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mirror of https://github.com/microsoft/DirectXTex synced 2025-01-01 06:00:07 +00:00

Regenerate shaders using Windows 10 Anniversary Update SDK (14393) with PDBS

This commit is contained in:
Chuck Walbourn 2016-08-03 13:48:42 -07:00
parent 2590b110fb
commit 28805fb6a2
14 changed files with 1049 additions and 1076 deletions

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@ -3,7 +3,6 @@
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
///
// Input signature:
//
// Name Index Mask Register SysValue Format Used
@ -95,9 +94,9 @@ dcl_immediateConstantBuffer { { 0x0000cccc, 15, 0, 0},
{ 11, 9, 9, 9},
{ 12, 8, 8, 8},
{ 16, 4, 4, 4} }
dcl_constantbuffer cb0[2], immediateIndexed
dcl_constantbuffer CB0[2], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_structured t1, 16
dcl_resource_structured t1, 16
dcl_uav_structured u0, 16
dcl_input vThreadIDInGroupFlattened
dcl_input vThreadGroupID.x

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@ -3,7 +3,6 @@
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
///
// Input signature:
//
// Name Index Mask Register SysValue Format Used
@ -273,9 +272,9 @@ dcl_immediateConstantBuffer { { 0x0000cccc, -0.000000, 15, 0},
{ 3, 12, 15, 0},
{ 3, 3, 15, 0},
{ 3, 3, 8, 0} }
dcl_constantbuffer cb0[2], immediateIndexed
dcl_constantbuffer CB0[2], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_structured t1, 16
dcl_resource_structured t1, 16
dcl_uav_structured u0, 16
dcl_input vThreadIDInGroupFlattened
dcl_input vThreadGroupID.x

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@ -3,7 +3,6 @@
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
///
// Input signature:
//
// Name Index Mask Register SysValue Format Used
@ -209,9 +208,9 @@ dcl_immediateConstantBuffer { { -0.000000, 15, 0, 0},
{ 0, 0, 0, 3},
{ 0, 0, 0, 3},
{ 0, 0, 0, 3} }
dcl_constantbuffer cb0[2], immediateIndexed
dcl_constantbuffer CB0[2], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_structured t1, 16
dcl_resource_structured t1, 16
dcl_uav_structured u0, 16
dcl_input vThreadIDInGroupFlattened
dcl_input vThreadGroupID.x

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@ -3,7 +3,6 @@
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
///
// Input signature:
//
// Name Index Mask Register SysValue Format Used
@ -209,9 +208,9 @@ dcl_immediateConstantBuffer { { 0x0000cccc, 15, 0, 0},
{ 0, 0, 0, 3},
{ 0, 0, 0, 3},
{ 0, 0, 0, 3} }
dcl_constantbuffer cb0[2], immediateIndexed
dcl_constantbuffer CB0[2], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_structured t1, 16
dcl_resource_structured t1, 16
dcl_uav_structured u0, 16
dcl_input vThreadIDInGroupFlattened
dcl_input vThreadGroupID.x

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@ -3,7 +3,6 @@
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
///
// Input signature:
//
// Name Index Mask Register SysValue Format Used
@ -209,7 +208,7 @@ dcl_immediateConstantBuffer { { 0, 0, 0, 0},
{ 3, 0, 0, 0},
{ 3, 0, 0, 0},
{ 3, 0, 0, 0} }
dcl_constantbuffer cb0[2], immediateIndexed
dcl_constantbuffer CB0[2], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_uav_structured u0, 16
dcl_input vThreadIDInGroupFlattened

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