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0
mirror of https://github.com/microsoft/DirectXTex synced 2024-09-19 15:19:56 +00:00

Updated DDSView sample's shader building logic

This commit is contained in:
Chuck Walbourn 2022-03-27 23:03:24 -07:00
parent 80cf9ad154
commit 2530c2e550
14 changed files with 159 additions and 1276 deletions

2
.gitignore vendored
View File

@ -20,6 +20,8 @@
.vs
[Bb]in
packages
/DDSView/Shaders/*.inc
/DDSView/Shaders/*.pdb
/DirectXTex/Shaders/Compiled/*.inc
/DirectXTex/Shaders/Compiled/*.pdb
/ipch

View File

@ -252,9 +252,24 @@ if(BUILD_SAMPLE AND BUILD_DX11 AND WIN32 AND (NOT WINDOWS_STORE))
add_executable(ddsview WIN32
DDSView/ddsview.cpp
DDSView/ddsview.rc)
DDSView/ddsview.rc
${COMPILED_SHADERS}/ddsview_ps1D.inc)
target_link_libraries(ddsview ${PROJECT_NAME} d3d11.lib)
source_group(ddsview REGULAR_EXPRESSION DDSView/*.*)
target_include_directories(ddsview PRIVATE ${COMPILED_SHADERS})
if (NOT USE_PREBUILT_SHADERS)
add_custom_command(
OUTPUT "${COMPILED_SHADERS}/ddsview_ps1D.inc"
MAIN_DEPENDENCY "${PROJECT_SOURCE_DIR}/DDSView/hlsl.cmd"
DEPENDS "${PROJECT_SOURCE_DIR}/DDSView/ddsview.fx"
COMMENT "Generating HLSL shaders for DDSView..."
COMMAND set CompileShadersOutput=${COMPILED_SHADERS}
COMMAND hlsl.cmd
WORKING_DIRECTORY "${PROJECT_SOURCE_DIR}/DDSView"
USES_TERMINAL)
endif()
endif()
if(MSVC)

View File

@ -134,7 +134,7 @@
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<FloatingPointModel>Fast</FloatingPointModel>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;DEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<SDLCheck>true</SDLCheck>
@ -156,7 +156,7 @@
<Optimization>Disabled</Optimization>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<FloatingPointModel>Fast</FloatingPointModel>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;DEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<SDLCheck>true</SDLCheck>
@ -177,7 +177,7 @@
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -201,7 +201,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -225,7 +225,7 @@
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -249,7 +249,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -283,4 +283,21 @@
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
<Target Name="ATGEnsureShaders" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<_ATGFXCPath>$(WindowsSDK_ExecutablePath_x64.Split(';')[0])</_ATGFXCPath>
<_ATGFXCPath>$(_ATGFXCPath.Replace("x64",""))</_ATGFXCPath>
<_ATGFXCPath Condition="'$(_ATGFXCPath)' != '' and !HasTrailingSlash('$(_ATGFXCPath)')">$(_ATGFXCPath)\</_ATGFXCPath>
</PropertyGroup>
<Exec Condition="!Exists('Shaders/ddsview_vs.inc')" WorkingDirectory="$(ProjectDir)" Command="hlsl" EnvironmentVariables="WindowsSdkVerBinPath=$(_ATGFXCPath)" />
<PropertyGroup>
<_ATGFXCPath />
</PropertyGroup>
</Target>
<Target Name="ATGDeleteShaders" AfterTargets="Clean">
<ItemGroup>
<_ATGShaderHeaders Include="$(ProjectDir)Shaders/*.inc" />
</ItemGroup>
<Delete Files="@(_ATGShaderHeaders)" />
</Target>
</Project>

