diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl | 122 |
1 files changed, 0 insertions, 122 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl deleted file mode 100644 index 0b1a5ad169..0000000000 --- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl +++ /dev/null @@ -1,122 +0,0 @@ -Texture2D<float4> TextureF : register(t0); -Texture2DMS<float4> TextureF_MS: register(t0); -Texture2D<uint4> TextureUI : register(t0); -Texture2D<int4> TextureI : register(t0); - -SamplerState Sampler : register(s0); - -void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0, - out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0) -{ - outPosition = float4(inPosition, 0.0f, 1.0f); - outTexCoord = inTexCoord; -} - -float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_DEPTH -{ - return TextureF.Sample(Sampler, inTexCoord).r; -} - -float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - return TextureF.Sample(Sampler, inTexCoord).rgba; -} - -float4 PS_PassthroughA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - return float4(0.0f, 0.0f, 0.0f, TextureF.Sample(Sampler, inTexCoord).a); -} - -float4 PS_PassthroughRGBA2DMS(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCORD0, in uint inSampleIndex : SV_SAMPLEINDEX) : SV_TARGET0 -{ - return TextureF_MS.sample[inSampleIndex][inTexCoord].rgba; -} - -uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - uint2 size; - TextureUI.GetDimensions(size.x, size.y); - - return TextureUI.Load(int3(size * inTexCoord, 0)).rgba; -} - -int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - uint2 size; - TextureI.GetDimensions(size.x, size.y); - - return TextureI.Load(int3(size * inTexCoord, 0)).rgba; -} - -float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - return float4(TextureF.Sample(Sampler, inTexCoord).rgb, 1.0f); -} - -uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - uint2 size; - TextureUI.GetDimensions(size.x, size.y); - - return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rgb, 0); -} - -int4 PS_PassthroughRGB2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - uint2 size; - TextureI.GetDimensions(size.x, size.y); - - return int4(TextureI.Load(int3(size * inTexCoord, 0)).rgb, 0); -} - -float4 PS_PassthroughRG2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - return float4(TextureF.Sample(Sampler, inTexCoord).rg, 0.0f, 1.0f); -} - -uint4 PS_PassthroughRG2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - uint2 size; - TextureUI.GetDimensions(size.x, size.y); - - return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rg, 0, 0); -} - -int4 PS_PassthroughRG2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - uint2 size; - TextureI.GetDimensions(size.x, size.y); - - return int4(TextureI.Load(int3(size * inTexCoord, 0)).rg, 0, 0); -} - -float4 PS_PassthroughR2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - return float4(TextureF.Sample(Sampler, inTexCoord).r, 0.0f, 0.0f, 1.0f); -} - -uint4 PS_PassthroughR2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - uint2 size; - TextureUI.GetDimensions(size.x, size.y); - - return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0); -} - -int4 PS_PassthroughR2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - uint2 size; - TextureI.GetDimensions(size.x, size.y); - - return int4(TextureI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0); -} - -float4 PS_PassthroughLum2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - return float4(TextureF.Sample(Sampler, inTexCoord).rrr, 1.0f); -} - -float4 PS_PassthroughLumAlpha2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 -{ - return TextureF.Sample(Sampler, inTexCoord).rrra; -} |