diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl | 635 |
1 files changed, 0 insertions, 635 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl deleted file mode 100644 index 48f5b427ec..0000000000 --- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl +++ /dev/null @@ -1,635 +0,0 @@ -// -// Copyright (c) 2017 The ANGLE Project. All rights reserved. -// Use of this source code is governed by a BSD-style license that can be -// found in the LICENSE file. -// - -// Clear11.hlsl: Shaders for clearing RTVs and DSVs using draw calls and -// specifying float depth values and either float, uint or sint clear colors. -// Notes: -// - UINT & SINT clears can only be compiled with FL10+ -// - VS_Clear_FL9 requires a VB to be bound with vertices to create -// a primitive covering the entire surface (in clip co-ordinates) - -// Constants -static const float2 g_Corners[6] = -{ - float2(-1.0f, 1.0f), - float2( 1.0f, -1.0f), - float2(-1.0f, -1.0f), - float2(-1.0f, 1.0f), - float2( 1.0f, 1.0f), - float2( 1.0f, -1.0f), -}; - -// Vertex Shaders -void VS_Clear(in uint id : SV_VertexID, - out float4 outPosition : SV_POSITION) -{ - float2 corner = g_Corners[id]; - outPosition = float4(corner.x, corner.y, 0.0f, 1.0f); -} - -void VS_Multiview_Clear(in uint id : SV_VertexID, - in uint instanceID : SV_InstanceID, - out float4 outPosition : SV_POSITION, - out uint outLayerID : TEXCOORD0) -{ - float2 corner = g_Corners[id]; - outPosition = float4(corner.x, corner.y, 0.0f, 1.0f); - outLayerID = instanceID; -} - -void VS_Clear_FL9( in float4 inPosition : POSITION, - out float4 outPosition : SV_POSITION) -{ - outPosition = inPosition; -} - -// Geometry shader for clearing multiview layered textures -struct GS_INPUT -{ - float4 inPosition : SV_Position; - uint inLayerID : TEXCOORD0; -}; - -struct GS_OUTPUT -{ - float4 outPosition : SV_Position; - uint outLayerID : SV_RenderTargetArrayIndex; -}; - -[maxvertexcount(3)] -void GS_Multiview_Clear(triangle GS_INPUT input[3], inout TriangleStream<GS_OUTPUT> outStream) -{ - GS_OUTPUT output = (GS_OUTPUT)0; - for (int i = 0; i < 3; i++) - { - output.outPosition = input[i].inPosition; - output.outLayerID = input[i].inLayerID; - outStream.Append(output); - } - outStream.RestartStrip(); -} - -// Pixel Shader Constant Buffers -cbuffer ColorAndDepthDataFloat : register(b0) -{ - float4 color_Float : packoffset(c0); - float zValueF_Float : packoffset(c1); -} - -cbuffer ColorAndDepthDataSint : register(b0) -{ - int4 color_Sint : packoffset(c0); - float zValueF_Sint : packoffset(c1); -} - -cbuffer ColorAndDepthDataUint : register(b0) -{ - uint4 color_Uint : packoffset(c0); - float zValueF_Uint : packoffset(c1); -} - -cbuffer DepthOnlyData : register(b0) -{ - float zValue_Depth : packoffset(c1); -} - -// Pixel Shader Output Structs -struct PS_OutputFloat_FL9 -{ - float4 color0 : SV_TARGET0; - float4 color1 : SV_TARGET1; - float4 color2 : SV_TARGET2; - float4 color3 : SV_TARGET3; - float depth : SV_DEPTH; -}; - -struct PS_OutputFloat1 -{ - float4 color0 : SV_TARGET0; - float depth : SV_DEPTH; -}; - -struct PS_OutputFloat2 -{ - float4 color0 : SV_TARGET0; - float4 color1 : SV_TARGET1; - float depth : SV_DEPTH; -}; - -struct PS_OutputFloat3 -{ - float4 color0 : SV_TARGET0; - float4 color1 : SV_TARGET1; - float4 color2 : SV_TARGET2; - float depth : SV_DEPTH; -}; - -struct PS_OutputFloat4 -{ - float4 color0 : SV_TARGET0; - float4 color1 : SV_TARGET1; - float4 color2 : SV_TARGET2; - float4 color3 : SV_TARGET3; - float depth : SV_DEPTH; -}; - -struct PS_OutputFloat5 -{ - float4 color0 : SV_TARGET0; - float4 color1 : SV_TARGET1; - float4 color2 : SV_TARGET2; - float4 color3 : SV_TARGET3; - float4 color4 : SV_TARGET4; - float depth : SV_DEPTH; -}; - -struct PS_OutputFloat6 -{ - float4 color0 : SV_TARGET0; - float4 color1 : SV_TARGET1; - float4 color2 : SV_TARGET2; - float4 color3 : SV_TARGET3; - float4 color4 : SV_TARGET4; - float4 color5 : SV_TARGET5; - float depth : SV_DEPTH; -}; - -struct PS_OutputFloat7 -{ - float4 color0 : SV_TARGET0; - float4 color1 : SV_TARGET1; - float4 color2 : SV_TARGET2; - float4 color3 : SV_TARGET3; - float4 color4 : SV_TARGET4; - float4 color5 : SV_TARGET5; - float4 color6 : SV_TARGET6; - float depth : SV_DEPTH; -}; - -struct PS_OutputFloat8 -{ - float4 color0 : SV_TARGET0; - float4 color1 : SV_TARGET1; - float4 color2 : SV_TARGET2; - float4 color3 : SV_TARGET3; - float4 color4 : SV_TARGET4; - float4 color5 : SV_TARGET5; - float4 color6 : SV_TARGET6; - float4 color7 : SV_TARGET7; - float depth : SV_DEPTH; -}; - -struct PS_OutputUint1 -{ - uint4 color0 : SV_TARGET0; - float depth : SV_DEPTH; -}; - -struct PS_OutputUint2 -{ - uint4 color0 : SV_TARGET0; - uint4 color1 : SV_TARGET1; - float depth : SV_DEPTH; -}; - -struct PS_OutputUint3 -{ - uint4 color0 : SV_TARGET0; - uint4 color1 : SV_TARGET1; - uint4 color2 : SV_TARGET2; - float depth : SV_DEPTH; -}; - -struct PS_OutputUint4 -{ - uint4 color0 : SV_TARGET0; - uint4 color1 : SV_TARGET1; - uint4 color2 : SV_TARGET2; - uint4 color3 : SV_TARGET3; - float depth : SV_DEPTH; -}; - -struct PS_OutputUint5 -{ - uint4 color0 : SV_TARGET0; - uint4 color1 : SV_TARGET1; - uint4 color2 : SV_TARGET2; - uint4 color3 : SV_TARGET3; - uint4 color4 : SV_TARGET4; - float depth : SV_DEPTH; -}; - -struct PS_OutputUint6 -{ - uint4 color0 : SV_TARGET0; - uint4 color1 : SV_TARGET1; - uint4 color2 : SV_TARGET2; - uint4 color3 : SV_TARGET3; - uint4 color4 : SV_TARGET4; - uint4 color5 : SV_TARGET5; - float depth : SV_DEPTH; -}; - -struct PS_OutputUint7 -{ - uint4 color0 : SV_TARGET0; - uint4 color1 : SV_TARGET1; - uint4 color2 : SV_TARGET2; - uint4 color3 : SV_TARGET3; - uint4 color4 : SV_TARGET4; - uint4 color5 : SV_TARGET5; - uint4 color6 : SV_TARGET6; - float depth : SV_DEPTH; -}; - -struct PS_OutputUint8 -{ - uint4 color0 : SV_TARGET0; - uint4 color1 : SV_TARGET1; - uint4 color2 : SV_TARGET2; - uint4 color3 : SV_TARGET3; - uint4 color4 : SV_TARGET4; - uint4 color5 : SV_TARGET5; - uint4 color6 : SV_TARGET6; - uint4 color7 : SV_TARGET7; - float