[GPU] Shaders to common, xb buildshaders instead of buildhlsl

This commit is contained in:
Triang3l
2021-06-05 18:53:53 +03:00
parent 313fb3e5a3
commit 12a907bfa5
582 changed files with 419273 additions and 244715 deletions

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DisableFormat: true

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#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Resource Bindings:
//
// Name Type Format Dim ID HLSL Bind Count
// ------------------------------ ---------- ------- ----------- ------- -------------- ------
// xe_immediate_sampler sampler NA NA S0 s0 1
// xe_immediate_texture texture float4 2d T0 t0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float xy
// TEXCOORD 1 xyzw 1 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_1
dcl_globalFlags refactoringAllowed
dcl_sampler S0[0:0], mode_default, space=0
dcl_resource_texture2d (float,float,float,float) T0[0:0], space=0
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw
dcl_temps 1
sample_l r0.xyzw, v0.xyxx, T0[0].xyzw, S0[0], l(0.000000)
mul o0.xyzw, r0.xyzw, v1.xyzw
ret
// Approximately 3 instruction slots used
#endif
const BYTE immediate_ps[] =
{
68, 88, 66, 67, 204, 46,
131, 39, 62, 129, 239, 95,
188, 170, 211, 224, 226, 155,
212, 68, 1, 0, 0, 0,
0, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
28, 1, 0, 0, 104, 1,
0, 0, 156, 1, 0, 0,
100, 2, 0, 0, 82, 68,
69, 70, 224, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
60, 0, 0, 0, 1, 5,
255, 255, 0, 5, 4, 0,
182, 0, 0, 0, 19, 19,
68, 37, 60, 0, 0, 0,
24, 0, 0, 0, 40, 0,
0, 0, 40, 0, 0, 0,
36, 0, 0, 0, 12, 0,
0, 0, 0, 0, 0, 0,
140, 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, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 161, 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, 12, 0, 0, 0,
0, 0, 0, 0, 0, 0,
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109, 109, 101, 100, 105, 97,
116, 101, 95, 115, 97, 109,
112, 108, 101, 114, 0, 120,
101, 95, 105, 109, 109, 101,
100, 105, 97, 116, 101, 95,
116, 101, 120, 116, 117, 114,
101, 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, 171, 73, 83, 71, 78,
68, 0, 0, 0, 2, 0,
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82, 68, 0, 171, 171, 171,
79, 83, 71, 78, 44, 0,
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70, 16, 16, 0, 0, 0,
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0, 0, 1, 64, 0, 0,
0, 0, 0, 0, 56, 0,
0, 7, 242, 32, 16, 0,
0, 0, 0, 0, 70, 14,
16, 0, 0, 0, 0, 0,
70, 30, 16, 0, 1, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 148, 0,
0, 0, 3, 0, 0, 0,
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0, 0, 3, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0
};

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@@ -0,0 +1,236 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer XeImmediateVertexConstants
// {
//
// float2 xe_viewport_size_inv; // Offset: 0 Size: 8
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim ID HLSL Bind Count
// ------------------------------ ---------- ------- ----------- ------- -------------- ------
// XeImmediateVertexConstants cbuffer NA NA CB0 cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 NONE float xy
// TEXCOORD 0 xy 1 NONE float xy
// COLOR 0 xyzw 2 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float xy
// TEXCOORD 1 xyzw 1 NONE float xyzw
// SV_Position 0 xyzw 2 POS float xyzw
//
vs_5_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[0:0][1], immediateIndexed, space=0
dcl_input v0.xy
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output o0.xy
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 1
mul r0.xy, v0.xyxx, CB0[0][0].xyxx
mad o2.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov o1.xyzw, v2.xyzw
mov o2.zw, l(0,0,0,1.000000)
mov o0.xy, v1.xyxx
ret
// Approximately 6 instruction slots used
#endif
const BYTE immediate_vs[] =
{
68, 88, 66, 67, 88, 56,
35, 17, 155, 211, 230, 48,
9, 16, 27, 220, 163, 42,
194, 218, 1, 0, 0, 0,
16, 4, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
100, 1, 0, 0, 212, 1,
0, 0, 68, 2, 0, 0,
116, 3, 0, 0, 82, 68,
69, 70, 40, 1, 0, 0,
1, 0, 0, 0, 128, 0,
0, 0, 1, 0, 0, 0,
60, 0, 0, 0, 1, 5,
254, 255, 0, 5, 4, 0,
0, 1, 0, 0, 19, 19,
68, 37, 60, 0, 0, 0,
24, 0, 0, 0, 40, 0,
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100, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 88, 101,
73, 109, 109, 101, 100, 105,
97, 116, 101, 86, 101, 114,
116, 101, 120, 67, 111, 110,
115, 116, 97, 110, 116, 115,
0, 171, 100, 0, 0, 0,
1, 0, 0, 0, 152, 0,
0, 0, 16, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 192, 0, 0, 0,
0, 0, 0, 0, 8, 0,
0, 0, 2, 0, 0, 0,
220, 0, 0, 0, 0, 0,
0, 0, 255, 255, 255, 255,
0, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
120, 101, 95, 118, 105, 101,
119, 112, 111, 114, 116, 95,
115, 105, 122, 101, 95, 105,
110, 118, 0, 102, 108, 111,
97, 116, 50, 0, 1, 0,
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116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
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0, 83, 86, 95, 80, 111,
115, 105, 116, 105, 111, 110,
0, 171, 171, 171, 83, 72,
69, 88, 40, 1, 0, 0,
81, 0, 1, 0, 74, 0,
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0, 0
};