View File

@ -134,7 +134,7 @@
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<FloatingPointModel>Fast</FloatingPointModel>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;DEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<SDLCheck>true</SDLCheck>
@ -157,7 +157,7 @@
<Optimization>Disabled</Optimization>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<FloatingPointModel>Fast</FloatingPointModel>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;DEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<SDLCheck>true</SDLCheck>
@ -179,7 +179,7 @@
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -204,7 +204,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -229,7 +229,7 @@
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -254,7 +254,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -289,4 +289,21 @@
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
<Target Name="ATGEnsureShaders" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<_ATGFXCPath>$(WindowsSDK_ExecutablePath_x64.Split(';')[0])</_ATGFXCPath>
<_ATGFXCPath>$(_ATGFXCPath.Replace("x64",""))</_ATGFXCPath>
<_ATGFXCPath Condition="'$(_ATGFXCPath)' != '' and !HasTrailingSlash('$(_ATGFXCPath)')">$(_ATGFXCPath)\</_ATGFXCPath>
</PropertyGroup>
<Exec Condition="!Exists('Shaders/ddsview_vs.inc')" WorkingDirectory="$(ProjectDir)" Command="hlsl" EnvironmentVariables="WindowsSdkVerBinPath=$(_ATGFXCPath)" />
<PropertyGroup>
<_ATGFXCPath />
</PropertyGroup>
</Target>
<Target Name="ATGDeleteShaders" AfterTargets="Clean">
<ItemGroup>
<_ATGShaderHeaders Include="$(ProjectDir)Shaders/*.inc" />
</ItemGroup>
<Delete Files="@(_ATGShaderHeaders)" />
</Target>
</Project>

View File

@ -134,7 +134,7 @@
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<FloatingPointModel>Fast</FloatingPointModel>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;DEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<SDLCheck>true</SDLCheck>
@ -158,7 +158,7 @@
<Optimization>Disabled</Optimization>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<FloatingPointModel>Fast</FloatingPointModel>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;DEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<SDLCheck>true</SDLCheck>
@ -181,7 +181,7 @@
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -207,7 +207,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -233,7 +233,7 @@
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -259,7 +259,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FloatingPointModel>Fast</FloatingPointModel>
<AdditionalIncludeDirectories>..\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\DirectXTex;$(ProjectDir)Shaders;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;PROFILE;_WINDOWS;_WIN32_WINNT=0x0601;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ControlFlowGuard>Guard</ControlFlowGuard>
<ConformanceMode>true</ConformanceMode>
@ -295,4 +295,21 @@
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
<Target Name="ATGEnsureShaders" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<_ATGFXCPath>$(WindowsSDK_ExecutablePath_x64.Split(';')[0])</_ATGFXCPath>
<_ATGFXCPath>$(_ATGFXCPath.Replace("x64",""))</_ATGFXCPath>
<_ATGFXCPath Condition="'$(_ATGFXCPath)' != '' and !HasTrailingSlash('$(_ATGFXCPath)')">$(_ATGFXCPath)\</_ATGFXCPath>
</PropertyGroup>
<Exec Condition="!Exists('Shaders/ddsview_vs.inc')" WorkingDirectory="$(ProjectDir)" Command="hlsl" EnvironmentVariables="WindowsSdkVerBinPath=$(_ATGFXCPath)" />
<PropertyGroup>
<_ATGFXCPath />
</PropertyGroup>
</Target>
<Target Name="ATGDeleteShaders" AfterTargets="Clean">
<ItemGroup>
<_ATGShaderHeaders Include="$(ProjectDir)Shaders/*.inc" />
</ItemGroup>
<Delete Files="@(_ATGShaderHeaders)" />
</Target>
</Project>

View File

@ -53,26 +53,13 @@ struct CBArrayControl
namespace
{
// fxc ddsview.fx /nologo /EVS /Tvs_4_1 /Fhshaders\vs.h
#include "shaders\vs.h"
// fxc ddsview.fx /nologo /EPS_1D /Tps_4_1 /Fhshaders\ps1D.h
#include "shaders\ps1D.h"
// fxc ddsview.fx /nologo /EPS_1DArray /Tps_4_1 /Fhshaders\ps1Darray.h
#include "shaders\\ps1Darray.h"
// fxc ddsview.fx /nologo /EPS_2D /Tps_4_1 /Fhshaders\ps2D.h
#include "shaders\\ps2D.h"
// fxc ddsview.fx /nologo /EPS_2DArray /Tps_4_1 /Fhshaders\ps2Darray.h
#include "shaders\ps2Darray.h"
// fxc ddsview.fx /nologo /EPS_3D /Tps_4_1 /Fhshaders\ps3D.h
#include "shaders\ps3D.h"
// fxc ddsview.fx /nologo /EPS_Cube /Tps_4_1 /Fhshaders\psCube.h
#include "shaders\psCube.h"
#include "ddsview_vs.inc"
#include "ddsview_ps1D.inc"
#include "ddsview_ps1Darray.inc"
#include "ddsview_ps2D.inc"
#include "ddsview_ps2Darray.inc"
#include "ddsview_ps3D.inc"
#include "ddsview_psCube.inc"
}
//--------------------------------------------------------------------------------------

