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author | Andrew Knight <andrew.knight@intopalo.com> | 2015-04-08 17:04:36 +0300 |
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committer | Andrew Knight <qt@panimo.net> | 2015-04-09 10:31:12 +0000 |
commit | a218a252c4200cfe7048de81a46f7e48349084d5 (patch) | |
tree | c1a82865d97e610cd0abb3a1360408363b38205b /src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl | |
parent | 331ddacfca90c91c5b44484bf3c78e2aa5b85947 (diff) |
Upgrade ANGLE to 2.1~99f075dade7c
This aligns with Chromium branch 2356.
This version brings more complete OpenGL ES 3 support as well as various
bug fixes and performance improvements.
The following changes were made to earlier patches:
-0000-General-fixes-for-ANGLE-2.1
Removed. All changes are now handled elsewhere.
+0001-ANGLE-Improve-Windows-Phone-support
Consolidated remaining parts from 0009/0010.
+0002-ANGLE-Fix-compilation-with-MinGW
Remaining issues from patch 0016.
+0003-ANGLE-Fix-compilation-with-MSVC2010
Remaining issues from patch 0015.
+0004-ANGLE-Dynamically-load-D3D-compiler-from-list
Renamed from patch 0008.
+0005-ANGLE-Add-support-for-querying-platform-device
Renamed from patch 0013.
-0004-Make-it-possible-to-link-ANGLE-statically-for-single
Removed. Fixed by adding defines to project files.
-0008-ANGLE-Dynamically-load-D3D-compiler-from-a-list-or-t
Renamed to patch 0005.
-0009-ANGLE-Support-WinRT
Removed. Mostly fixed upstream; remaining parts in patch 0001.
-0010-ANGLE-Enable-D3D11-for-feature-level-9-cards
Removed. Mostly fixed upstream; remaining parts in patch 0001.
-0012-ANGLE-fix-semantic-index-lookup
Removed. Fixed upstream.
-0013-ANGLE-Add-support-for-querying-platform-device
Renamed to patch 0005.
-0014-Let-ANGLE-use-multithreaded-devices-if-necessary
Removed. No longer needed.
-0015-ANGLE-Fix-angle-d3d11-on-MSVC2010
Moved remaining parts to patch 0003.
-0016-ANGLE-Fix-compilation-with-MinGW-D3D11
Moved remaining parts to patch 0002.
-0017-ANGLE-Fix-compilation-with-D3D9
Removed. Fixed upstream.
-0018-ANGLE-Fix-releasing-textures-after-we-kill-D3D11
Removed. Fixed upstream.
-0019-ANGLE-Fix-handling-of-shader-source-with-fixed-lengt
Removed. Fixed upstream.
-0020-ANGLE-Do-not-use-std-strlen
Removed. Fixed upstream.
-0020-ANGLE-Fix-compilation-with-MSVC2013-Update4
Removed. Fixed upstream.
[ChangeLog][Third-party libraries] ANGLE was updated to Chromium branch
2356 (2.1~99f075dade7c).
Change-Id: I32ccbfe95e10986bd94be7191dfd53445ea09158
Task-number: QTBUG-44815
Task-number: QTBUG-37660
Task-number: QTBUG-44694
Task-number: QTBUG-42443
Reviewed-by: Andrew Knight <qt@panimo.net>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@theqtcompany.com>
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl new file mode 100644 index 0000000000..505e222137 --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl @@ -0,0 +1,99 @@ +Texture2D<float4> TextureF2D : register(t0); +Texture2D<uint4> TextureUI2D : register(t0); +Texture2D<int4> TextureI2D : register(t0); + +Texture3D<float4> TextureF3D : register(t0); +Texture3D<uint4> TextureUI3D : register(t0); +Texture3D<int4> TextureI3D : register(t0); + +Texture2DArray<float4> TextureF2DArray : register(t0); +Texture2DArray<uint4> TextureUI2DArray : register(t0); +Texture2DArray<int4> TextureI2DArray : register(t0); + +SamplerState Sampler : register(s0); + +cbuffer SwizzleProperties : register(b0) +{ + uint4 SwizzleIndices : packoffset(c0); +} + +float4 SwizzleLookup(in float4 sample) +{ + float lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; + return float4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); +} + +int4 SwizzleLookup(in int4 sample) +{ + int lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; + return int4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); +} + +uint4 SwizzleLookup(in uint4 sample) +{ + uint lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; + return uint4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); +} + +float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + return SwizzleLookup(TextureF2D.Sample(Sampler, inTexCoord)); +} + +int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + uint2 size; + TextureI2D.GetDimensions(size.x, size.y); + + return SwizzleLookup(TextureI2D.Load(int3(size * inTexCoord, 0))); +} + +uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + uint2 size; + TextureUI2D.GetDimensions(size.x, size.y); + + return SwizzleLookup(TextureUI2D.Load(int3(size * inTexCoord, 0))); +} + +float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + return SwizzleLookup(TextureF3D.Sample(Sampler, inTexCoord)); +} + +int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + uint3 size; + TextureI3D.GetDimensions(size.x, size.y, size.z); + + return SwizzleLookup(TextureI3D.Load(int4(size * inTexCoord, 0))); +} + +uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + uint3 size; + TextureUI3D.GetDimensions(size.x, size.y, size.z); + + return SwizzleLookup(TextureUI3D.Load(int4(size * inTexCoord, 0))); +} + +float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + return SwizzleLookup(TextureF2DArray.Sample(Sampler, float3(inTexCoord.xy, inLayer))); +} + +int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + uint3 size; + TextureI2DArray.GetDimensions(size.x, size.y, size.z); + + return SwizzleLookup(TextureI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0))); +} + +uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + uint3 size; + TextureUI2DArray.GetDimensions(size.x, size.y, size.z); + + return SwizzleLookup(TextureUI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0))); +} |