div r1.xyz, r1.xyzx, r1.wwww ieq r2.x, cb0[0].x, l(1) if_nz r2.x mul r2.xyz, r0.xyzx, r1.xyzx - else + else ieq r2.w, cb0[0].x, l(2) if_nz r2.w add r3.xyz, r0.xyzx, r1.xyzx mad r2.xyz, -r0.xyzx, r1.xyzx, r3.xyzx - else + else ieq r2.w, cb0[0].x, l(3) if_nz r2.w ge r3.xyz, l(0.500000, 0.500000, 0.500000, 0.000000), r1.xyzx @@ -533,15 +533,15 @@ technique10 SampleTextureForSeparableBlending_1 add r5.xyz, -r5.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mad r5.xyz, -r6.xyzx, r5.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) movc r2.xyz, r3.xyzx, r4.xyzx, r5.xyzx - else + else ieq r2.w, cb0[0].x, l(4) if_nz r2.w min r2.xyz, r0.xyzx, r1.xyzx - else + else ieq r2.w, cb0[0].x, l(5) if_nz r2.w max r2.xyz, r0.xyzx, r1.xyzx - else + else eq r3.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) eq r4.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) add r5.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) @@ -549,19 +549,19 @@ technique10 SampleTextureForSeparableBlending_1 min r1.xyz, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) movc r1.xyz, r4.xyzx, l(1.000000,1.000000,1.000000,0), r1.xyzx movc r2.xyz, r3.xyzx, l(0,0,0,0), r1.xyzx - endif - endif - endif - endif - endif + endif + endif + endif + endif + endif add r1.x, -r1.w, l(1.000000) mul r1.yzw, r1.wwww, r2.xxyz mad r0.xyz, r1.xxxx, r0.xyzx, r1.yzwy mul o0.xyz, r0.wwww, r0.xyzx mov o0.w, r0.w - ret + ret // Approximately 57 instruction slots used - + }; } @@ -577,7 +577,7 @@ technique10 SampleTextureForSeparableBlending_2 // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -602,7 +602,7 @@ technique10 SampleTextureForSeparableBlending_2 // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -610,7 +610,7 @@ technique10 SampleTextureForSeparableBlending_2 // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -638,7 +638,7 @@ technique10 SampleTextureForSeparableBlending_2 mad r0.xy, v0, c1.zwzw, c1 add oPos.xy, r0, c0 mov oPos.zw, c4.xyxy - + // approximately 5 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -650,9 +650,9 @@ technique10 SampleTextureForSeparableBlending_2 mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy - ret + ret // Approximately 5 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -660,7 +660,7 @@ technique10 SampleTextureForSeparableBlending_2 // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer $Globals // { @@ -686,9 +686,9 @@ technique10 SampleTextureForSeparableBlending_2 // // 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 + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float // // // Output signature: @@ -709,8 +709,8 @@ technique10 SampleTextureForSeparableBlending_2 // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -801,7 +801,7 @@ technique10 SampleTextureForSeparableBlending_2 add r0.w, r3.w, r0.w cmp r1.xyz, -r0.w, r0, r1 mov oC0, r1 - + // approximately 78 instruction slots used (2 texture, 76 arithmetic) ps_4_0 dcl_constantbuffer cb0[1], immediateIndexed @@ -819,8 +819,8 @@ technique10 SampleTextureForSeparableBlending_2 or r2.x, r2.y, r2.x if_nz r2.x mov o0.xyzw, r0.xyzw - ret - endif + ret + endif div r0.xyz, r0.xyzx, r0.wwww div r1.xyz, r1.xyzx, r1.wwww ieq r2.x, cb0[0].x, l(7) @@ -833,7 +833,7 @@ technique10 SampleTextureForSeparableBlending_2 add r4.xyz, -r4.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) movc r3.xyz, r3.xyzx, l(0,0,0,0), r4.xyzx movc r2.xyz, r2.xyzx, l(1.000000,1.000000,1.000000,0), r3.xyzx - else + else ieq r2.w, cb0[0].x, l(8) if_nz r2.w ge r3.xyz, l(0.500000, 0.500000, 0.500000, 0.000000), r0.xyzx @@ -844,7 +844,7 @@ technique10 SampleTextureForSeparableBlending_2 add r5.xyz, -r5.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mad r5.xyz, -r6.xyzx, r5.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) movc r2.xyz, r3.xyzx, r4.xyzx, r5.xyzx - else + else ieq r2.w, cb0[0].x, l(9) if_nz r2.w ge r3.xyz, l(0.250000, 0.250000, 0.250000, 0.000000), r1.xyzx @@ -862,24 +862,24 @@ technique10 SampleTextureForSeparableBlending_2 add r3.xyz, -r1.xyzx, r3.xyzx mad r3.xyz, r6.xyzx, r3.xyzx, r1.xyzx movc r2.xyz, r4.xyzx, r5.xyzx, r3.xyzx - else + else ieq r2.w, cb0[0].x, l(10) add r3.xyz, r0.xyzx, -r1.xyzx add r4.xyz, r0.xyzx, r1.xyzx mul r1.xyz, r0.xyzx, r1.xyzx mad r1.xyz, -r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), r4.xyzx movc r2.xyz, r2.wwww, |r3.xyzx|, r1.xyzx - endif - endif - endif + endif + endif + endif add r1.x, -r1.w, l(1.000000) mul