View File

@ -1,8 +1,66 @@
fxc ddsview.fx /nologo /EVS /Tvs_4_1 /Fhshaders\vs.h
fxc ddsview.fx /nologo /EPS_1D /Tps_4_1 /Fhshaders\ps1D.h
fxc ddsview.fx /nologo /EPS_1DArray /Tps_4_1 /Fhshaders\ps1Darray.h
fxc ddsview.fx /nologo /EPS_2D /Tps_4_1 /Fhshaders\ps2D.h
fxc ddsview.fx /nologo /EPS_2DArray /Tps_4_1 /Fhshaders\ps2Darray.h
fxc ddsview.fx /nologo /EPS_3D /Tps_4_1 /Fhshaders\ps3D.h
fxc ddsview.fx /nologo /EPS_Cube /Tps_4_1 /Fhshaders\psCube.h
@echo off
rem Copyright (c) Microsoft Corporation.
rem Licensed under the MIT License.
setlocal
set error=0
set FXCOPTS=/nologo /WX /Ges /Qstrip_reflect /Qstrip_debug
set PCFXC="%WindowsSdkVerBinPath%x86\fxc.exe"
if exist %PCFXC% goto continue
set PCFXC="%WindowsSdkBinPath%%WindowsSDKVersion%\x86\fxc.exe"
if exist %PCFXC% goto continue
set PCFXC="%WindowsSdkDir%bin\%WindowsSDKVersion%\x86\fxc.exe"
if exist %PCFXC% goto continue
set PCFXC=fxc.exe
:continue
if not defined CompileShadersOutput set CompileShadersOutput=Shaders
set StrTrim=%CompileShadersOutput%##
set StrTrim=%StrTrim: ##=%
set CompileShadersOutput=%StrTrim:##=%
@if not exist "%CompileShadersOutput%" mkdir "%CompileShadersOutput%"
set FXC=%PCFXC% ddsview.fx %FXCOPTS% /EVS /Tvs_4_1 /Fh%CompileShadersOutput%\ddsview_vs.inc
echo %FXC%
%FXC%
@if ERRORLEVEL 1 goto error
set FXC=%PCFXC% ddsview.fx %FXCOPTS% /EPS_1D /Tps_4_1 /Fh%CompileShadersOutput%\ddsview_ps1D.inc
echo %FXC%
%FXC%
@if ERRORLEVEL 1 goto error
set FXC=%PCFXC% ddsview.fx %FXCOPTS% /EPS_1DArray /Tps_4_1 /Fh%CompileShadersOutput%\ddsview_ps1Darray.inc
echo %FXC%
%FXC%
@if ERRORLEVEL 1 goto error
set FXC=%PCFXC% ddsview.fx %FXCOPTS% /EPS_2D /Tps_4_1 /Fh%CompileShadersOutput%\ddsview_ps2D.inc
echo %FXC%
%FXC%
@if ERRORLEVEL 1 goto error
set FXC=%PCFXC% ddsview.fx %FXCOPTS% /EPS_2DArray /Tps_4_1 /Fh%CompileShadersOutput%\ddsview_ps2Darray.inc
echo %FXC%
%FXC%
@if ERRORLEVEL 1 goto error
set FXC=%PCFXC% ddsview.fx %FXCOPTS% /EPS_3D /Tps_4_1 /Fh%CompileShadersOutput%\ddsview_ps3D.inc
echo %FXC%
%FXC%
@if ERRORLEVEL 1 goto error
set FXC=%PCFXC% ddsview.fx %FXCOPTS% /EPS_Cube /Tps_4_1 /Fh%CompileShadersOutput%\ddsview_psCube.inc
echo %FXC%
%FXC%
@if ERRORLEVEL 1 goto error
@echo --- Shaders built ok ---
@goto end
:error
@echo --- ERROR: Shader build failed ---
:end

