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author | Andrew Knight <andrew.knight@digia.com> | 2014-08-05 12:59:44 +0300 |
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committer | Andrew Knight <andrew.knight@digia.com> | 2014-08-05 16:43:22 +0200 |
commit | a6a12d8c0fc918972c15268f749ecc7c90b95d6c (patch) | |
tree | cb6d986d30ef97e932ab51768854d5d9b46729d3 /src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl | |
parent | 14f9c09542bd6cc19430473da9ce4c68f239ec7d (diff) |
ANGLE: upgrade to 2.1~07d49ef5350a
This version of ANGLE provides partial ES3 support, numerous
bug fixes, and several potentially useful vendor extensions.
All patches have been rebased. The following changes are noted:
0000-General-fixes-for-ANGLE-2.1.patch
contains compile fixes for the new ANGLE
0004-Make-it-possible-to-link-ANGLE-statically-for-single.patch
has incorporated patch 0015.
0007-Make-DX9-DX11-mutually-exclusive.patch
has been removed as it was fixed upstream.
0007-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch
has been moved up to fill the patch number gap.
0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch
now contains patch 0014 and 0017.
0013-ANGLE-Allow-for-universal-program-binaries.patch
has been removed as it is no longer relevant.
0014-ANGLE-D3D11-Fix-internal-index-buffer-for-level-9-ha.patch
has been merged with patch 0010.
0015-ANGLE-Don-t-export-DLLMain-functions-for-static-buil.patch
has been merged with patch 0004.
0016-ANGLE-WinRT-Call-Trim-when-application-suspends.patch
has been removed and will be replaced by a follow-up patch using a
different technique.
0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch
has been merged with patch 0010.
0018-ANGLE-WinRT-Create-swap-chain-using-physical-resolut.patch
has been removed and will be replaced by a follow-up patch extending
the EGL_ANGLE_window_fixed_size extension.
0019-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch
is now patch 0007.
[ChangeLog][Third-party libraries] ANGLE has been upgraded to
version 2.1, bringing partial support for OpenGL ES3 over
Direct3D 11, numerous bug fixes, and several new vendor extensions.
Change-Id: I6d95ce1480462d67228d83c1e5c74a1706b5b21c
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl | 146 |
1 files changed, 146 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl new file mode 100644 index 0000000000..c23c9032ec --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl @@ -0,0 +1,146 @@ +Texture3D<float4> TextureF : register(t0); +Texture3D<uint4> TextureUI : register(t0); +Texture3D<int4> TextureI : register(t0); + +SamplerState Sampler : register(s0); + +struct VS_INPUT +{ + float2 Position : POSITION; + uint Layer : LAYER; + float3 TexCoord : TEXCOORD; +}; + +struct VS_OUTPUT +{ + float4 Position : SV_POSITION; + uint Layer : LAYER; + float3 TexCoord : TEXCOORD; +}; + +struct GS_OUTPUT +{ + float4 Position : SV_POSITION; + uint Layer : SV_RENDERTARGETARRAYINDEX; + float3 TexCoord : TEXCOORD; +}; + +VS_OUTPUT VS_Passthrough3D(VS_INPUT input) +{ + VS_OUTPUT output; + + output.Position = float4(input.Position, 0.0f, 1.0f); + output.Layer = input.Layer; + output.TexCoord = input.TexCoord; + + return output; +} + +[maxvertexcount(3)] +void GS_Passthrough3D(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> outputStream) +{ + GS_OUTPUT output; + + for (int i = 0; i < 3; i++) + { + output.Position = input[i].Position; + output.Layer = input[i].Layer; + output.TexCoord = input[i].TexCoord; + + outputStream.Append(output); + } +} + +float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0 +{ + return TextureF.Sample(Sampler, input.TexCoord).rgba; +} + +uint4 PS_PassthroughRGBA3DUI(GS_OUTPUT input) : SV_TARGET0 +{ + uint3 size; + TextureUI.GetDimensions(size.x, size.y, size.z); + + return TextureUI.Load(int4(size * input.TexCoord, 0)).rgba; +} + +int4 PS_PassthroughRGBA3DI(GS_OUTPUT input) : SV_TARGET0 +{ + uint3 size; + TextureI.GetDimensions(size.x, size.y, size.z); + + return TextureI.Load(int4(size * input.TexCoord, 0)).rgba; +} + +float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0 +{ + return float4(TextureF.Sample(Sampler, input.TexCoord).rgb, 1.0f); +} + +uint4 PS_PassthroughRGB3DUI(GS_OUTPUT input) : SV_TARGET0 +{ + uint3 size; + TextureUI.GetDimensions(size.x, size.y, size.z); + + return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rgb, 0); +} + +int4 PS_PassthroughRGB3DI(GS_OUTPUT input) : SV_TARGET0 +{ + uint3 size; + TextureI.GetDimensions(size.x, size.y, size.z); + + return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rgb, 0); +} + +float4 PS_PassthroughRG3D(GS_OUTPUT input) : SV_TARGET0 +{ + return float4(TextureF.Sample(Sampler, input.TexCoord).rg, 0.0f, 1.0f); +} + +uint4 PS_PassthroughRG3DUI(GS_OUTPUT input) : SV_TARGET0 +{ + uint3 size; + TextureUI.GetDimensions(size.x, size.y, size.z); + + return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0); +} + +int4 PS_PassthroughRG3DI(GS_OUTPUT input) : SV_TARGET0 +{ + uint3 size; + TextureI.GetDimensions(size.x, size.y, size.z); + + return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0); +} + +float4 PS_PassthroughR3D(GS_OUTPUT input) : SV_TARGET0 +{ + return float4(TextureF.Sample(Sampler, input.TexCoord).r, 0.0f, 0.0f, 1.0f); +} + +uint4 PS_PassthroughR3DUI(GS_OUTPUT input) : SV_TARGET0 +{ + uint3 size; + TextureUI.GetDimensions(size.x, size.y, size.z); + + return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0); +} + +int4 PS_PassthroughR3DI(GS_OUTPUT input) : SV_TARGET0 +{ + uint3 size; + TextureI.GetDimensions(size.x, size.y, size.z); + + return int4(TextureI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0); +} + +float4 PS_PassthroughLum3D(GS_OUTPUT input) : SV_TARGET0 +{ + return float4(TextureF.Sample(Sampler, input.TexCoord).rrr, 1.0f); +} + +float4 PS_PassthroughLumAlpha3D(GS_OUTPUT input) : SV_TARGET0 +{ + return TextureF.Sample(Sampler, input.TexCoord).rrra; +} |