From d220b95c03b7ef7c038d3c3dbec2f8f00413095b Mon Sep 17 00:00:00 2001 From: Jeff Gilbert Date: Wed, 2 Jul 2014 17:48:18 -0700 Subject: [PATCH] Bug 1033124 - Use correct and more precise coeffs for YCbCr->RGB conversion. - r=mattwoodrow,r=bas --- gfx/layers/d3d10/LayerManagerD3D10.fx | 27 +- gfx/layers/d3d10/LayerManagerD3D10Effect.h | 1492 +++++++++--------- gfx/layers/d3d11/CompositorD3D11.fx | 22 +- gfx/layers/d3d11/CompositorD3D11Shaders.h | 628 ++++---- gfx/layers/d3d11/genshaders.sh | 1 + gfx/layers/d3d9/LayerManagerD3D9Shaders.h | 942 ++++++----- gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl | 52 +- gfx/layers/opengl/OGLShaderProgram.cpp | 23 +- 8 files changed, 1556 insertions(+), 1631 deletions(-) diff --git a/gfx/layers/d3d10/LayerManagerD3D10.fx b/gfx/layers/d3d10/LayerManagerD3D10.fx index 0e7e57d2d11..e051a4c6038 100644 --- a/gfx/layers/d3d10/LayerManagerD3D10.fx +++ b/gfx/layers/d3d10/LayerManagerD3D10.fx @@ -136,7 +136,7 @@ float4 TransformedPostion(float2 aInPosition) { // the current vertex's position on the quad float4 position = float4(0, 0, 0, 1); - + // We use 4 component floats to uniquely describe a rectangle, by the structure // of x, y, width, height. This allows us to easily generate the 4 corners // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the @@ -159,7 +159,7 @@ float4 VertexPosition(float4 aTransformedPosition) result.xyz = aTransformedPosition.xyz / aTransformedPosition.w; result -= vRenderTargetOffset; result.xyz *= result.w; - + result = mul(mProjection, result); return result; @@ -244,18 +244,29 @@ float4 RGBShaderMask(const VS_MASK_OUTPUT aVertex, uniform sampler aSampler) : S return result * mask; } +/* From Rec601: +[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16] +[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128] +[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128] + +For [0,1] instead of [0,255], and to 5 places: +[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275] +[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196] +[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196] +*/ + float4 CalculateYCbCrColor(const float2 aTexCoords) { float4 yuv; float4 color; - yuv.r = tCr.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.5; - yuv.g = tY.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.0625; - yuv.b = tCb.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.5; + yuv.r = tCr.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.50196; + yuv.g = tY.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.06275; + yuv.b = tCb.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.50196; - color.r = yuv.g * 1.164 + yuv.r * 1.596; - color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b; - color.b = yuv.g * 1.164 + yuv.b * 2.018; + color.r = yuv.g * 1.16438 + yuv.r * 1.59603; + color.g = yuv.g * 1.16438 - 0.81297 * yuv.r - 0.39176 * yuv.b; + color.b = yuv.g * 1.16438 + yuv.b * 2.01723; color.a = 1.0f; return color; diff --git a/gfx/layers/d3d10/LayerManagerD3D10Effect.h b/gfx/layers/d3d10/LayerManagerD3D10Effect.h index eeaabb2d04b..fa8de1cb7ad 100644 --- a/gfx/layers/d3d10/LayerManagerD3D10Effect.h +++ b/gfx/layers/d3d10/LayerManagerD3D10Effect.h @@ -109,7 +109,7 @@ technique10 RenderRGBLayerPremul BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -153,17 +153,17 @@ technique10 RenderRGBLayerPremul // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -232,7 +232,7 @@ technique10 RenderRGBLayerPremul GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -261,17 +261,17 @@ technique10 RenderRGBLayerPremul // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -327,7 +327,7 @@ technique10 RenderRGBLayerPremulPoint BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -371,17 +371,17 @@ technique10 RenderRGBLayerPremulPoint // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -450,7 +450,7 @@ technique10 RenderRGBLayerPremulPoint GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -479,17 +479,17 @@ technique10 RenderRGBLayerPremulPoint // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -545,7 +545,7 @@ technique10 RenderRGBALayerPremul BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -589,17 +589,17 @@ technique10 RenderRGBALayerPremul // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -668,7 +668,7 @@ technique10 RenderRGBALayerPremul GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -697,17 +697,17 @@ technique10 RenderRGBALayerPremul // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -761,7 +761,7 @@ technique10 RenderRGBALayerNonPremul BlendState = NonPremul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -805,17 +805,17 @@ technique10 RenderRGBALayerNonPremul // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -884,7 +884,7 @@ technique10 RenderRGBALayerNonPremul GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -913,17 +913,17 @@ technique10 RenderRGBALayerNonPremul // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -977,7 +977,7 @@ technique10 RenderRGBALayerPremulPoint BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1021,17 +1021,17 @@ technique10 RenderRGBALayerPremulPoint // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -1100,7 +1100,7 @@ technique10 RenderRGBALayerPremulPoint GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1129,17 +1129,17 @@ technique10 RenderRGBALayerPremulPoint // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -1193,7 +1193,7 @@ technique10 RenderRGBALayerNonPremulPoint BlendState = NonPremul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1237,17 +1237,17 @@ technique10 RenderRGBALayerNonPremulPoint // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -1316,7 +1316,7 @@ technique10 RenderRGBALayerNonPremulPoint GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1345,17 +1345,17 @@ technique10 RenderRGBALayerNonPremulPoint // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -1409,7 +1409,7 @@ technique10 RenderYCbCrLayer BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1453,17 +1453,17 @@ technique10 RenderYCbCrLayer // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -1532,7 +1532,7 @@ technique10 RenderYCbCrLayer GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1563,17 +1563,17 @@ technique10 RenderYCbCrLayer // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -1595,8 +1595,8 @@ technique10 RenderYCbCrLayer // Level9 shader bytecode: // ps_2_x - def c1, -0.5, -0.0625, 1.59599996, 0.813000023 - def c2, 1.16400003, 2.01799989, 0.391000003, 1 + def c1, -0.50195998, -0.0627499968, 1.59603, 0.812969983 + def c2, 1.16437995, 2.01723003, 0.391759992, 1 dcl t0.xy dcl_2d s0 dcl_2d s1 @@ -1628,17 +1628,17 @@ technique10 RenderYCbCrLayer dcl_output o0.xyzw dcl_temps 3 sample r0.xyzw, v1.xyxx, t2.xyzw, s0 - add r0.x, r0.w, l(-0.500000) - mul r0.xy, r0.xxxx, l(1.596000, 0.813000, 0.000000, 0.000000) + add r0.x, r0.w, l(-0.501960) + mul r0.xy, r0.xxxx, l(1.596030, 0.812970, 0.000000, 0.000000) sample r1.xyzw, v1.xyxx, t0.xyzw, s0 - add r0.z, r1.w, l(-0.062500) - mad r0.y, r0.z, l(1.164000), -r0.y - mad r1.x, r0.z, l(1.164000), r0.x + add r0.z, r1.w, l(-0.062750) + mad r0.y, r0.z, l(1.164380), -r0.y + mad r1.x, r0.z, l(1.164380), r0.x sample r2.xyzw, v1.xyxx, t1.xyzw, s0 - add r0.x, r2.w, l(-0.500000) - mad r1.y, -r0.x, l(0.391000), r0.y - mul r0.x, r0.x, l(2.018000) - mad r1.z, r0.z, l(1.164000), r0.x + add r0.x, r2.w, l(-0.501960) + mad r1.y, -r0.x, l(0.391760), r0.y + mul r0.x, r0.x, l(2.017230) + mad r1.z, r0.z, l(1.164380), r0.x mov r1.w, l(1.000000) mul o0.xyzw, r1.xyzw, cb0[3].xxxx ret @@ -1659,7 +1659,7 @@ technique10 RenderComponentAlphaLayer BlendState = ComponentAlphaBlend; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1703,17 +1703,17 @@ technique10 RenderComponentAlphaLayer // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -1782,7 +1782,7 @@ technique10 RenderComponentAlphaLayer GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1812,18 +1812,18 @@ technique10 RenderComponentAlphaLayer // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw - // SV_Target 1 xyzw 1 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw + // SV_Target 1 xyzw 1 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -1893,7 +1893,7 @@ technique10 RenderSolidColorLayer BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1937,17 +1937,17 @@ technique10 RenderSolidColorLayer // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -2016,7 +2016,7 @@ technique10 RenderSolidColorLayer GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2040,17 +2040,17 @@ technique10 RenderSolidColorLayer // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -2088,7 +2088,7 @@ technique10 RenderClearLayer BlendState = NoBlendDual; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2132,17 +2132,17 @@ technique10 RenderClearLayer // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -2211,7 +2211,7 @@ technique10 RenderClearLayer GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2235,17 +2235,17 @@ technique10 RenderClearLayer // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -2283,7 +2283,7 @@ technique10 PrepareAlphaExtractionTextures BlendState = NoBlendDual; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2327,17 +2327,17 @@ technique10 PrepareAlphaExtractionTextures // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -2406,24 +2406,24 @@ technique10 PrepareAlphaExtractionTextures GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw - // SV_Target 1 xyzw 1 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw + // SV_Target 1 xyzw 1 TARGET float xyzw // // // Level9 shader bytecode: @@ -2458,7 +2458,7 @@ technique10 RenderRGBLayerPremulMask BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2502,18 +2502,18 @@ technique10 RenderRGBLayerPremulMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Constant buffer to DX9 shader constant mappings: @@ -2591,7 +2591,7 @@ technique10 RenderRGBLayerPremulMask GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2621,18 +2621,18 @@ technique10 RenderRGBLayerPremulMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -2697,7 +2697,7 @@ technique10 RenderRGBLayerPremulPointMask BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2741,18 +2741,18 @@ technique10 RenderRGBLayerPremulPointMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Constant buffer to DX9 shader constant mappings: @@ -2830,7 +2830,7 @@ technique10 RenderRGBLayerPremulPointMask GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2861,18 +2861,18 @@ technique10 RenderRGBLayerPremulPointMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -2938,7 +2938,7 @@ technique10 RenderRGBALayerPremulMask BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2982,18 +2982,18 @@ technique10 RenderRGBALayerPremulMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Constant buffer to DX9 shader constant mappings: @@ -3071,7 +3071,7 @@ technique10 RenderRGBALayerPremulMask GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3101,18 +3101,18 @@ technique10 RenderRGBALayerPremulMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -3175,7 +3175,7 @@ technique10 RenderRGBALayerPremulMask3D BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3219,18 +3219,18 @@ technique10 RenderRGBALayerPremulMask3D // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 