r1.yzw, r1.wwww, r2.xxyz mad r0.xyz, r1.xxxx, r0.xyzx, r1.yzwy mul o0.xyz, r0.wwww, r0.xyzx mov o0.w, r0.w - ret + ret // Approximately 66 instruction slots used - + }; } @@ -895,7 +895,7 @@ technique10 SampleTextureForNonSeparableBlending // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -920,7 +920,7 @@ technique10 SampleTextureForNonSeparableBlending // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -928,7 +928,7 @@ technique10 SampleTextureForNonSeparableBlending // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -956,7 +956,7 @@ technique10 SampleTextureForNonSeparableBlending mad r0.xy, v0, c1.zwzw, c1 add oPos.xy, r0, c0 mov oPos.zw, c4.xyxy - + // approximately 5 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -968,9 +968,9 @@ technique10 SampleTextureForNonSeparableBlending mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy - ret + ret // Approximately 5 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -978,7 +978,7 @@ technique10 SampleTextureForNonSeparableBlending // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer $Globals // { @@ -1004,9 +1004,9 @@ technique10 SampleTextureForNonSeparableBlending // // 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 + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float // // // Output signature: @@ -1027,8 +1027,8 @@ technique10 SampleTextureForNonSeparableBlending // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -1233,7 +1233,7 @@ technique10 SampleTextureForNonSeparableBlending add r0.w, r1.w, r0.w cmp r4.xyz, -r0.w, r0, r4 mov oC0, r4 - + // approximately 193 instruction slots used (2 texture, 191 arithmetic) ps_4_0 dcl_constantbuffer cb0[1], immediateIndexed @@ -1251,8 +1251,8 @@ technique10 SampleTextureForNonSeparableBlending or r2.x, r2.y, r2.x if_nz r2.x mov o0.xyzw, r0.xyzw - ret - endif + ret + endif div r0.xyz, r0.xyzx, r0.wwww div r1.xyz, r1.xyzx, r1.wwww ieq r2.x, cb0[0].x, l(12) @@ -1277,7 +1277,7 @@ technique10 SampleTextureForNonSeparableBlending movc r3.xyz, r4.wwww, r6.xyzx, r3.xyzx mov r5.x, l(0) movc r3.xyz, r4.xxxx, r5.xyzx, r3.xyzx - else + else add r4.xyzw, -r0.yyzz, r0.xzyx lt r5.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), r4.yxwy div r6.xyz, r2.wwww, r4.yxwy @@ -1291,7 +1291,7 @@ technique10 SampleTextureForNonSeparableBlending movc r2.xyz, r5.wwww, r7.xyzx, r2.xyzx mov r6.y, l(0) movc r3.xyz, r5.xxxx, r6.xyzx, r2.xyzx - endif + endif dp3 r2.x, r1.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000) dp3 r2.y, r3.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000) add r2.x, -r2.y, r2.x @@ -1316,7 +1316,7 @@ technique10 SampleTextureForNonSeparableBlending div r3.yzw, r4.xxyz, r3.yyyy add r3.yzw, r2.wwww, r3.yyzw movc r2.xyz, r3.xxxx, r3.yzwy, r2.xyzx - else + else ieq r2.w, cb0[0].x, l(13) if_nz r2.w max r2.w, r0.z, r0.y @@ -1339,7 +1339,7 @@ technique10 SampleTextureForNonSeparableBlending movc r4.xyz, r5.wwww, r7.xyzx, r4.xyzx mov r6.x, l(0) movc r4.xyz, r5.xxxx, r6.xyzx, r4.xyzx - else + else add r5.xyzw, -r1.yyzz, r1.xzyx lt r6.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), r5.yxwy div r7.xyz, r3.wwww, r5.yxwy @@ -1353,7 +1353,7 @@ technique10 SampleTextureForNonSeparableBlending movc r3.xyz, r6.wwww, r8.xyzx, r3.xyzx mov r7.y, l(0) movc r4.xyz, r6.xxxx, r7.xyzx, r3.xyzx - endif + endif dp3 r2.w, r1.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000) dp3 r3.x, r4.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000) add r2.w, r2.w, -r3.x @@ -1378,7 +1378,7 @@ technique10 SampleTextureForNonSeparableBlending div r4.xyz, r4.yzwy, r4.xxxx add r4.xyz, r2.wwww, r4.xyzx movc r2.xyz, r3.wwww, r4.xyzx, r3.xyzx - else + else ieq r2.w, cb0[0].x, l(14) if_nz r2.w dp3 r2.w, r1.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000) @@ -1405,7 +1405,7 @@ technique10 SampleTextureForNonSeparableBlending div r4.xyz, r4.yzwy, r4.xxxx add r4.xyz, r2.wwww, r4.xyzx movc r2.xyz, r3.wwww, r4.xyzx, r3.xyzx - else + else dp3 r2.w, r0.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000) dp3 r3.x, r1.