summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
diff options
context:
space:
mode:
authorAndrew Knight <andrew.knight@digia.com>2014-08-05 12:59:44 +0300
committerAndrew Knight <andrew.knight@digia.com>2014-08-05 16:43:22 +0200
commita6a12d8c0fc918972c15268f749ecc7c90b95d6c (patch)
treecb6d986d30ef97e932ab51768854d5d9b46729d3 /src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
parent14f9c09542bd6cc19430473da9ce4c68f239ec7d (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.hlsl146
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;
+}