View File

@ -1,179 +0,0 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc ddsview.fx /nologo /EPS_1D /Tps_4_1 /Fhshaders\ps1D.h
//
//
// Buffer Definitions:
//
// cbuffer cbArrayControl
// {
//
// float Index; // Offset: 0 Size: 4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear sampler NA NA 0 1
// tx1D texture float4 1d 0 1
// cbArrayControl cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture1d (float,float,float,float) t0
dcl_input_ps linear v1.x
dcl_output o0.xyzw
sample o0.xyzw, v1.xxxx, t0.xyzw, s0
ret
// Approximately 2 instruction slots used
#endif
const BYTE g_PS_1D[] =
{
68, 88, 66, 67, 71, 33,
105, 235, 206, 215, 61, 110,
190, 73, 39, 172, 36, 251,
31, 148, 1, 0, 0, 0,
220, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
84, 1, 0, 0, 172, 1,
0, 0, 224, 1, 0, 0,
96, 2, 0, 0, 82, 68,
69, 70, 24, 1, 0, 0,
1, 0, 0, 0, 156, 0,
0, 0, 3, 0, 0, 0,
28, 0, 0, 0, 1, 4,
255, 255, 0, 1, 0, 0,
228, 0, 0, 0, 124, 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,
134, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
2, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 139, 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, 115, 97,
109, 76, 105, 110, 101, 97,
114, 0, 116, 120, 49, 68,
0, 99, 98, 65, 114, 114,
97, 121, 67, 111, 110, 116,
114, 111, 108, 0, 171, 171,
139, 0, 0, 0, 1, 0,
0, 0, 180, 0, 0, 0,
16, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
204, 0, 0, 0, 0, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 212, 0,
0, 0, 0, 0, 0, 0,
73, 110, 100, 101, 120, 0,
171, 171, 0, 0, 3, 0,
1, 0, 1, 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, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 15, 1,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 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, 120, 0,
0, 0, 65, 0, 0, 0,
30, 0, 0, 0, 106, 8,
0, 1, 89, 0, 0, 4,
70, 142, 32, 0, 0, 0,
0, 0, 1, 0, 0, 0,
90, 0, 0, 3, 0, 96,
16, 0, 0, 0, 0, 0,
88, 16, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
85, 85, 0, 0, 98, 16,
0, 3, 18, 16, 16, 0,
1, 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, 6, 16,
16, 0, 1, 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
};

View File

@ -1,192 +0,0 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc ddsview.fx /nologo /EPS_1DArray /Tps_4_1 /Fhshaders\ps1Darray.h
//
//
// Buffer Definitions:
//
// cbuffer cbArrayControl
// {
//
// float Index; // Offset: 0 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear sampler NA NA 0 1
// tx1DArray texture float4 1darray 0 1
// cbArrayControl cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture1darray (float,float,float,float) t0
dcl_input_ps linear v1.x
dcl_output o0.xyzw
dcl_temps 1
mov r0.x, v1.x
mov r0.y, cb0[0].x
sample o0.xyzw, r0.xyxx, t0.xyzw, s0
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_1DArray[] =
{
68, 88, 66, 67, 210, 249,
153, 123, 172, 65, 50, 100,
250, 1, 76, 219, 67, 149,
143, 209, 1, 0, 0, 0,
20, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
88, 1, 0, 0, 176, 1,
0, 0, 228, 1, 0, 0,
152, 2, 0, 0, 82, 68,
69, 70, 28, 1, 0, 0,
1, 0, 0, 0, 160, 0,
0, 0, 3, 0, 0, 0,
28, 0, 0, 0, 1, 4,
255, 255, 0, 1, 0, 0,
232, 0, 0, 0, 124, 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,
134, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
3, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 144, 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, 115, 97,
109, 76, 105, 110, 101, 97,
114, 0, 116, 120, 49, 68,
65, 114, 114, 97, 121, 0,
99, 98, 65, 114, 114, 97,
121, 67, 111, 110, 116, 114,
111, 108, 0, 171, 144, 0,
0, 0, 1, 0, 0, 0,
184, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 208, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 2, 0,
0, 0, 216, 0, 0, 0,
0, 0, 0, 0, 73, 110,
100, 101, 120, 0, 171, 171,
0, 0, 3, 0, 1, 0,
1, 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, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
80, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 15, 1, 0, 0,
83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 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, 172, 0, 0, 0,
65, 0, 0, 0, 43, 0,
0, 0, 106, 8, 0, 1,
89, 0, 0, 4, 70, 142,
32, 0, 0, 0, 0, 0,
1, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 56,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
18, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 54, 0,
0, 5, 18, 0, 16, 0,
0, 0, 0, 0, 10, 16,
16, 0, 1, 0, 0, 0,
54, 0, 0, 6, 34, 0,
16, 0, 0, 0, 0, 0,
10, 128, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
69, 0, 0, 9, 242, 32,
16, 0, 0, 0, 0, 0,
70, 0, 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,
4, 0, 0, 0, 1, 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, 2, 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
};

