Add precompiled versions of D3D11 display shaders

This commit is contained in:
Connor McLaughlin 2020-02-20 23:21:54 +09:00
parent 46846a10f6
commit 4f794b1c37
5 changed files with 351 additions and 0 deletions

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@ -0,0 +1,8 @@
Texture2D samp0 : register(t0);
SamplerState samp0_ss : register(s0);
void main(in float2 v_tex0 : TEXCOORD0,
out float4 o_col0 : SV_Target)
{
o_col0 = samp0.Sample(samp0_ss, v_tex0);
}

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#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// samp0_ss sampler NA NA s0 1
// samp0 texture float4 2d t0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xy
dcl_output o0.xyzw
sample o0.xyzw, v0.xyxx, t0.xyzw, s0
ret
// Approximately 2 instruction slots used
#endif
const BYTE static s_display_ps_bytecode[] =
{
68, 88, 66, 67, 140, 134,
46, 29, 68, 36, 193, 23,
94, 171, 102, 123, 183, 66,
19, 177, 1, 0, 0, 0,
32, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
208, 0, 0, 0, 4, 1,
0, 0, 56, 1, 0, 0,
164, 1, 0, 0, 82, 68,
69, 70, 148, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 129, 0, 0,
107, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
101, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
4, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 115, 97, 109, 112,
48, 95, 115, 115, 0, 115,
97, 109, 112, 48, 0, 77,
105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 49, 48,
46, 49, 0, 171, 73, 83,
71, 78, 44, 0, 0, 0,
1, 0, 0, 0, 8, 0,
0, 0, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 3, 3,
0, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 97, 114,
103, 101, 116, 0, 171, 171,
83, 72, 68, 82, 100, 0,
0, 0, 64, 0, 0, 0,
25, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 0, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 69, 0, 0, 9,
242, 32, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
0, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
0, 96, 16, 0, 0, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0
};

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cbuffer UBOBlock : register(b0)
{
float4 u_src_rect;
};
void main(in uint vertex_id : SV_VertexID,
out float2 v_tex0 : TEXCOORD0,
out float4 o_pos : SV_Position)
{
float2 pos = float2(float((vertex_id << 1) & 2u), float(vertex_id & 2u));
v_tex0 = u_src_rect.xy + pos * u_src_rect.zw;
o_pos = float4(pos * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
}

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#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer UBOBlock
// {
//
// float4 u_src_rect; // Offset: 0 Size: 16
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// UBOBlock cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID 0 x 0 VERTID uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float xy
// SV_Position 0 xyzw 1 POS float xyzw
//
vs_4_0
dcl_constantbuffer CB0[1], immediateIndexed
dcl_input_sgv v0.x, vertex_id
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
dcl_temps 1
ishl r0.x, v0.x, l(1)
and r0.x, r0.x, l(2)
and r0.z, v0.x, l(2)
utof r0.xy, r0.xzxx
mad o0.xy, r0.xyxx, cb0[0].zwzz, cb0[0].xyxx
mad o1.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov o1.zw, l(0,0,0,1.000000)
ret
// Approximately 8 instruction slots used
#endif
const BYTE static s_display_vs_bytecode[] =
{
68, 88, 66, 67, 37, 97,
157, 234, 112, 10, 38, 98,
114, 228, 143, 118, 71, 158,
122, 195, 1, 0, 0, 0,
72, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
248, 0, 0, 0, 44, 1,
0, 0, 132, 1, 0, 0,
204, 2, 0, 0, 82, 68,
69, 70, 188, 0, 0, 0,
1, 0, 0, 0, 72, 0,
0, 0, 1, 0, 0, 0,
28, 0, 0, 0, 0, 4,
254, 255, 0, 129, 0, 0,
148, 0, 0, 0, 60, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0,
85, 66, 79, 66, 108, 111,
99, 107, 0, 171, 171, 171,
60, 0, 0, 0, 1, 0,
0, 0, 96, 0, 0, 0,
16, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
120, 0, 0, 0, 0, 0,
0, 0, 16, 0, 0, 0,
2, 0, 0, 0, 132, 0,
0, 0, 0, 0, 0, 0,
117, 95, 115, 114, 99, 95,
114, 101, 99, 116, 0, 171,
1, 0, 3, 0, 1, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 49, 48, 46,
49, 0, 73, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 6, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 1, 1, 0, 0,
83, 86, 95, 86, 101, 114,
116, 101, 120, 73, 68, 0,
79, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
3, 12, 0, 0, 65, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
15, 0, 0, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 83, 86, 95, 80, 111,
115, 105, 116, 105, 111, 110,
0, 171, 171, 171, 83, 72,
68, 82, 64, 1, 0, 0,
64, 0, 1, 0, 80, 0,
0, 0, 89, 0, 0, 4,
70, 142, 32, 0, 0, 0,
0, 0, 1, 0, 0, 0,
96, 0, 0, 4, 18, 16,
16, 0, 0, 0, 0, 0,
6, 0, 0, 0, 101, 0,
0, 3, 50, 32, 16, 0,
0, 0, 0, 0, 103, 0,
0, 4, 242, 32, 16, 0,
1, 0, 0, 0, 1, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 41, 0,
0, 7, 18, 0, 16, 0,
0, 0, 0, 0, 10, 16,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 1, 0,
0, 0, 1, 0, 0, 7,
18, 0, 16, 0, 0, 0,
0, 0, 10, 0, 16, 0,
0, 0, 0, 0, 1, 64,
0, 0, 2, 0, 0, 0,
1, 0, 0, 7, 66, 0,
16, 0, 0, 0, 0, 0,
10, 16, 16, 0, 0, 0,
0, 0, 1, 64, 0, 0,
2, 0, 0, 0, 86, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 134, 0,
16, 0, 0, 0, 0, 0,
50, 0, 0, 11, 50, 32,
16, 0, 0, 0, 0, 0,
70, 0, 16, 0, 0, 0,
0, 0, 230, 138, 32, 0,
0, 0, 0, 0, 0, 0,
0, 0, 70, 128, 32, 0,
0, 0, 0, 0, 0, 0,
0, 0, 50, 0, 0, 15,
50, 32, 16, 0, 1, 0,
0, 0, 70, 0, 16, 0,
0, 0, 0, 0, 2, 64,
0, 0, 0, 0, 0, 64,
0, 0, 0, 192, 0, 0,
0, 0, 0, 0, 0, 0,
2, 64, 0, 0, 0, 0,
128, 191, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0,
0, 0, 54, 0, 0, 8,
194, 32, 16, 0, 1, 0,
0, 0, 2, 64, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 128, 63, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 8, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 2, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
};

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fxc /T vs_4_0 /E main /O3 /Fh display_vs.hlsl.h /Vn "static s_display_vs_bytecode" display_vs.hlsl
fxc /T ps_4_0 /E main /O3 /Fh display_ps.hlsl.h /Vn "static s_display_ps_bytecode" display_ps.hlsl