xyz 2 NONE float xyz + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 xyz 2 NONE float xyz // // // Constant buffer to DX9 shader constant mappings: @@ -3312,7 +3312,7 @@ technique10 RenderRGBALayerPremulMask3D GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3342,18 +3342,18 @@ technique10 RenderRGBALayerPremulMask3D // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 xyz 2 NONE float xyz + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 xyz 2 NONE float xyz // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -3419,7 +3419,7 @@ technique10 RenderRGBALayerNonPremulMask BlendState = NonPremul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3463,18 +3463,18 @@ technique10 RenderRGBALayerNonPremulMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Constant buffer to DX9 shader constant mappings: @@ -3552,7 +3552,7 @@ technique10 RenderRGBALayerNonPremulMask GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3582,18 +3582,18 @@ technique10 RenderRGBALayerNonPremulMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -3656,7 +3656,7 @@ technique10 RenderRGBALayerPremulPointMask BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3700,18 +3700,18 @@ technique10 RenderRGBALayerPremulPointMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Constant buffer to DX9 shader constant mappings: @@ -3789,7 +3789,7 @@ technique10 RenderRGBALayerPremulPointMask GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3820,18 +3820,18 @@ technique10 RenderRGBALayerPremulPointMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -3895,7 +3895,7 @@ technique10 RenderRGBALayerNonPremulPointMask BlendState = NonPremul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3939,18 +3939,18 @@ technique10 RenderRGBALayerNonPremulPointMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Constant buffer to DX9 shader constant mappings: @@ -4028,7 +4028,7 @@ technique10 RenderRGBALayerNonPremulPointMask GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -4059,18 +4059,18 @@ technique10 RenderRGBALayerNonPremulPointMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -4134,7 +4134,7 @@ technique10 RenderYCbCrLayerMask BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -4178,18 +4178,18 @@ technique10 RenderYCbCrLayerMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Constant buffer to DX9 shader constant mappings: @@ -4267,7 +4267,7 @@ technique10 RenderYCbCrLayerMask GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -4299,18 +4299,18 @@ technique10 RenderYCbCrLayerMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -4333,8 +4333,8 @@ technique10 RenderYCbCrLayerMask // Level9 shader bytecode: // ps_2_x - def c1, -0.5, -0.0625, 1.59599996, 0.813000023 - def c2, 1.16400003, 2.01799989, 0.391000003, 1 + def c1, -0.50195998, -0.0627499968, 1.59603, 0.812969983 + def c2, 1.16437995, 2.01723003, 0.391759992, 1 dcl t0 dcl_2d s0 dcl_2d s1 @@ -4372,17 +4372,17 @@ technique10 RenderYCbCrLayerMask dcl_output o0.xyzw dcl_temps 3 sample r0.xyzw, v1.xyxx, t2.xyzw, s0 - add r0.x, r0.w, l(-0.500000) - mul r0.xy, r0.xxxx, l(1.596000, 0.813000, 0.000000, 0.000000) + add r0.x, r0.w, l(-0.501960) + mul r0.xy, r0.xxxx, l(1.596030, 0.812970, 0.000000, 0.000000) sample r1.xyzw, v1.xyxx, t0.xyzw, s0 - add r0.z, r1.w, l(-0.062500) - mad r0.y, r0.z, l(1.164000), -r0.y - mad r1.x, r0.z, l(1.164000), r0.x + add r0.z, r1.w, l(-0.062750) + mad r0.y, r0.z, l(1.164380), -r0.y + mad r1.x, r0.z, l(1.164380), r0.x sample r2.xyzw, v1.xyxx, t1.xyzw, s0 - add r0.x, r2.w, l(-0.500000) - mad r1.y, -r0.x, l(0.391000), r0.y - mul r0.x, r0.x, l(2.018000) - mad r1.z, r0.z, l(1.164000), r0.x + add r0.x, r2.w, l(-0.501960) + mad r1.y, -r0.x, l(0.391760), r0.y + mul r0.x, r0.x, l(2.017230) + mad r1.z, r0.z, l(1.164380), r0.x mov r1.w, l(1.000000) mul r0.xyzw, r1.xyzw, cb0[3].xxxx sample r1.xyzw, v1.zwzz, t3.xyzw, s0 @@ -4405,7 +4405,7 @@ technique10 RenderComponentAlphaLayerMask BlendState = ComponentAlphaBlend; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -4449,18 +4449,18 @@ technique10 RenderComponentAlphaLayerMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Constant buffer to DX9 shader constant mappings: @@ -4538,7 +4538,7 @@ technique10 RenderComponentAlphaLayerMask GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -4569,19 +4569,19 @@ technique10 RenderComponentAlphaLayerMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw - // SV_Target 1 xyzw 1 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw + // SV_Target 1 xyzw 1 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -4660,7 +4660,7 @@ technique10 RenderSolidColorLayerMask BlendState = Premul; VertexShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -4704,18 +4704,18 @@ technique10 RenderSolidColorLayerMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // POSITION 0 xy 0 NONE float xy + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // POSITION 0 xy 0 NONE float xy // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float xyzw - // TEXCOORD 0 xy 1 NONE float xy - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float xyzw + // TEXCOORD 0 xy 1 NONE float xy + // TEXCOORD 1 zw 1 NONE float zw // // // Constant buffer to DX9 shader constant mappings: @@ -4793,7 +4793,7 @@ technique10 RenderSolidColorLayerMask GeometryShader = NULL; PixelShader = asm { // - // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 + // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -4819,18 +4819,18 @@ technique10 RenderSolidColorLayerMask // // Input signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Position 0 xyzw 0 POS float - // TEXCOORD 0 xy 1 NONE float - // TEXCOORD 1 zw 1 