View File

@ -1,144 +0,0 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc ddsview.fx /nologo /EPS_2D /Tps_4_1 /Fhshaders\ps2D.h
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear sampler NA NA 0 1
// tx2D texture float4 2d 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
sample o0.xyzw, v1.xyxx, t0.xyzw, s0
ret
// Approximately 2 instruction slots used
#endif
const BYTE g_PS_2D[] =
{
68, 88, 66, 67, 45, 73,
251, 77, 247, 44, 253, 34,
100, 41, 211, 74, 100, 236,
72, 69, 1, 0, 0, 0,
80, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
216, 0, 0, 0, 48, 1,
0, 0, 100, 1, 0, 0,
212, 1, 0, 0, 82, 68,
69, 70, 156, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 1, 4,
255, 255, 0, 1, 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,
102, 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, 76,
105, 110, 101, 97, 114, 0,
116, 120, 50, 68, 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, 57, 46,
50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0,
73, 83, 71, 78, 80, 0,
0, 0, 2, 0, 0, 0,
8, 0, 0, 0, 56, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 68, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
15, 3, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 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,
104, 0, 0, 0, 65, 0,
0, 0, 26, 0, 0, 0,
106, 8, 0, 1, 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, 1, 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,
1, 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
};

View File

@ -1,192 +0,0 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc ddsview.fx /nologo /EPS_2DArray /Tps_4_1 /Fhshaders\ps2Darray.h
//
//
// Buffer Definitions:
//
// cbuffer cbArrayControl
// {
//
// float Index; // Offset: 0 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear sampler NA NA 0 1
// tx2DArray texture float4 2darray 0 1
// cbArrayControl cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2darray (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
mov r0.xy, v1.xyxx
mov r0.z, cb0[0].x
sample o0.xyzw, r0.xyzx, t0.xyzw, s0
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_2DArray[] =
{
68, 88, 66, 67, 55, 138,
65, 43, 181, 212, 29, 116,
142, 112, 89, 51, 193, 95,
148, 33, 1, 0, 0, 0,
20, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
88, 1, 0, 0, 176, 1,
0, 0, 228, 1, 0, 0,
152, 2, 0, 0, 82, 68,
69, 70, 28, 1, 0, 0,
1, 0, 0, 0, 160, 0,
0, 0, 3, 0, 0, 0,
28, 0, 0, 0, 1, 4,
255, 255, 0, 1, 0, 0,
232, 0, 0, 0, 124, 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,
134, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
5, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 144, 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, 115, 97,
109, 76, 105, 110, 101, 97,
114, 0, 116, 120, 50, 68,
65, 114, 114, 97, 121, 0,
99, 98, 65, 114, 114, 97,
121, 67, 111, 110, 116, 114,
111, 108, 0, 171, 144, 0,
0, 0, 1, 0, 0, 0,
184, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 208, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 2, 0,
0, 0, 216, 0, 0, 0,
0, 0, 0, 0, 73, 110,
100, 101, 120, 0, 171, 171,
0, 0, 3, 0, 1, 0,
1, 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, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
80, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 15, 3, 0, 0,
83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 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, 172, 0, 0, 0,
65, 0, 0, 0, 43, 0,
0, 0, 106, 8, 0, 1,
89, 0, 0, 4, 70, 142,
32, 0, 0, 0, 0, 0,
1, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 64,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 54, 0,
0, 5, 50, 0, 16, 0,
0, 0, 0, 0, 70, 16,
16, 0, 1, 0, 0, 0,
54, 0, 0, 6, 66, 0,
16, 0, 0, 0, 0, 0,
10, 128, 32, 0, 0, 0,
0, 0, 0, 0, 0, 0,
69, 0, 0, 9, 242, 32,
16, 0, 0, 0, 0, 0,
70, 2, 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,
4, 0, 0, 0, 1, 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, 2, 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
};