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000) add r2.w, r2.w, -r3.x @@ -1430,17 +1430,17 @@ technique10 SampleTextureForNonSeparableBlending div r3.yzw, r4.xxyz, r3.yyyy add r3.yzw, r2.wwww, r3.yyzw movc r2.xyz, r3.xxxx, r3.yzwy, r1.xyzx - endif - endif - endif + endif + endif + endif add r1.x, -r1.w, l(1.000000) mul r1.yzw, r1.wwww, r2.xxyz mad r0.xyz, r1.xxxx, r0.xyzx, r1.yzwy mul o0.xyz, r0.wwww, r0.xyzx mov o0.w, r0.w - ret + ret // Approximately 195 instruction slots used - + }; } @@ -1456,7 +1456,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -1495,7 +1495,7 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -1503,7 +1503,7 @@ technique10 SampleRadialGradient // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -1542,7 +1542,7 @@ technique10 SampleRadialGradient dp3 oT0.w, r1, c3 dp3 oT0.z, r1, c4 mov oPos.zw, c6.xyzx - + // approximately 13 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -1563,9 +1563,9 @@ technique10 SampleRadialGradient dp3 o1.z, r1.xyzx, cb1[0].xyzx dp3 o1.w, r1.xyzx, cb1[1].xyzx mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx - ret + ret // Approximately 12 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -1573,7 +1573,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb2 // { @@ -1605,8 +1605,8 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -1628,8 +1628,8 @@ technique10 SampleRadialGradient // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -1667,7 +1667,7 @@ technique10 SampleRadialGradient cmp r1, -r0.x, c4.z, r1 cmp r0, r0.y, r1, c4.z mov oC0, r0 - + // approximately 28 instruction slots used (2 texture, 26 arithmetic) ps_4_0 dcl_constantbuffer cb0[7], immediateIndexed @@ -1700,20 +1700,20 @@ technique10 SampleRadialGradient sample r2.xyzw, r2.xyxx, t0.xyzw, s0 if_nz r0.y mov o0.xyzw, l(0,0,0,0) - ret - endif + ret + endif max r0.x, r1.y, r1.x ge r0.x, l(0.000000), r0.x if_nz r0.x mov o0.xyzw, l(0,0,0,0) - ret - endif + ret + endif mul r2.xyz, r2.wwww, r2.xyzx sample r0.xyzw, v1.xyxx, t1.xyzw, s1 mul o0.xyzw, r0.wwww, r2.xyzw - ret + ret // Approximately 33 instruction slots used - + }; } @@ -1725,7 +1725,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -1764,7 +1764,7 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -1772,7 +1772,7 @@ technique10 SampleRadialGradient // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -1811,7 +1811,7 @@ technique10 SampleRadialGradient dp3 oT0.w, r1, c3 dp3 oT0.z, r1, c4 mov oPos.zw, c6.xyzx - + // approximately 13 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -1832,9 +1832,9 @@ technique10 SampleRadialGradient dp3 o1.z, r1.xyzx, cb1[0].xyzx dp3 o1.w, r1.xyzx, cb1[1].xyzx mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx - ret + ret // Approximately 12 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -1842,7 +1842,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb2 // { @@ -1874,8 +1874,8 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -1897,8 +1897,8 @@ technique10 SampleRadialGradient // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -1925,7 +1925,7 @@ technique10 SampleRadialGradient mul r1, r1.w, r2 cmp r0, r0.x, c2.y, r1 mov oC0, r0 - + // approximately 18 instruction slots used (2 texture, 16 arithmetic) ps_4_0 dcl_constantbuffer cb0[6], immediateIndexed @@ -1950,14 +1950,14 @@ technique10 SampleRadialGradient sample r1.xyzw, r0.xyxx, t0.xyzw, s0 if_nz r0.z mov o0.xyzw, l(0,0,0,0) - ret - endif + ret + endif mul r1.xyz, r1.wwww, r1.xyzx sample r0.xyzw, v1.xyxx, t1.xyzw, s1 mul o0.xyzw, r0.wwww, r1.xyzw - ret + ret // Approximately 19 instruction slots used - + }; } @@ -1969,7 +1969,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -2008,7 +2008,7 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -2016,7 +2016,7 @@ technique10 SampleRadialGradient // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -2055,7 +2055,7 @@ technique10 SampleRadialGradient dp3 oT0.w, r1, c3 dp3 oT0.z, r1, c4 mov oPos.zw, c6.xyzx - + // approximately 13 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -2076,9 +2076,9 @@ technique10 SampleRadialGradient dp3 o1.z, r1.xyzx, cb1[0].xyzx dp3 o1.w, r1.xyzx, cb1[1].xyzx mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx - ret + ret // Approximately 12 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -2086,7 +2086,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb2 // { @@ -2118,8 +2118,8 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -2141,8 +2141,8 @@ technique10 SampleRadialGradient // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -2180,7 +2180,7 @@ technique10 SampleRadialGradient cmp r1, -r0.x, c4.z, r1 cmp r0, r0.y, r1, c4.z mov oC0, r0 - + // approximately 28 instruction slots used (2 texture, 26 arithmetic) ps_4_0 dcl_constantbuffer cb0[7], immediateIndexed @@ -2213,20 +2213,20 @@ technique10 