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passthroughdepth2d11ps.h
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1 #if 0
2 //
3 // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
4 //
5 //
6 // Resource Bindings:
7 //
8 // Name Type Format Dim Slot Elements
9 // ------------------------------ ---------- ------- ----------- ---- --------
10 // Sampler sampler NA NA 0 1
11 // TextureF texture float4 2d 0 1
12 //
13 //
14 //
15 // Input signature:
16 //
17 // Name Index Mask Register SysValue Format Used
18 // -------------------- ----- ------ -------- -------- ------- ------
19 // SV_POSITION 0 xyzw 0 POS float
20 // TEXCOORD 0 xy 1 NONE float xy
21 //
22 //
23 // Output signature:
24 //
25 // Name Index Mask Register SysValue Format Used
26 // -------------------- ----- ------ -------- -------- ------- ------
27 // SV_DEPTH 0 N/A oDepth DEPTH float YES
28 //
29 ps_4_0
30 dcl_sampler s0, mode_default
31 dcl_resource_texture2d (float,float,float,float) t0
32 dcl_input_ps linear v1.xy
33 dcl_output oDepth
34 dcl_temps 1
35 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
36 mov oDepth, r0.x
37 ret
38 // Approximately 3 instruction slots used
39 #endif
40 
42 {
43  68, 88, 66, 67, 8, 33,
44  154, 92, 164, 28, 139, 205,
45  1, 168, 30, 229, 51, 127,
46  173, 221, 1, 0, 0, 0,
47  100, 2, 0, 0, 5, 0,
48  0, 0, 52, 0, 0, 0,
49  220, 0, 0, 0, 52, 1,
50  0, 0, 104, 1, 0, 0,
51  232, 1, 0, 0, 82, 68,
52  69, 70, 160, 0, 0, 0,
53  0, 0, 0, 0, 0, 0,
54  0, 0, 2, 0, 0, 0,
55  28, 0, 0, 0, 0, 4,
56  255, 255, 0, 1, 0, 0,
57  109, 0, 0, 0, 92, 0,
58  0, 0, 3, 0, 0, 0,
59  0, 0, 0, 0, 0, 0,
60  0, 0, 0, 0, 0, 0,
61  0, 0, 0, 0, 1, 0,
62  0, 0, 1, 0, 0, 0,
63  100, 0, 0, 0, 2, 0,
64  0, 0, 5, 0, 0, 0,
65  4, 0, 0, 0, 255, 255,
66  255, 255, 0, 0, 0, 0,
67  1, 0, 0, 0, 13, 0,
68  0, 0, 83, 97, 109, 112,
69  108, 101, 114, 0, 84, 101,
70  120, 116, 117, 114, 101, 70,
71  0, 77, 105, 99, 114, 111,
72  115, 111, 102, 116, 32, 40,
73  82, 41, 32, 72, 76, 83,
74  76, 32, 83, 104, 97, 100,
75  101, 114, 32, 67, 111, 109,
76  112, 105, 108, 101, 114, 32,
77  54, 46, 51, 46, 57, 54,
78  48, 48, 46, 49, 54, 51,
79  56, 52, 0, 171, 73, 83,
80  71, 78, 80, 0, 0, 0,
81  2, 0, 0, 0, 8, 0,
82  0, 0, 56, 0, 0, 0,
83  0, 0, 0, 0, 1, 0,
84  0, 0, 3, 0, 0, 0,
85  0, 0, 0, 0, 15, 0,
86  0, 0, 68, 0, 0, 0,
87  0, 0, 0, 0, 0, 0,
88  0, 0, 3, 0, 0, 0,
89  1, 0, 0, 0, 3, 3,
90  0, 0, 83, 86, 95, 80,
91  79, 83, 73, 84, 73, 79,
92  78, 0, 84, 69, 88, 67,
93  79, 79, 82, 68, 0, 171,
94  171, 171, 79, 83, 71, 78,
95  44, 0, 0, 0, 1, 0,
96  0, 0, 8, 0, 0, 0,
97  32, 0, 0, 0, 0, 0,
98  0, 0, 0, 0, 0, 0,
99  3, 0, 0, 0, 255, 255,
100  255, 255, 1, 14, 0, 0,
101  83, 86, 95, 68, 69, 80,
102  84, 72, 0, 171, 171, 171,
103  83, 72, 68, 82, 120, 0,
104  0, 0, 64, 0, 0, 0,
105  30, 0, 0, 0, 90, 0,
106  0, 3, 0, 96, 16, 0,
107  0, 0, 0, 0, 88, 24,
108  0, 4, 0, 112, 16, 0,
109  0, 0, 0, 0, 85, 85,
110  0, 0, 98, 16, 0, 3,
111  50, 16, 16, 0, 1, 0,
112  0, 0, 101, 0, 0, 2,
113  1, 192, 0, 0, 104, 0,
114  0, 2, 1, 0, 0, 0,
115  69, 0, 0, 9, 242, 0,
116  16, 0, 0, 0, 0, 0,
117  70, 16, 16, 0, 1, 0,
118  0, 0, 70, 126, 16, 0,
119  0, 0, 0, 0, 0, 96,
120  16, 0, 0, 0, 0, 0,
121  54, 0, 0, 4, 1, 192,
122  0, 0, 10, 0, 16, 0,
123  0, 0, 0, 0, 62, 0,
124  0, 1, 83, 84, 65, 84,
125  116, 0, 0, 0, 3, 0,
126  0, 0, 1, 0, 0, 0,
127  0, 0, 0, 0, 2, 0,
128  0, 0, 0, 0, 0, 0,
129  0, 0, 0, 0, 0, 0,
130  0, 0, 1, 0, 0, 0,
131  0, 0, 0, 0, 0, 0,
132  0, 0, 0, 0, 0, 0,
133  0, 0, 0, 0, 0, 0,
134  0, 0, 0, 0, 0, 0,
135  1, 0, 0, 0, 0, 0,
136  0, 0, 0, 0, 0, 0,
137  0, 0, 0, 0, 0, 0,
138  0, 0, 1, 0, 0, 0,
139  0, 0, 0, 0, 0, 0,
140  0, 0, 0, 0, 0, 0,
141  0, 0, 0, 0, 0, 0,
142  0, 0, 0, 0, 0, 0,
143  0, 0, 0, 0, 0, 0,
144  0, 0, 0, 0, 0, 0
145 };
const BYTE g_PS_PassthroughDepth2D[]
Definition: passthroughdepth2d11ps.h:41
int ret
Definition: test_unit_dft.c:69
Definition: PannerNode.idl:37
GLfloat GLfloat v1
Definition: gl2.h:496