View File

@ -1,198 +0,0 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc ddsview.fx /nologo /EPS_3D /Tps_4_1 /Fhshaders\ps3D.h
//
//
// Buffer Definitions:
//
// cbuffer cbArrayControl
// {
//
// float Index; // Offset: 0 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear sampler NA NA 0 1
// tx3D texture float4 3d 0 1
// cbArrayControl cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
resinfo r0.x, l(0), t0.zxyw
div r0.z, cb0[0].x, r0.x
mov r0.xy, v1.xyxx
sample o0.xyzw, r0.xyzx, t0.xyzw, s0
ret
// Approximately 5 instruction slots used
#endif
const BYTE g_PS_3D[] =
{
68, 88, 66, 67, 119, 18,
113, 52, 66, 105, 65, 45,
139, 58, 175, 102, 69, 213,
121, 186, 1, 0, 0, 0,
52, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
84, 1, 0, 0, 172, 1,
0, 0, 224, 1, 0, 0,
184, 2, 0, 0, 82, 68,
69, 70, 24, 1, 0, 0,
1, 0, 0, 0, 156, 0,
0, 0, 3, 0, 0, 0,
28, 0, 0, 0, 1, 4,
255, 255, 0, 1, 0, 0,
228, 0, 0, 0, 124, 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,
134, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
8, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 139, 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, 115, 97,
109, 76, 105, 110, 101, 97,
114, 0, 116, 120, 51, 68,
0, 99, 98, 65, 114, 114,
97, 121, 67, 111, 110, 116,
114, 111, 108, 0, 171, 171,
139, 0, 0, 0, 1, 0,
0, 0, 180, 0, 0, 0,
16, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
204, 0, 0, 0, 0, 0,
0, 0, 4, 0, 0, 0,
2, 0, 0, 0, 212, 0,
0, 0, 0, 0, 0, 0,
73, 110, 100, 101, 120, 0,
171, 171, 0, 0, 3, 0,
1, 0, 1, 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, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 171, 171, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 15, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 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, 208, 0,
0, 0, 65, 0, 0, 0,
52, 0, 0, 0, 106, 8,
0, 1, 89, 0, 0, 4,
70, 142, 32, 0, 0, 0,
0, 0, 1, 0, 0, 0,
90, 0, 0, 3, 0, 96,
16, 0, 0, 0, 0, 0,
88, 40, 0, 4, 0, 112,
16, 0, 0, 0, 0, 0,
85, 85, 0, 0, 98, 16,
0, 3, 50, 16, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 242, 32, 16, 0,
0, 0, 0, 0, 104, 0,
0, 2, 1, 0, 0, 0,
61, 0, 0, 7, 18, 0,
16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0,
0, 0, 38, 125, 16, 0,
0, 0, 0, 0, 14, 0,
0, 8, 66, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 10, 0,
16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 50, 0,
16, 0, 0, 0, 0, 0,
70, 16, 16, 0, 1, 0,
0, 0, 69, 0, 0, 9,
242, 32, 16, 0, 0, 0,
0, 0, 70, 2, 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, 5, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
1, 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,
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
};