NONE float zw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Position 0 xyzw 0 POS float + // TEXCOORD 0 xy 1 NONE float + // TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // - // Name Index Mask Register SysValue Format Used - // -------------------- ----- ------ -------- -------- ------ ------ - // SV_Target 0 xyzw 0 TARGET float xyzw + // Name Index Mask Register SysValue Format Used + // -------------------- ----- ------ -------- -------- ------- ------ + // SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -4879,10 +4879,10 @@ technique10 RenderSolidColorLayerMask const BYTE g_main[] = { - 68, 88, 66, 67, 238, 59, - 90, 147, 223, 50, 250, 186, - 190, 133, 137, 53, 139, 30, - 68, 141, 1, 0, 0, 0, + 68, 88, 66, 67, 173, 229, + 104, 135, 246, 30, 133, 190, + 80, 1, 18, 239, 172, 11, + 34, 194, 1, 0, 0, 0, 107, 43, 1, 0, 1, 0, 0, 0, 36, 0, 0, 0, 70, 88, 49, 48, 63, 43, @@ -5087,9 +5087,9 @@ const BYTE g_main[] = 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, 0, 68, 88, 66, 67, - 249, 28, 197, 252, 166, 119, - 59, 228, 111, 222, 205, 192, - 170, 128, 255, 70, 1, 0, + 134, 58, 181, 81, 234, 180, + 23, 54, 140, 98, 159, 162, + 74, 150, 11, 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, 0, 0, @@ -5256,7 +5256,7 @@ const BYTE g_main[] = 116, 0, 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 3, 0, - 0, 0, 6, 0, 0, 0, + 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -5266,7 +5266,7 @@ const BYTE g_main[] = 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, @@ -5381,9 +5381,9 @@ const BYTE g_main[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, @@ -5412,9 +5412,9 @@ const BYTE g_main[] = 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 116, 4, 0, 0, 68, 88, - 66, 67, 60, 190, 218, 131, - 56, 248, 150, 40, 4, 89, - 139, 209, 145, 77, 221, 194, + 66, 67, 139, 125, 209, 68, + 164, 105, 119, 76, 10, 245, + 168, 227, 98, 190, 98, 86, 1, 0, 0, 0, 116, 4, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 204, 0, @@ -5575,9 +5575,9 @@ const BYTE g_main[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, @@ -5616,10 +5616,10 @@ const BYTE g_main[] = 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, 0, - 68, 88, 66, 67, 249, 28, - 197, 252, 166, 119, 59, 228, - 111, 222, 205, 192, 170, 128, - 255, 70, 1, 0, 0, 0, + 68, 88, 66, 67, 134, 58, + 181, 81, 234, 180, 23, 54, + 140, 98, 159, 162, 74, 150, + 11, 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, 0, 0, 228, 3, @@ -5786,7 +5786,7 @@ const BYTE g_main[] = 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, - 6, 0, 0, 0, 0, 0, + 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -5796,7 +5796,7 @@ const BYTE g_main[] = 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, @@ -5911,9 +5911,9 @@ const BYTE g_main[] = 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, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, @@ -5942,9 +5942,9 @@ const BYTE g_main[] = 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 116, 4, 0, 0, 68, 88, 66, 67, - 114, 153, 75, 42, 28, 72, - 202, 184, 148, 86, 142, 53, - 63, 89, 88, 179, 1, 0, + 168, 126, 222, 160, 23, 76, + 232, 98, 152, 133, 227, 163, + 37, 248, 175, 170, 1, 0, 0, 0, 116, 4, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 204, 0, 0, 0, @@ -6105,9 +6105,9 @@ const BYTE g_main[] = 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, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, @@ -6145,10 +6145,10 @@ const BYTE g_main[] = 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, 0, - 68, 88, 66, 67, 249, 28, - 197, 252, 166, 119, 59, 228, - 111, 222, 205, 192, 170, 128, - 255, 70, 1, 0, 0, 0, + 68, 88, 66, 67, 134, 58, + 181, 81, 234, 180, 23, 54, + 140, 98, 159, 162, 74, 150, + 11, 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, 0, 0, 228, 3, @@ -6315,7 +6315,7 @@ const BYTE g_main[] = 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, - 6, 0, 0, 0, 0, 0, + 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -6325,7 +6325,7 @@ const BYTE g_main[] = 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, @@ -6440,9 +6440,9 @@ const BYTE g_main[] = 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, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, @@ -6471,9 +6471,9 @@ const BYTE g_main[] = 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 80, 4, 0, 0, 68, 88, 66, 67, - 174, 145, 230, 170, 138, 104, - 76, 211, 23, 250, 143, 33, - 103, 45, 235, 101, 1, 0, + 197, 240, 201, 103, 219, 157, + 229, 76, 76, 196, 241, 175, + 193, 131, 135, 238, 1, 0, 0, 0, 80, 4, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 192, 0, 0, 0, @@ -6628,9 +6628,9 @@ const BYTE g_main[] = 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, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, @@ -6669,9 +6669,9 @@ const BYTE g_main[] = 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, 0, 68, 88, 66, - 67, 249, 28, 197, 252, 166, - 119, 59, 228, 111, 222, 205, - 192, 170, 128, 255, 70, 1, + 67, 134, 58, 181, 81, 234, + 180, 23, 54, 140, 98, 159, + 162, 74, 150, 11, 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, 0, @@ -6838,7 +6838,7 @@ const BYTE g_main[] = 84, 116, 0, 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 3, - 0, 0, 0, 6, 0, 0, + 0, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, @@ -6848,7 +6848,7 @@ const BYTE g_main[] = 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, @@ -6963,10 +6963,10 @@ const BYTE g_main[] = 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, + 108, 101, 114, 32, 54, 46, + 51, 46, 57, 54, 48, 48, + 46, 49, 54, 51, 56, 52, + 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, @@ -6994,10 +6994,10 @@ const BYTE g_main[] = 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 80, 4, 0, 0, 68, - 88, 66, 67, 174, 145, 230, - 170, 138, 104, 76, 211, 23, - 250, 143, 33, 103, 45, 235, - 101, 1, 0, 0, 0, 80, + 88, 66, 67, 197, 240, 201, + 103, 219, 157, 229, 76, 76, + 196, 241, 175, 193, 131, 135, + 238, 1, 0, 0, 0, 80, 4, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 192, 0, 0, 0, 100, 1, 0, @@ -7151,10 +7151,10 @@ const BYTE g_main[] = 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, + 108, 101, 114, 32, 54, 46, + 51, 46, 57, 54, 48, 48, + 46, 49, 54, 51, 56, 52, + 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, @@ -7193,9 +7193,9 @@ const BYTE g_main[] = 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, 0, 68, 88, 66, 67, - 249, 28, 197, 252, 166, 119, - 59, 228, 111, 222, 205, 192, - 170, 128, 255, 70, 1, 0, + 134, 58, 181, 81, 234, 180, + 23, 54, 140, 98, 159, 162, + 74, 150, 11, 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, 0, 0, @@ -7362,7 +7362,7 @@ const BYTE g_main[] = 116, 0, 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 3, 0, - 0, 0, 6, 0, 0, 0, + 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -7372,7 +7372,7 @@ const BYTE g_main[] = 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, @@ -7487,9 +7487,9 @@ const BYTE g_main[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, @@ -7518,9 +7518,9 @@ const BYTE g_main[] = 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 80, 4, 0, 0, 68, 88, - 66, 67, 185, 211, 180, 91, - 76, 198, 234, 150, 34, 32, - 101, 196, 211, 153, 225, 227, + 66, 67, 151, 150, 8, 20, + 71, 31, 33, 136, 86, 87, + 200, 101, 153, 133, 218, 4, 1, 0, 0, 0, 80, 4, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 192, 0, @@ -7675,9 +7675,9 @@ const BYTE g_main[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, @@ -7717,9 +7717,9 @@ const BYTE g_main[] = 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, 0, 68, 88, - 66, 67, 249, 28, 197, 252, - 166, 119, 59, 228, 111, 222, - 205, 192, 170, 128, 255, 70, + 66, 67, 134, 58, 181, 81, + 234, 180, 23, 54, 140, 98, + 159, 162, 74, 150, 11, 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, @@ -7886,7 +7886,7 @@ const BYTE g_main[] = 65, 84, 116, 0, 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 6, 0, + 3, 0, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, @@ -7896,7 +7896,7 @@ const BYTE g_main[] = 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, @@ -8011,10 +8011,10 @@ const BYTE g_main[] = 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, + 105, 108, 101, 114, 32, 54, + 46, 51, 46, 57, 54, 48, + 48, 46, 49, 54, 51, 56, + 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, @@ -8042,10 +8042,10 @@ const BYTE g_main[] = 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 80, 4, 0, 0, - 68, 88, 66, 67, 185, 211, - 180, 91, 76, 198, 234, 150, - 34, 32, 101, 196, 211, 153, - 225, 227, 1, 0, 0, 0, + 68, 88, 66, 67, 151, 150, + 8, 20, 71, 31, 33, 136, + 86, 87, 200, 101, 153, 133, + 218, 4, 1, 0, 0, 0, 80, 4, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 192, 0, 0, 0, 100, 1, @@ -8199,10 +8199,10 @@ const BYTE g_main[] = 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, + 105, 108, 101, 114, 32, 54, + 46, 51, 46, 57, 54, 48, + 48, 46, 49, 54, 51, 56, + 52, 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, @@ -8239,10 +8239,10 @@ const BYTE g_main[] = 0, 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, 0, 68, - 88, 66, 67, 249, 28, 197, - 252, 166, 119, 59, 228, 111, - 222, 205, 192, 170, 128, 255, - 70, 1, 0, 0, 0, 136, + 88, 66, 67, 134, 58, 181, + 81, 234, 180, 23, 54, 140, + 98, 159, 162, 74, 150, 11, + 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, 0, 0, 228, 3, 0, @@ -8408,7 +8408,7 @@ const BYTE g_main[] = 84, 65, 84, 116, 0, 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, - 0, 3, 0, 0, 0, 6, + 0, 3, 0, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, @@ -8418,7 +8418,7 @@ const BYTE g_main[] = 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, @@ -8534,9 +8534,9 @@ const BYTE g_main[] = 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, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, @@ -8564,10 +8564,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 96, 7, 0, - 0, 68, 88, 66, 67, 248, - 27, 107, 126, 143, 194, 255, - 95, 146, 68, 72, 180, 162, - 134, 32, 4, 1, 0, 0, + 0, 68, 88, 66, 67, 1, + 118, 228, 119, 234, 238, 25, + 215, 211, 69, 59, 5, 242, + 177, 6, 183, 1, 0, 0, 0, 96, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 220, 1, 0, 0, 44, @@ -8586,13 +8586,13 @@ const BYTE g_main[] = 0, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 255, 255, 81, 0, 0, - 5, 1, 0, 15, 160, 0, - 0, 0, 191, 0, 0, 128, - 189, 186, 73, 204, 63, 197, - 32, 80, 63, 81, 0, 0, - 5, 2, 0, 15, 160, 244, - 253, 148, 63, 233, 38, 1, - 64, 39, 49, 200, 62, 0, + 5, 1, 0, 15, 160, 115, + 128, 0, 191, 18, 131, 128, + 189, 182, 74, 204, 63, 205, + 30, 80, 63, 81, 0, 0, + 5, 2, 0, 15, 160, 103, + 10, 149, 63, 76, 26, 1, + 64, 196, 148, 200, 62, 0, 0, 128, 63, 31, 0, 0, 2, 0, 0, 0, 128, 0, 0, 3, 176, 31, 0, 0, @@ -8674,12 +8674,12 @@ const BYTE g_main[] = 0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, - 0, 0, 0, 0, 191, 56, + 0, 115, 128, 0, 191, 56, 0, 0, 10, 50, 0, 16, 0, 0, 0, 0, 0, 6, 0, 16, 0, 0, 0, 0, - 0, 2, 64, 0, 0, 186, - 73, 204, 63, 197, 32, 80, + 0, 2, 64, 0, 0, 182, + 74, 204, 63, 205, 30, 80, 63, 0, 0, 0, 0, 0, 0, 0, 0, 69, 0, 0, 9, 242, 0, 16, 0, 1, @@ -8691,19 +8691,19 @@ const BYTE g_main[] = 7, 66, 0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 1, 0, 0, 0, 1, - 64, 0, 0, 0, 0, 128, + 64, 0, 0, 