SampleRadialGradient sample r2.xyzw, r2.xyxx, t0.xyzw, s0 if_nz r0.y mov o0.xyzw, l(0,0,0,0) - ret - endif + ret + endif max r0.x, r1.y, r1.x ge r0.x, l(0.000000), r0.x if_nz r0.x mov o0.xyzw, l(0,0,0,0) - ret - endif + ret + endif mul r2.xyz, r2.wwww, r2.xyzx sample r0.xyzw, v1.xyxx, t1.xyzw, s1 mul o0.xyzw, r0.wwww, r2.xyzw - ret + ret // Approximately 33 instruction slots used - + }; } @@ -2238,7 +2238,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -2277,7 +2277,7 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -2285,7 +2285,7 @@ technique10 SampleRadialGradient // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -2324,7 +2324,7 @@ technique10 SampleRadialGradient dp3 oT0.w, r1, c3 dp3 oT0.z, r1, c4 mov oPos.zw, c6.xyzx - + // approximately 13 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -2345,9 +2345,9 @@ technique10 SampleRadialGradient dp3 o1.z, r1.xyzx, cb1[0].xyzx dp3 o1.w, r1.xyzx, cb1[1].xyzx mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx - ret + ret // Approximately 12 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -2355,7 +2355,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb2 // { @@ -2387,8 +2387,8 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -2410,8 +2410,8 @@ technique10 SampleRadialGradient // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -2438,7 +2438,7 @@ technique10 SampleRadialGradient mul r1, r1.w, r2 cmp r0, r0.x, c2.y, r1 mov oC0, r0 - + // approximately 18 instruction slots used (2 texture, 16 arithmetic) ps_4_0 dcl_constantbuffer cb0[6], immediateIndexed @@ -2463,14 +2463,14 @@ technique10 SampleRadialGradient sample r1.xyzw, r0.xyxx, t0.xyzw, s0 if_nz r0.z mov o0.xyzw, l(0,0,0,0) - ret - endif + ret + endif mul r1.xyz, r1.wwww, r1.xyzx sample r0.xyzw, v1.xyxx, t1.xyzw, s1 mul o0.xyzw, r0.wwww, r1.xyzw - ret + ret // Approximately 19 instruction slots used - + }; } @@ -2482,7 +2482,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -2521,7 +2521,7 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -2529,7 +2529,7 @@ technique10 SampleRadialGradient // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -2568,7 +2568,7 @@ technique10 SampleRadialGradient dp3 oT0.w, r1, c3 dp3 oT0.z, r1, c4 mov oPos.zw, c6.xyzx - + // approximately 13 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -2589,9 +2589,9 @@ technique10 SampleRadialGradient dp3 o1.z, r1.xyzx, cb1[0].xyzx dp3 o1.w, r1.xyzx, cb1[1].xyzx mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx - ret + ret // Approximately 12 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -2599,7 +2599,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb2 // { @@ -2631,8 +2631,8 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -2654,8 +2654,8 @@ technique10 SampleRadialGradient // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -2693,7 +2693,7 @@ technique10 SampleRadialGradient cmp r1, -r0.x, c4.z, r1 cmp r0, r0.y, r1, c4.z mov oC0, r0 - + // approximately 28 instruction slots used (2 texture, 26 arithmetic) ps_4_0 dcl_constantbuffer cb0[7], immediateIndexed @@ -2726,20 +2726,20 @@ technique10 SampleRadialGradient sample r2.xyzw, r2.xyxx, t0.xyzw, s0 if_nz r0.y mov o0.xyzw, l(0,0,0,0) - ret - endif + ret + endif max r0.x, r1.y, r1.x ge r0.x, l(0.000000), r0.x if_nz r0.x mov o0.xyzw, l(0,0,0,0) - ret - endif + ret + endif mul r2.xyz, r2.wwww, r2.xyzx sample r0.xyzw, v1.xyxx, t1.xyzw, s1 mul o0.xyzw, r0.wwww, r2.xyzw - ret + ret // Approximately 33 instruction slots used - + }; } @@ -2751,7 +2751,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -2790,7 +2790,7 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -2798,7 +2798,7 @@ technique10 SampleRadialGradient // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -2837,7 +2837,7 @@ technique10 SampleRadialGradient dp3 oT0.w, r1, c3 dp3 oT0.z, r1, c4 mov oPos.zw, c6.xyzx - + // approximately 13 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -2858,9 +2858,9 @@ technique10 SampleRadialGradient dp3 o1.z, r1.xyzx, cb1[0].xyzx dp3 o1.w, r1.xyzx, cb1[1].xyzx mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx - ret + ret // Approximately 12 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -2868,7 +2868,7 @@ technique10 SampleRadialGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb2 // { @@ -2900,8 +2900,8 @@ technique10 SampleRadialGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -2923,8 +2923,8 @@ technique10 SampleRadialGradient // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -2951,7 +2951,7 @@ technique10 SampleRadialGradient mul r1, r1.w, r2 cmp r0, r0.x, c2.y, r1 mov oC0, r0 - + // approximately 18 instruction slots used (2 texture, 16 arithmetic) ps_4_0 dcl_constantbuffer cb0[6], immediateIndexed @@ -2976,14 +2976,14 @@ technique10 SampleRadialGradient sample r1.xyzw, r0.xyxx, t0.xyzw, s0 if_nz r0.z mov o0.xyzw, l(0,0,0,0) - ret - endif + ret + endif mul r1.xyz, r1.wwww, r1.xyzx sample r0.xyzw, v1.xyxx, t1.xyzw, s1 mul o0.xyzw, r0.wwww, r1.xyzw - ret + ret // Approximately 19 instruction slots used - + }; } @@ -2999,7 +2999,7 @@ technique10 SampleConicGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -3037,7 +3037,7 @@ technique10 SampleConicGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -3045,7 +3045,7 @@ technique10 SampleConicGradient // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -3084,7 +3084,7 @@ technique10 SampleConicGradient dp3 oT0.w, r1, c3 dp3 oT0.z, r1, c4 mov oPos.zw, c6.xyzx - + // approximately 13 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -3105,9 +3105,9 @@ technique10 SampleConicGradient dp3 o1.z, r1.xyzx, cb1[0].xyzx dp3 o1.w, r1.xyzx, cb1[1].xyzx mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx - ret + ret // Approximately 12 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -3115,7 +3115,7 @@ technique10 SampleConicGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb3 // { @@ -3146,8 +3146,8 @@ technique10 SampleConicGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -3169,8 +3169,8 @@ technique10 SampleConicGradient // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -3222,7 +3222,7 @@ technique10 SampleConicGradient mul r0.xyz, r0.w, r0 mul r0, r1.w, r0 mov oC0, r0 - + // approximately 39 instruction slots used (2 texture, 37 arithmetic) ps_4_0 dcl_constantbuffer cb0[5], immediateIndexed @@ -3272,9 +3272,9 @@ technique10 SampleConicGradient mul r0.xyz, r0.wwww, r0.xyzx sample r1.xyzw, v1.xyxx, t1.xyzw, s1 mul o0.xyzw, r0.xyzw, r1.wwww - ret + ret // Approximately 39 instruction slots used - + }; } @@ -3286,7 +3286,7 @@ technique10 SampleConicGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -3324,7 +3324,7 @@ technique10 SampleConicGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -3332,7 +3332,7 @@ technique10 SampleConicGradient // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -3371,7 +3371,7 @@ technique10 SampleConicGradient dp3 oT0.w, r1, c3 dp3 oT0.z, r1, c4 mov oPos.zw, c6.xyzx - + // approximately 13 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -3392,9 +3392,9 @@ technique10 SampleConicGradient dp3 o1.z, r1.xyzx, cb1[0].xyzx dp3 o1.w, r1.xyzx, cb1[1].xyzx mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx - ret + ret // Approximately 12 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -3402,7 +3402,7 @@ technique10 SampleConicGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb3 // { @@ -3433,8 +3433,8 @@ technique10 SampleConicGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -3456,8 +3456,8 @@ technique10 SampleConicGradient // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -3509,7 +3509,7 @@ technique10 SampleConicGradient mul r0.xyz, r0.w, r0 mul r0, r1.w, r0 mov oC0, r0 - + // approximately 39 instruction slots used (2 texture, 37 arithmetic) ps_4_0 dcl_constantbuffer cb0[5], immediateIndexed @@ -3559,9 +3559,9 @@ technique10 SampleConicGradient mul r0.xyz, r0.wwww, r0.xyzx sample r1.xyzw, v1.xyxx, t1.xyzw, s1 mul o0.xyzw, r0.xyzw, r1.wwww - ret + ret // Approximately 39 instruction slots used - + }; } @@ -3573,7 +3573,7 @@ technique10 SampleConicGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -3611,7 +3611,7 @@ technique10 SampleConicGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -3619,7 +3619,7 @@ technique10 SampleConicGradient // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -3658,7 +3658,7 @@ technique10 SampleConicGradient dp3 oT0.w, r1, c3 dp3 oT0.z, r1, c4 mov oPos.zw, c6.xyzx - + // approximately 13 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -3679,9 +3679,9 @@ technique10 SampleConicGradient dp3 o1.z, r1.xyzx, cb1[0].xyzx dp3 o1.w, r1.xyzx, cb1[1].xyzx mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx - ret + ret // Approximately 12 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -3689,7 +3689,7 @@ technique10 SampleConicGradient // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb3 // { @@ -3720,8 +3720,8 @@ technique10 SampleConicGradient // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -3743,8 +3743,8 @@ technique10 SampleConicGradient // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -3796,7 +3796,7 @@ technique10 SampleConicGradient mul r0.xyz, r0.w, r0 mul r0, r1.w, r0 mov oC0, r0 - + // approximately 39 instruction slots used (2 texture, 37 arithmetic) ps_4_0 dcl_constantbuffer cb0[5], immediateIndexed @@ -3846,9 +3846,9 @@ technique10 SampleConicGradient mul r0.xyz, r0.wwww, r0.xyzx sample r1.xyzw, v1.xyxx, t1.xyzw, s1 mul o0.xyzw, r0.xyzw, r1.wwww - ret + ret // Approximately 39 instruction slots used - + }; } @@ -3864,7 +3864,7 @@ technique10 SampleMaskedTexture // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -3889,7 +3889,7 @@ technique10 SampleMaskedTexture // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -3897,7 +3897,7 @@ technique10 SampleMaskedTexture // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -3925,7 +3925,7 @@ technique10 SampleMaskedTexture mad r0.xy, v0, c1.zwzw, c1 add oPos.xy, r0, c0 mov oPos.zw, c4.xyxy - + // approximately 5 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -3937,9 +3937,9 @@ technique10 SampleMaskedTexture mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy - ret + ret // Approximately 5 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -3962,8 +3962,8 @@ technique10 SampleMaskedTexture // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -3978,8 +3978,8 @@ technique10 SampleMaskedTexture // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -3993,7 +3993,7 @@ technique10 SampleMaskedTexture texld r0, r0, s1 mul r0, r0.w, r1 mov oC0, r0 - + // approximately 5 instruction slots used (2 texture, 3 arithmetic) ps_4_0 dcl_sampler s0, mode_default @@ -4007,9 +4007,9 @@ technique10 SampleMaskedTexture sample r0.xyzw, v1.xyxx, t0.xyzw, s0 sample r1.xyzw, v1.zwzz, t1.xyzw, s1 mul o0.xyzw, r0.xyzw, r1.wwww - ret + ret // Approximately 4 instruction slots used - + }; } @@ -4028,7 +4028,7 @@ technique10 SampleTextureWithShadow // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -4053,7 +4053,7 @@ technique10 SampleTextureWithShadow // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -4061,7 +4061,7 @@ technique10 SampleTextureWithShadow // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -4089,7 +4089,7 @@ technique10 SampleTextureWithShadow mad r0.xy, v0, c1.zwzw, c1 add oPos.xy, r0, c0 mov oPos.zw, c4.xyxy - + // approximately 5 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -4101,9 +4101,9 @@ technique10 SampleTextureWithShadow mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy - ret + ret // Approximately 5 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -4111,7 +4111,7 @@ technique10 SampleTextureWithShadow // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb1 // { @@ -4138,9 +4138,9 @@ technique10 SampleTextureWithShadow // // 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 + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float // // // Output signature: @@ -4162,7 +4162,7 @@ technique10 SampleTextureWithShadow // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 + // s0 s0 t0 // // // Level9 shader bytecode: @@ -4208,7 +4208,7 @@ technique10 SampleTextureWithShadow mad r0.x, c5.x, r1.w, r0.x mul r0, r0.x, c6 mov oC0, r0 - + // approximately 38 instruction slots used (9 texture, 29 arithmetic) ps_4_0 dcl_constantbuffer cb0[10], immediateIndexed @@ -4246,9 +4246,9 @@ technique10 SampleTextureWithShadow sample r1.xyzw, r1.xyxx, t0.xyzw, s0 mad r0.x, cb0[8].x, r1.w, r0.x mul o0.xyzw, r0.xxxx, cb0[9].xyzw - ret + ret // Approximately 30 instruction slots used - + }; } @@ -4263,7 +4263,7 @@ technique10 SampleTextureWithShadow // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -4288,7 +4288,7 @@ technique10 SampleTextureWithShadow // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -4296,7 +4296,7 @@ technique10 SampleTextureWithShadow // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -4324,7 +4324,7 @@ technique10 SampleTextureWithShadow mad r0.xy, v0, c1.zwzw, c1 add oPos.xy, r0, c0 mov oPos.zw, c4.xyxy - + // approximately 5 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -4336,9 +4336,9 @@ technique10 SampleTextureWithShadow mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy - ret + ret // Approximately 5 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -4346,7 +4346,7 @@ technique10 SampleTextureWithShadow // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb1 // { @@ -4373,9 +4373,9 @@ technique10 SampleTextureWithShadow // // 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 + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float // // // Output signature: @@ -4396,7 +4396,7 @@ technique10 SampleTextureWithShadow // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 + // s0 s0 t0 // // // Level9 shader bytecode: @@ -4441,7 +4441,7 @@ technique10 SampleTextureWithShadow texld r1, r1, s0 mad r0, c5.x, r1, r0 mov oC0, r0 - + // approximately 37 instruction slots used (9 texture, 28 arithmetic) ps_4_0 dcl_constantbuffer cb0[9], immediateIndexed @@ -4478,9 +4478,9 @@ technique10 SampleTextureWithShadow mov r1.x, v1.x sample r1.xyzw, r1.xyxx, t0.xyzw, s0 mad o0.xyzw, cb0[8].xxxx, r1.xyzw, r0.xyzw - ret + ret // Approximately 29 instruction slots used - + }; } @@ -4495,7 +4495,7 @@ technique10 SampleTextureWithShadow // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -4520,7 +4520,7 @@ technique10 SampleTextureWithShadow // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -4528,7 +4528,7 @@ technique10 SampleTextureWithShadow // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -4556,7 +4556,7 @@ technique10 SampleTextureWithShadow mad r0.xy, v0, c1.zwzw, c1 add oPos.xy, r0, c0 mov oPos.zw, c4.xyxy - + // approximately 5 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -4568,9 +4568,9 @@ technique10 SampleTextureWithShadow mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy - ret + ret // Approximately 5 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -4578,7 +4578,7 @@ technique10 SampleTextureWithShadow // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb1 // { @@ -4607,8 +4607,8 @@ technique10 SampleTextureWithShadow // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -4630,8 +4630,8 @@ technique10 SampleTextureWithShadow // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t1 - // s1 s1 t0 + // s0 s0 t1 + // s1 s1 t0 // // // Level9 shader bytecode: @@ -4680,7 +4680,7 @@ technique10 SampleTextureWithShadow mad r0, c5.x, r1, r0 mul r0, r2.w, r0 mov oC0, r0 - + // approximately 40 instruction slots used (10 texture, 30 arithmetic) ps_4_0 dcl_constantbuffer cb0[9], immediateIndexed @@ -4722,9 +4722,9 @@ technique10 SampleTextureWithShadow mad r0.xyzw, cb0[8].xxxx, r1.xyzw, r0.xyzw sample r1.xyzw, v1.zwzz, t1.xyzw, s0 mul o0.xyzw, r0.xyzw, r1.wwww - ret + ret // Approximately 31 instruction slots used - + }; } @@ -4743,7 +4743,7 @@ technique10 SampleTextTexture // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -4768,7 +4768,7 @@ technique10 SampleTextTexture // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -4776,7 +4776,7 @@ technique10 SampleTextTexture // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -4804,7 +4804,7 @@ technique10 SampleTextTexture mad r0.xy, v0, c1.zwzw, c1 add oPos.xy, r0, c0 mov oPos.zw, c4.xyxy - + // approximately 5 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -4816,9 +4816,9 @@ technique10 SampleTextTexture mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy - ret + ret // Approximately 5 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -4826,7 +4826,7 @@ technique10 SampleTextTexture // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -4853,9 +4853,9 @@ technique10 SampleTextTexture // // 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 + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float // // // Output signature: @@ -4877,7 +4877,7 @@ technique10 SampleTextTexture // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 + // s0 s0 t0 // // // Level9 shader bytecode: @@ -4892,7 +4892,7 @@ technique10 SampleTextTexture texld r0, t0, s0 mul r0, r0.zyxy, c0.w mov oC1, r0 - + // approximately 6 instruction slots used (1 texture, 5 arithmetic) ps_4_0 dcl_constantbuffer cb0[4], immediateIndexed @@ -4906,9 +4906,9 @@ technique10 SampleTextTexture mov o0.w, l(1.000000) sample r0.xyzw, v1.xyxx, t0.xyzw, s0 mul o1.xyzw, r0.zyxy, cb0[3].wwww - ret + ret // Approximately 5 instruction slots used - + }; } @@ -4923,7 +4923,7 @@ technique10 SampleTextTexture // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -4948,7 +4948,7 @@ technique10 SampleTextTexture // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // POSITION 0 xyz 0 NONE float xy + // POSITION 0 xyz 0 NONE float xy // // // Output signature: @@ -4956,7 +4956,7 @@ technique10 SampleTextTexture // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // 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 // // @@ -4984,7 +4984,7 @@ technique10 SampleTextTexture mad r0.xy, v0, c1.zwzw, c1 add oPos.xy, r0, c0 mov oPos.zw, c4.xyxy - + // approximately 5 instruction slots used vs_4_0 dcl_constantbuffer cb0[3], immediateIndexed @@ -4996,9 +4996,9 @@ technique10 SampleTextTexture mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy - ret + ret // Approximately 5 instruction slots used - + }; GeometryShader = NULL; PixelShader = asm { @@ -5006,7 +5006,7 @@ technique10 SampleTextTexture // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // - // Buffer Definitions: + // Buffer Definitions: // // cbuffer cb0 // { @@ -5035,8 +5035,8 @@ technique10 SampleTextTexture // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // // @@ -5059,8 +5059,8 @@ technique10 SampleTextTexture // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- - // s0 s0 t0 - // s1 s1 t1 + // s0 s0 t0 + // s1 s1 t1 // // // Level9 shader bytecode: @@ -5079,7 +5079,7 @@ technique10 SampleTextTexture mul r1, r1.zyxy, c0.w mul r0, r0.w, r1 mov oC1, r0 - + // approximately 9 instruction slots used (2 texture, 7 arithmetic) ps_4_0 dcl_constantbuffer cb0[4], immediateIndexed @@ -5098,9 +5098,9 @@ technique10 SampleTextTexture mul r0.xyzw, r0.zyxy, cb0[3].wwww sample r1.xyzw, v1.zwzz, t1.xyzw, s1 mul o1.xyzw, r0.xyzw, r1.wwww - ret + ret // Approximately 7 instruction slots used - + }; } diff --git a/gfx/2d/ShadersD2D1.h b/gfx/2d/ShadersD2D1.h index 4d2ac9b3aeb2..9df2858da518 100644 --- a/gfx/2d/ShadersD2D1.h +++ b/gfx/2d/ShadersD2D1.h @@ -3,7 +3,7 @@ // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // -// Buffer Definitions: +// Buffer Definitions: // // cbuffer radialGradientConstants // { @@ -36,9 +36,9 @@ // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// SCENE_POSITION 0 xyzw 1 NONE float xy -// TEXCOORD 0 xyzw 2 NONE float xy +// SV_POSITION 0 xyzw 0 POS float +// SCENE_POSITION 0 xyzw 1 NONE float xy +// TEXCOORD 0 xyzw 2 NONE float xy // // // Output signature: @@ -59,8 +59,8 @@ // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- -// s0 s0 t0 -// s1 s1 t1 +// s0 s0 t0 +// s1 s1 t1 // // // Level9 shader bytecode: @@ -175,7 +175,7 @@ sample r2.xyzw, v2.xyxx, t0.xyzw, s0 mul r1.xyzw, r1.xyzw, r2.xyzw mul r1.xyzw, r0.zzzz, r1.xyzw mul o0.xyzw, r0.yyyy, r1.xyzw -ret +ret // Approximately 49 instruction slots used #endif @@ -420,7 +420,7 @@ const BYTE SampleRadialGradientPS[] = { // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // -// Buffer Definitions: +// Buffer Definitions: // // cbuffer radialGradientConstants // { @@ -453,9 +453,9 @@ const BYTE SampleRadialGradientPS[] = { // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// SCENE_POSITION 0 xyzw 1 NONE float xy -// TEXCOORD 0 xyzw 2 NONE float xy +// SV_POSITION 0 xyzw 0 POS float +// SCENE_POSITION 0 xyzw 1 NONE float xy +// TEXCOORD 0 xyzw 2 NONE float xy // // // Output signature: @@ -476,8 +476,8 @@ const BYTE SampleRadialGradientPS[] = { // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- -// s0 s0 t0 -// s1 s1 t1 +// s0 s0 t0 +// s1 s1 t1 // // // Level9 shader bytecode: @@ -568,7 +568,7 @@ mul r1.xyz, r1.wwww, r1.xyzx sample r2.xyzw, v2.xyxx, t0.xyzw, s0 mul r1.xyzw, r1.xyzw, r2.xyzw mul o0.xyzw, r0.xxxx, r1.xyzw -ret +ret // Approximately 36 instruction slots used #endif @@ -775,7 +775,7 @@ const BYTE SampleRadialGradientA0PS[] = { // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // -// Buffer Definitions: +// Buffer Definitions: // // cbuffer conicGradientConstants // { @@ -807,9 +807,9 @@ const BYTE SampleRadialGradientA0PS[] = { // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// SCENE_POSITION 0 xyzw 1 NONE float xy -// TEXCOORD 0 xyzw 2 NONE float xy +// SV_POSITION 0 xyzw 0 POS float +// SCENE_POSITION 0 xyzw 1 NONE float xy +// TEXCOORD 0 xyzw 2 NONE float xy // // // Output signature: @@ -830,8 +830,8 @@ const BYTE SampleRadialGradientA0PS[] = { // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- -// s0 s0 t0 -// s1 s1 t1 +// s0 s0 t0 +// s1 s1 t1 // // // Level9 shader bytecode: @@ -944,7 +944,7 @@ sample r0.xyzw, r0.xyxx, t1.xyzw, s1 mul r0.xyz, r0.wwww, r0.xyzx sample r1.xyzw, v2.xyxx, t0.xyzw, s0 mul o0.xyzw, r0.xyzw, r1.xyzw -ret +ret // Approximately 44 instruction slots used #endif