diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d11/shaders')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d11/shaders/Clear11.hlsl | 42 | ||||
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d11/shaders/Passthrough11.hlsl | 29 |
2 files changed, 71 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/shaders/Clear11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/shaders/Clear11.hlsl new file mode 100644 index 0000000000..cb132dc99c --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/shaders/Clear11.hlsl @@ -0,0 +1,42 @@ +void VS_Clear( in float3 inPosition : POSITION, in float4 inColor : COLOR, + out float4 outPosition : SV_POSITION, out float4 outColor : COLOR) +{ + outPosition = float4(inPosition, 1.0f); + outColor = inColor; +} + +// Assume we are in SM4+, which has 8 color outputs +struct PS_OutputMultiple +{ + float4 color0 : SV_TARGET0; + float4 color1 : SV_TARGET1; + float4 color2 : SV_TARGET2; + float4 color3 : SV_TARGET3; +#ifdef SM4 + float4 color4 : SV_TARGET4; + float4 color5 : SV_TARGET5; + float4 color6 : SV_TARGET6; + float4 color7 : SV_TARGET7; +#endif +}; + +PS_OutputMultiple PS_ClearMultiple(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR) +{ + PS_OutputMultiple outColor; + outColor.color0 = inColor; + outColor.color1 = inColor; + outColor.color2 = inColor; + outColor.color3 = inColor; +#ifdef SM4 + outColor.color4 = inColor; + outColor.color5 = inColor; + outColor.color6 = inColor; + outColor.color7 = inColor; +#endif + return outColor; +} + +float4 PS_ClearSingle(in float4 inPosition : SV_Position, in float4 inColor : COLOR) : SV_Target0 +{ + return inColor; +} diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/shaders/Passthrough11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/shaders/Passthrough11.hlsl new file mode 100644 index 0000000000..43b7801efc --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/shaders/Passthrough11.hlsl @@ -0,0 +1,29 @@ +Texture2D Texture : register(t0); +SamplerState Sampler : register(s0); + +void VS_Passthrough( 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; +} + +float4 PS_PassthroughRGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + return Texture.Sample(Sampler, inTexCoord).rgba; +} + +float4 PS_PassthroughRGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + return float4(Texture.Sample(Sampler, inTexCoord).rgb, 1.0f); +} + +float4 PS_PassthroughLum(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + return float4(Texture.Sample(Sampler, inTexCoord).rrr, 1.0f); +} + +float4 PS_PassthroughLumAlpha(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + return Texture.Sample(Sampler, inTexCoord).rrra; +} |