18, 131, 128, 189, 50, 0, 0, 10, 34, 0, 16, 0, 0, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, - 0, 244, 253, 148, 63, 26, + 0, 103, 10, 149, 63, 26, 0, 16, 128, 65, 0, 0, 0, 0, 0, 0, 0, 50, 0, 0, 9, 18, 0, 16, 0, 1, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, - 0, 1, 64, 0, 0, 244, - 253, 148, 63, 10, 0, 16, + 0, 1, 64, 0, 0, 103, + 10, 149, 63, 10, 0, 16, 0, 0, 0, 0, 0, 69, 0, 0, 9, 242, 0, 16, 0, 2, 0, 0, 0, 70, @@ -8714,24 +8714,24 @@ const BYTE g_main[] = 0, 0, 7, 18, 0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 2, 0, 0, - 0, 1, 64, 0, 0, 0, - 0, 0, 191, 50, 0, 0, + 0, 1, 64, 0, 0, 115, + 128, 0, 191, 50, 0, 0, 10, 34, 0, 16, 0, 1, 0, 0, 0, 10, 0, 16, 128, 65, 0, 0, 0, 0, 0, 0, 0, 1, 64, 0, - 0, 39, 49, 200, 62, 26, + 0, 196, 148, 200, 62, 26, 0, 16, 0, 0, 0, 0, 0, 56, 0, 0, 7, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, - 0, 233, 38, 1, 64, 50, + 0, 76, 26, 1, 64, 50, 0, 0, 9, 66, 0, 16, 0, 1, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, - 0, 1, 64, 0, 0, 244, - 253, 148, 63, 10, 0, 16, + 0, 1, 64, 0, 0, 103, + 10, 149, 63, 10, 0, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 130, 0, 16, 0, 1, 0, 0, 0, 1, @@ -8746,7 +8746,7 @@ const BYTE g_main[] = 0, 0, 0, 15, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, - 0, 6, 0, 0, 0, 0, + 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -8852,10 +8852,10 @@ const BYTE g_main[] = 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, + 108, 101, 114, 32, 54, 46, + 51, 46, 57, 54, 48, 48, + 46, 49, 54, 51, 56, 52, + 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, @@ -8893,10 +8893,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, - 0, 68, 88, 66, 67, 249, - 28, 197, 252, 166, 119, 59, - 228, 111, 222, 205, 192, 170, - 128, 255, 70, 1, 0, 0, + 0, 68, 88, 66, 67, 134, + 58, 181, 81, 234, 180, 23, + 54, 140, 98, 159, 162, 74, + 150, 11, 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, 0, 0, 228, @@ -9063,7 +9063,7 @@ const BYTE g_main[] = 0, 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, - 0, 6, 0, 0, 0, 0, + 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -9073,7 +9073,7 @@ const BYTE g_main[] = 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, @@ -9188,9 +9188,9 @@ const BYTE g_main[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, @@ -9219,9 +9219,9 @@ const BYTE g_main[] = 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 208, 5, 0, 0, 68, 88, 66, - 67, 188, 170, 18, 58, 186, - 80, 199, 169, 56, 17, 5, - 177, 135, 21, 172, 165, 1, + 67, 221, 34, 215, 183, 71, + 137, 39, 113, 128, 157, 241, + 55, 153, 55, 174, 108, 1, 0, 0, 0, 208, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 64, 1, 0, @@ -9344,7 +9344,7 @@ const BYTE g_main[] = 0, 2, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -9436,9 +9436,9 @@ const BYTE g_main[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, @@ -9480,10 +9480,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, - 0, 68, 88, 66, 67, 249, - 28, 197, 252, 166, 119, 59, - 228, 111, 222, 205, 192, 170, - 128, 255, 70, 1, 0, 0, + 0, 68, 88, 66, 67, 134, + 58, 181, 81, 234, 180, 23, + 54, 140, 98, 159, 162, 74, + 150, 11, 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, 0, 0, 228, @@ -9650,7 +9650,7 @@ const BYTE g_main[] = 0, 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, - 0, 6, 0, 0, 0, 0, + 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -9660,7 +9660,7 @@ const BYTE g_main[] = 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, @@ -9775,9 +9775,9 @@ const BYTE g_main[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, @@ -9806,9 +9806,9 @@ const BYTE g_main[] = 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 216, 2, 0, 0, 68, 88, 66, - 67, 136, 106, 87, 29, 239, - 32, 100, 138, 218, 2, 105, - 91, 143, 165, 252, 49, 1, + 67, 127, 205, 139, 78, 240, + 148, 72, 80, 60, 232, 29, + 175, 91, 153, 47, 16, 1, 0, 0, 0, 216, 2, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 132, 0, 0, @@ -9900,10 +9900,10 @@ const BYTE g_main[] = 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, + 108, 101, 114, 32, 54, 46, + 51, 46, 57, 54, 48, 48, + 46, 49, 54, 51, 56, 52, + 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, @@ -9940,9 +9940,9 @@ const BYTE g_main[] = 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, 0, 68, 88, - 66, 67, 249, 28, 197, 252, - 166, 119, 59, 228, 111, 222, - 205, 192, 170, 128, 255, 70, + 66, 67, 134, 58, 181, 81, + 234, 180, 23, 54, 140, 98, + 159, 162, 74, 150, 11, 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, @@ -10109,7 +10109,7 @@ const BYTE g_main[] = 65, 84, 116, 0, 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 6, 0, + 3, 0, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, @@ -10119,7 +10119,7 @@ const BYTE g_main[] = 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, @@ -10234,10 +10234,10 @@ const BYTE g_main[] = 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, + 105, 108, 101, 114, 32, 54, + 46, 51, 46, 57, 54, 48, + 48, 46, 49, 54, 51, 56, + 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, @@ -10265,10 +10265,10 @@ const BYTE g_main[] = 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 216, 2, 0, 0, - 68, 88, 66, 67, 136, 106, - 87, 29, 239, 32, 100, 138, - 218, 2, 105, 91, 143, 165, - 252, 49, 1, 0, 0, 0, + 68, 88, 66, 67, 127, 205, + 139, 78, 240, 148, 72, 80, + 60, 232, 29, 175, 91, 153, + 47, 16, 1, 0, 0, 0, 216, 2, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 132, 0, 0, 0, 204, 0, @@ -10360,9 +10360,9 @@ const BYTE g_main[] = 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, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, @@ -10402,9 +10402,9 @@ const BYTE g_main[] = 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 136, 7, 0, 0, 68, 88, 66, - 67, 249, 28, 197, 252, 166, - 119, 59, 228, 111, 222, 205, - 192, 170, 128, 255, 70, 1, + 67, 134, 58, 181, 81, 234, + 180, 23, 54, 140, 98, 159, + 162, 74, 150, 11, 172, 1, 0, 0, 0, 136, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 188, 1, 0, @@ -10571,7 +10571,7 @@ const BYTE g_main[] = 84, 116, 0, 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 3, - 0, 0, 0, 6, 0, 0, + 0, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, @@ -10581,7 +10581,7 @@ const BYTE g_main[] = 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, @@ -10696,10 +10696,10 @@ const BYTE g_main[] = 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, + 108, 101, 114, 32, 54, 46, + 51, 46, 57, 54, 48, 48, + 46, 49, 54, 51, 56, 52, + 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, @@ -10727,10 +10727,10 @@ const BYTE g_main[] = 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 140, 2, 0, 0, 68, - 88, 66, 67, 120, 218, 197, - 160, 79, 160, 235, 82, 197, - 10, 155, 183, 41, 226, 48, - 248, 1, 0, 0, 0, 140, + 88, 66, 67, 242, 13, 26, + 125, 185, 83, 251, 62, 147, + 219, 54, 247, 94, 94, 245, + 124, 1, 0, 0, 0, 140, 2, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 168, 0, 0, 0, 20, 1, 0, @@ -10805,9 +10805,9 @@ const BYTE g_main[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, @@ -10850,9 +10850,9 @@ const BYTE g_main[] = 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 76, 8, 0, 0, 68, 88, - 66, 67, 169, 150, 145, 216, - 234, 78, 253, 86, 77, 68, - 6, 212, 187, 231, 104, 78, + 66, 67, 190, 117, 181, 57, + 187, 108, 178, 85, 11, 114, + 197, 104, 54, 155, 141, 115, 1, 0, 0, 0, 76, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 4, 2, @@ -11048,7 +11048,7 @@ const BYTE g_main[] = 116, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 4, 0, - 0, 0, 8, 0, 0, 0, + 0, 0, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -11173,9 +11173,9 @@ const BYTE g_main[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, @@ -11208,9 +11208,9 @@ const BYTE g_main[] = 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 76, 5, 0, 0, 68, 88, - 66, 67, 2, 86, 18, 89, - 155, 147, 85, 85, 212, 15, - 31, 6, 43, 118, 52, 47, + 66, 67, 130, 78, 41, 193, + 98, 190, 236, 116, 206, 211, + 190, 246, 52, 93, 124, 137, 1, 0, 0, 0, 76, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 8, 1, @@ -11403,9 +11403,9 @@ const BYTE g_main[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, @@ -11449,9 +11449,9 @@ const BYTE g_main[] = 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 76, 8, 0, 0, 68, 88, - 66, 67, 169, 150, 145, 216, - 234, 78, 253, 86, 77, 68, - 6, 212, 187, 231, 104, 78, + 66, 67, 190, 117, 181, 57, + 187, 108, 178, 85, 11, 114, + 197, 104, 54, 155, 141, 115, 1, 0, 0, 0, 76, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 4, 2, @@ -11647,7 +11647,7 @@ const BYTE g_main[] = 116, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 4, 0, - 0, 0, 8, 0, 0, 0, + 0, 0, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -11772,9 +11772,9 @@ const BYTE g_main[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, @@ -11807,9 +11807,9 @@ const BYTE g_main[] = 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 144, 5, 0, 0, 68, 88, - 66, 67, 239, 83, 247, 155, - 21, 118, 142, 53, 183, 4, - 63, 81, 228, 175, 103, 61, + 66, 67, 113, 140, 186, 29, + 121, 124, 246, 156, 156, 129, + 164, 254, 156, 2, 223, 127, 1, 0, 0, 0, 144, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 8, 1, @@ -12013,10 +12013,10 @@ const BYTE g_main[] = 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, + 105, 108, 101, 114, 32, 54, + 46, 51, 46, 57, 54, 48, + 48, 46, 49, 54, 51, 56, + 52, 0, 171, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0, 0, @@ -12059,9 +12059,9 @@ const BYTE g_main[] = 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 76, 8, 0, 0, 68, 88, 66, 67, - 169, 150, 145, 216, 234, 78, - 253, 86, 77, 68, 6, 212, - 187, 231, 104, 78, 1, 0, + 190, 117, 181, 57, 187, 108, + 178, 85, 11, 114, 197, 104, + 54, 155, 141, 115, 1, 0, 0, 0, 76, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 4, 2, 0, 0, @@ -12257,7 +12257,7 @@ const BYTE g_main[] = 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, - 8, 0, 0, 0, 0, 0, + 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -12382,9 +12382,9 @@ const BYTE g_main[] = 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, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, @@ -12417,9 +12417,9 @@ const BYTE g_main[] = 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 40, 5, 0, 0, 68, 88, 66, 67, - 97, 73, 247, 126, 8, 101, - 119, 242, 175, 221, 216, 116, - 1, 172, 160, 250, 1, 0, + 134, 242, 22, 210, 198, 226, + 208, 239, 25, 201, 212, 19, + 217, 12, 67, 204, 1, 0, 0, 0, 40, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 252, 0, 0, 0, @@ -12606,9 +12606,9 @@ const BYTE g_main[] = 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, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, @@ -12651,10 +12651,10 @@ const BYTE g_main[] = 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 160, 8, 0, 0, - 68, 88, 66, 67, 126, 127, - 73, 177, 123, 87, 14, 42, - 122, 131, 65, 136, 212, 65, - 198, 133, 1, 0, 0, 0, + 68, 88, 66, 67, 34, 121, + 201, 137, 199, 29, 125, 49, + 68, 233, 221, 121, 196, 122, + 136, 83, 1, 0, 0, 0, 160, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 60, 2, 0, 0, 228, 4, @@ -12863,7 +12863,7 @@ const BYTE g_main[] = 65, 84, 116, 0, 0, 0, 17, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, - 4, 0, 0, 0, 9, 0, + 