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Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl56
1 files changed, 0 insertions, 56 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl
deleted file mode 100644
index 7dc40d4b6a..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl
+++ /dev/null
@@ -1,56 +0,0 @@
-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),
-};
-
-void VS_ResolveDepthStencil(in uint id : SV_VertexID,
- out float4 position : SV_Position,
- out float2 texCoord : TEXCOORD0)
-{
- float2 corner = g_Corners[id];
- position = float4(corner.x, corner.y, 0.0f, 1.0f);
- texCoord = float2((corner.x + 1.0f) * 0.5f, (-corner.y + 1.0f) * 0.5f);
-}
-
-Texture2DMS<float> Depth : register(t0);
-Texture2DMS<uint2> Stencil : register(t1);
-
-void PS_ResolveDepth(in float4 position : SV_Position,
- in float2 texCoord : TEXCOORD0,
- out float depth : SV_Depth)
-{
- // MS samplers must use Load
- uint width, height, samples;
- Depth.GetDimensions(width, height, samples);
- uint2 coord = uint2(texCoord.x * float(width), texCoord.y * float(height));
- depth = Depth.Load(coord, 0).r;
-}
-
-void PS_ResolveDepthStencil(in float4 position : SV_Position,
- in float2 texCoord : TEXCOORD0,
- out float2 depthStencil : SV_Target0)
-{
- // MS samplers must use Load
- uint width, height, samples;
- Depth.GetDimensions(width, height, samples);
- uint2 coord = uint2(texCoord.x * float(width), texCoord.y * float(height));
- depthStencil.r = Depth.Load(coord, 0).r;
- depthStencil.g = float(Stencil.Load(coord, 0).g);
-}
-
-void PS_ResolveStencil(in float4 position : SV_Position,
- in float2 texCoord : TEXCOORD0,
- out float2 stencil : SV_Target0)
-{
- // MS samplers must use Load
- uint width, height, samples;
- Stencil.GetDimensions(width, height, samples);
- uint2 coord = uint2(texCoord.x * float(width), texCoord.y * float(height));
- stencil.r = 0.0f;
- stencil.g = float(Stencil.Load(coord, 0).g);
-}