View File

@ -1,194 +0,0 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc ddsview.fx /nologo /EPS_Cube /Tps_4_1 /Fhshaders\psCube.h
//
//
// Buffer Definitions:
//
// cbuffer cbArrayControl
// {
//
// float Index; // Offset: 0 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear sampler NA NA 0 1
// tx2DArray texture float4 2darray 0 1
// cbArrayControl cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2darray (float,float,float,float) t0
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 1
mad r0.z, cb0[0].x, l(6.000000), v1.z
mov r0.xy, v1.xyxx
sample o0.xyzw, r0.xyzx, t0.xyzw, s0
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_PS_Cube[] =
{
68, 88, 66, 67, 255, 88,
222, 202, 51, 233, 113, 192,
119, 52, 43, 119, 92, 83,
243, 127, 1, 0, 0, 0,
36, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
88, 1, 0, 0, 176, 1,
0, 0, 228, 1, 0, 0,
168, 2, 0, 0, 82, 68,
69, 70, 28, 1, 0, 0,
1, 0, 0, 0, 160, 0,
0, 0, 3, 0, 0, 0,
28, 0, 0, 0, 1, 4,
255, 255, 0, 1, 0, 0,
232, 0, 0, 0, 124, 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,
134, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
5, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 13, 0,
0, 0, 144, 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, 115, 97,
109, 76, 105, 110, 101, 97,
114, 0, 116, 120, 50, 68,
65, 114, 114, 97, 121, 0,
99, 98, 65, 114, 114, 97,
121, 67, 111, 110, 116, 114,
111, 108, 0, 171, 144, 0,
0, 0, 1, 0, 0, 0,
184, 0, 0, 0, 16, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 208, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 2, 0,
0, 0, 216, 0, 0, 0,
0, 0, 0, 0, 73, 110,
100, 101, 120, 0, 171, 171,
0, 0, 3, 0, 1, 0,
1, 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, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
80, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 15, 7, 0, 0,
83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 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, 188, 0, 0, 0,
65, 0, 0, 0, 47, 0,
0, 0, 106, 8, 0, 1,
89, 0, 0, 4, 70, 142,
32, 0, 0, 0, 0, 0,
1, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 64,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
114, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 104, 0, 0, 2,
1, 0, 0, 0, 50, 0,
0, 10, 66, 0, 16, 0,
0, 0, 0, 0, 10, 128,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 64,
0, 0, 0, 0, 192, 64,
42, 16, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5,
50, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 69, 0,
0, 9, 242, 32, 16, 0,
0, 0, 0, 0, 70, 2,
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, 4, 0,
0, 0, 1, 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, 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
};

View File

@ -1,131 +0,0 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// fxc ddsview.fx /nologo /EVS /Tvs_4_1 /Fhshaders\vs.h
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
//
vs_4_1
dcl_globalFlags refactoringAllowed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
mov o0.xyzw, v0.xyzw
mov o1.xyzw, v1.xyzw
ret
// Approximately 3 instruction slots used
#endif
const BYTE g_VS[] =
{
68, 88, 66, 67, 243, 4,
207, 4, 72, 185, 125, 253,
86, 236, 11, 103, 199, 128,
83, 243, 1, 0, 0, 0,
40, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
140, 0, 0, 0, 224, 0,
0, 0, 56, 1, 0, 0,
172, 1, 0, 0, 82, 68,
69, 70, 80, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 1, 4,
254, 255, 0, 1, 0, 0,
28, 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, 57, 46, 50,
57, 46, 57, 53, 50, 46,
51, 49, 49, 49, 0, 171,
171, 171, 73, 83, 71, 78,
76, 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, 15, 15, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 15, 15, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 84, 69, 88,
67, 79, 79, 82, 68, 0,
171, 171, 79, 83, 71, 78,
80, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 171, 171,
83, 72, 68, 82, 108, 0,
0, 0, 65, 0, 1, 0,
27, 0, 0, 0, 106, 8,
0, 1, 95, 0, 0, 3,
242, 16, 16, 0, 0, 0,
0, 0, 95, 0, 0, 3,
242, 16, 16, 0, 1, 0,
0, 0, 103, 0, 0, 4,
242, 32, 16, 0, 0, 0,
0, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32,
16, 0, 1, 0, 0, 0,
54, 0, 0, 5, 242, 32,
16, 0, 0, 0, 0, 0,
70, 30, 16, 0, 0, 0,
0, 0, 54, 0, 0, 5,
242, 32, 16, 0, 1, 0,
0, 0, 70, 30, 16, 0,
1, 0, 0, 0, 62, 0,
0, 1, 83, 84, 65, 84,
116, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 4, 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, 2, 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
};