diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl new file mode 100644 index 0000000000..8671c39fb7 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl @@ -0,0 +1,111 @@ +Texture2D<float4> TextureF : 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; +} + +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; +} |