depth : SV_DEPTH; -}; - -struct PS_OutputSint1 -{ - int4 color0 : SV_TARGET0; - float depth : SV_DEPTH; -}; - -struct PS_OutputSint2 -{ - int4 color0 : SV_TARGET0; - int4 color1 : SV_TARGET1; - float depth : SV_DEPTH; -}; - -struct PS_OutputSint3 -{ - int4 color0 : SV_TARGET0; - int4 color1 : SV_TARGET1; - int4 color2 : SV_TARGET2; - float depth : SV_DEPTH; -}; - -struct PS_OutputSint4 -{ - int4 color0 : SV_TARGET0; - int4 color1 : SV_TARGET1; - int4 color2 : SV_TARGET2; - int4 color3 : SV_TARGET3; - float depth : SV_DEPTH; -}; - -struct PS_OutputSint5 -{ - int4 color0 : SV_TARGET0; - int4 color1 : SV_TARGET1; - int4 color2 : SV_TARGET2; - int4 color3 : SV_TARGET3; - int4 color4 : SV_TARGET4; - float depth : SV_DEPTH; -}; - -struct PS_OutputSint6 -{ - int4 color0 : SV_TARGET0; - int4 color1 : SV_TARGET1; - int4 color2 : SV_TARGET2; - int4 color3 : SV_TARGET3; - int4 color4 : SV_TARGET4; - int4 color5 : SV_TARGET5; - float depth : SV_DEPTH; -}; - -struct PS_OutputSint7 -{ - int4 color0 : SV_TARGET0; - int4 color1 : SV_TARGET1; - int4 color2 : SV_TARGET2; - int4 color3 : SV_TARGET3; - int4 color4 : SV_TARGET4; - int4 color5 : SV_TARGET5; - int4 color6 : SV_TARGET6; - float depth : SV_DEPTH; -}; - -struct PS_OutputSint8 -{ - int4 color0 : SV_TARGET0; - int4 color1 : SV_TARGET1; - int4 color2 : SV_TARGET2; - int4 color3 : SV_TARGET3; - int4 color4 : SV_TARGET4; - int4 color5 : SV_TARGET5; - int4 color6 : SV_TARGET6; - int4 color7 : SV_TARGET7; - float depth : SV_DEPTH; -}; - -struct PS_OutputDepth -{ - float depth : SV_DEPTH; -}; - -// Pixel Shaders -PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION) -{ - PS_OutputFloat_FL9 outData; - outData.color0 = color_Float; - outData.color1 = color_Float; - outData.color2 = color_Float; - outData.color3 = color_Float; - outData.depth = zValueF_Float; - return outData; -} - -PS_OutputFloat1 PS_ClearFloat1(in float4 inPosition : SV_POSITION) -{ - PS_OutputFloat1 outData; - outData.color0 = color_Float; - outData.depth = zValueF_Float; - return outData; -} - -PS_OutputFloat2 PS_ClearFloat2(in float4 inPosition : SV_POSITION) -{ - PS_OutputFloat2 outData; - outData.color0 = color_Float; - outData.color1 = color_Float; - outData.depth = zValueF_Float; - return outData; -} - -PS_OutputFloat3 PS_ClearFloat3(in float4 inPosition : SV_POSITION) -{ - PS_OutputFloat3 outData; - outData.color0 = color_Float; - outData.color1 = color_Float; - outData.color2 = color_Float; - outData.depth = zValueF_Float; - return outData; -} - -PS_OutputFloat4 PS_ClearFloat4(in float4 inPosition : SV_POSITION) -{ - PS_OutputFloat4 outData; - outData.color0 = color_Float; - outData.color1 = color_Float; - outData.color2 = color_Float; - outData.color3 = color_Float; - outData.depth = zValueF_Float; - return outData; -} - -PS_OutputFloat5 PS_ClearFloat5(in float4 inPosition : SV_POSITION) -{ - PS_OutputFloat5 outData; - outData.color0 = color_Float; - outData.color1 = color_Float; - outData.color2 = color_Float; - outData.color3 = color_Float; - outData.color4 = color_Float; - outData.depth = zValueF_Float; - return outData; -} - -PS_OutputFloat6 PS_ClearFloat6(in float4 inPosition : SV_POSITION) -{ - PS_OutputFloat6 outData; - outData.color0 = color_Float; - outData.color1 = color_Float; - outData.color2 = color_Float; - outData.color3 = color_Float; - outData.color4 = color_Float; - outData.color5 = color_Float; - outData.depth = zValueF_Float; - return outData; -} - -PS_OutputFloat7 PS_ClearFloat7(in float4 inPosition : SV_POSITION) -{ - PS_OutputFloat7 outData; - outData.color0 = color_Float; - outData.color1 = color_Float; - outData.color2 = color_Float; - outData.color3 = color_Float; - outData.color4 = color_Float; - outData.color5 = color_Float; - outData.color6 = color_Float; - outData.depth = zValueF_Float; - return outData; -} - -PS_OutputFloat8 PS_ClearFloat8(in float4 inPosition : SV_POSITION) -{ - PS_OutputFloat8 outData; - outData.color0 = color_Float; - outData.color1 = color_Float; - outData.color2 = color_Float; - outData.color3 = color_Float; - outData.color4 = color_Float; - outData.color5 = color_Float; - outData.color6 = color_Float; - outData.color7 = color_Float; - outData.depth = zValueF_Float; - return outData; -} - -PS_OutputUint1 PS_ClearUint1(in float4 inPosition : SV_POSITION) -{ - PS_OutputUint1 outData; - outData.color0 = color_Uint; - outData.depth = zValueF_Uint; - return outData; -} - -PS_OutputUint2 PS_ClearUint2(in float4 inPosition : SV_POSITION) -{ - PS_OutputUint2 outData; - outData.color0 = color_Uint; - outData.color1 = color_Uint; - outData.depth = zValueF_Uint; - return outData; -} - -PS_OutputUint3 PS_ClearUint3(in float4 inPosition : SV_POSITION) -{ - PS_OutputUint3 outData; - outData.color0 = color_Uint; - outData.color1 = color_Uint; - outData.color2 = color_Uint; - outData.depth = zValueF_Uint; - return outData; -} - -PS_OutputUint4 PS_ClearUint4(in float4 inPosition : SV_POSITION) -{ - PS_OutputUint4 outData; - outData.color0 = color_Uint; - outData.color1 = color_Uint; - outData.color2 = color_Uint; - outData.color3 = color_Uint; - outData.depth = zValueF_Uint; - return outData; -} - -PS_OutputUint5 PS_ClearUint5(in float4 inPosition : SV_POSITION) -{ - PS_OutputUint5 outData; - outData.color0 = color_Uint; - outData.color1 = color_Uint; - outData.color2 = color_Uint; - outData.color3 = color_Uint; - outData.color4 = color_Uint; - outData.depth = zValueF_Uint; - return outData; -} - -PS_OutputUint6 PS_ClearUint6(in float4 inPosition : SV_POSITION) -{ - PS_OutputUint6 outData; - outData.color0 = color_Uint; - outData.color1 = color_Uint; - outData.color2 = color_Uint; - outData.color3 = color_Uint; - outData.color4 = color_Uint; - outData.color5 = color_Uint; - outData.depth = zValueF_Uint; - return outData; -} - -PS_OutputUint7 PS_ClearUint7(in float4 inPosition : SV_POSITION) -{ - PS_OutputUint7 outData; - outData.color0 = color_Uint; - outData.color1 = color_Uint; - outData.color2 = color_Uint; - outData.color3 = color_Uint; - outData.color4 = color_Uint; - outData.color5 = color_Uint; - outData.color6 = color_Uint; - outData.depth = zValueF_Uint; - return outData; -} - -PS_OutputUint8 PS_ClearUint8(in float4 inPosition : SV_POSITION) -{ - PS_OutputUint8 outData; - outData.color0 = color_Uint; - outData.color1 = color_Uint; - outData.color2 = color_Uint; - outData.color3 = color_Uint; - outData.color4 = color_Uint; - outData.color5 = color_Uint; - outData.color6 = color_Uint; - outData.color7 = color_Uint; - outData.depth = zValueF_Uint; - return outData; -} - -PS_OutputSint1 PS_ClearSint1(in float4 inPosition : SV_POSITION) -{ - PS_OutputSint1 outData; - outData.color0 = color_Sint; - outData.depth = zValueF_Sint; - return outData; -} - -PS_OutputSint2 PS_ClearSint2(in float4 inPosition : SV_POSITION) -{ - PS_OutputSint2 outData; - outData.color0 = color_Sint; - outData.color1 = color_Sint; - outData.depth = zValueF_Sint; - return outData; -} - -PS_OutputSint3 PS_ClearSint3(in float4 inPosition : SV_POSITION) -{ - PS_OutputSint3 outData; - outData.color0 = color_Sint; - outData.color1 = color_Sint; - outData.color2 = color_Sint; - outData.depth = zValueF_Sint; - return outData; -} - -PS_OutputSint4 PS_ClearSint4(in float4 inPosition : SV_POSITION) -{ - PS_OutputSint4 outData; - outData.color0 = color_Sint; - outData.color1 = color_Sint; - outData.color2 = color_Sint; - outData.color3 = color_Sint; - outData.depth = zValueF_Sint; - return outData; -} - -PS_OutputSint5 PS_ClearSint5(in float4 inPosition : SV_POSITION) -{ - PS_OutputSint5 outData; - outData.color0 = color_Sint; - outData.color1 = color_Sint; - outData.color2 = color_Sint; - outData.color3 = color_Sint; - outData.color4 = color_Sint; - outData.depth = zValueF_Sint; - return outData; -} - -PS_OutputSint6 PS_ClearSint6(in float4 inPosition : SV_POSITION) -{ - PS_OutputSint6 outData; - outData.color0 = color_Sint; - outData.color1 = color_Sint; - outData.color2 = color_Sint; - outData.color3 = color_Sint; - outData.color4 = color_Sint; - outData.color5 = color_Sint; - outData.depth = zValueF_Sint; - return outData; -} - -PS_OutputSint7 PS_ClearSint7(in float4 inPosition : SV_POSITION) -{ - PS_OutputSint7 outData; - outData.color0 = color_Sint; - outData.color1 = color_Sint; - outData.color2 = color_Sint; - outData.color3 = color_Sint; - outData.color4 = color_Sint; - outData.color5 = color_Sint; - outData.color6 = color_Sint; - outData.depth = zValueF_Sint; - return outData; -} - -PS_OutputSint8 PS_ClearSint8(in float4 inPosition : SV_POSITION) -{ - PS_OutputSint8 outData; - outData.color0 = color_Sint; - outData.color1 = color_Sint; - outData.color2 = color_Sint; - outData.color3 = color_Sint; - outData.color4 = color_Sint; - outData.color5 = color_Sint; - outData.color6 = color_Sint; - outData.color7 = color_Sint; - outData.depth = zValueF_Sint; - return outData; -} - -PS_OutputDepth PS_ClearDepth(in float4 inPosition : SV_POSITION) -{ - PS_OutputDepth outData; - outData.depth = zValue_Depth; - return outData; -} |