4, 0, 0, 0, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, @@ -12873,7 +12873,7 @@ const BYTE g_main[] = 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -12988,10 +12988,10 @@ const BYTE g_main[] = 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, + 105, 108, 101, 114, 32, 54, + 46, 51, 46, 57, 54, 48, + 48, 46, 49, 54, 51, 56, + 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, @@ -13023,10 +13023,10 @@ const BYTE g_main[] = 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 96, 5, 0, 0, - 68, 88, 66, 67, 202, 125, - 64, 99, 21, 11, 196, 180, - 9, 103, 153, 137, 12, 26, - 194, 80, 1, 0, 0, 0, + 68, 88, 66, 67, 241, 142, + 205, 228, 253, 156, 187, 52, + 46, 187, 89, 206, 15, 61, + 26, 195, 1, 0, 0, 0, 96, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 24, 1, 0, 0, 52, 2, @@ -13222,9 +13222,9 @@ const BYTE g_main[] = 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, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, @@ -13267,10 +13267,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 76, 8, 0, - 0, 68, 88, 66, 67, 169, - 150, 145, 216, 234, 78, 253, - 86, 77, 68, 6, 212, 187, - 231, 104, 78, 1, 0, 0, + 0, 68, 88, 66, 67, 190, + 117, 181, 57, 187, 108, 178, + 85, 11, 114, 197, 104, 54, + 155, 141, 115, 1, 0, 0, 0, 76, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 4, 2, 0, 0, 144, @@ -13465,7 +13465,7 @@ const BYTE g_main[] = 84, 65, 84, 116, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, - 0, 4, 0, 0, 0, 8, + 0, 4, 0, 0, 0, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, @@ -13591,9 +13591,9 @@ const BYTE g_main[] = 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, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, @@ -13625,10 +13625,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 40, 5, 0, - 0, 68, 88, 66, 67, 97, - 73, 247, 126, 8, 101, 119, - 242, 175, 221, 216, 116, 1, - 172, 160, 250, 1, 0, 0, + 0, 68, 88, 66, 67, 134, + 242, 22, 210, 198, 226, 208, + 239, 25, 201, 212, 19, 217, + 12, 67, 204, 1, 0, 0, 0, 40, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 252, 0, 0, 0, 252, @@ -13815,9 +13815,9 @@ const BYTE g_main[] = 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, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0, @@ -13861,9 +13861,9 @@ const BYTE g_main[] = 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 76, 8, 0, 0, 68, 88, 66, 67, - 169, 150, 145, 216, 234, 78, - 253, 86, 77, 68, 6, 212, - 187, 231, 104, 78, 1, 0, + 190, 117, 181, 57, 187, 108, + 178, 85, 11, 114, 197, 104, + 54, 155, 141, 115, 1, 0, 0, 0, 76, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 4, 2, 0, 0, @@ -14059,7 +14059,7 @@ const BYTE g_main[] = 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, - 8, 0, 0, 0, 0, 0, + 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -14184,9 +14184,9 @@ const BYTE g_main[] = 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, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, @@ -14219,9 +14219,9 @@ const BYTE g_main[] = 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 108, 5, 0, 0, 68, 88, 66, 67, - 68, 156, 177, 19, 117, 199, - 87, 208, 226, 224, 191, 92, - 88, 131, 193, 142, 1, 0, + 186, 119, 163, 245, 195, 113, + 37, 97, 142, 174, 157, 244, + 160, 5, 164, 176, 1, 0, 0, 0, 108, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 252, 0, 0, 0, @@ -14419,9 +14419,9 @@ const BYTE g_main[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, @@ -14466,9 +14466,9 @@ const BYTE g_main[] = 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 76, 8, 0, 0, 68, 88, 66, 67, - 169, 150, 145, 216, 234, 78, - 253, 86, 77, 68, 6, 212, - 187, 231, 104, 78, 1, 0, + 190, 117, 181, 57, 187, 108, + 178, 85, 11, 114, 197, 104, + 54, 155, 141, 115, 1, 0, 0, 0, 76, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 4, 2, 0, 0, @@ -14664,7 +14664,7 @@ const BYTE g_main[] = 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, - 8, 0, 0, 0, 0, 0, + 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -14789,9 +14789,9 @@ const BYTE g_main[] = 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, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, @@ -14824,9 +14824,9 @@ const BYTE g_main[] = 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 108, 5, 0, 0, 68, 88, 66, 67, - 68, 156, 177, 19, 117, 199, - 87, 208, 226, 224, 191, 92, - 88, 131, 193, 142, 1, 0, + 186, 119, 163, 245, 195, 113, + 37, 97, 142, 174, 157, 244, + 160, 5, 164, 176, 1, 0, 0, 0, 108, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 252, 0, 0, 0, @@ -15024,9 +15024,9 @@ const BYTE g_main[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, @@ -15068,10 +15068,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 76, 8, 0, - 0, 68, 88, 66, 67, 169, - 150, 145, 216, 234, 78, 253, - 86, 77, 68, 6, 212, 187, - 231, 104, 78, 1, 0, 0, + 0, 68, 88, 66, 67, 190, + 117, 181, 57, 187, 108, 178, + 85, 11, 114, 197, 104, 54, + 155, 141, 115, 1, 0, 0, 0, 76, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 4, 2, 0, 0, 144, @@ -15266,7 +15266,7 @@ const BYTE g_main[] = 84, 65, 84, 116, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, - 0, 4, 0, 0, 0, 8, + 0, 4, 0, 0, 0, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, @@ -15392,9 +15392,9 @@ const BYTE g_main[] = 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, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, @@ -15426,10 +15426,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 52, 8, 0, - 0, 68, 88, 66, 67, 202, - 83, 22, 204, 207, 151, 51, - 179, 174, 132, 82, 181, 125, - 14, 145, 73, 1, 0, 0, + 0, 68, 88, 66, 67, 1, + 74, 129, 243, 237, 178, 75, + 1, 68, 217, 73, 188, 217, + 60, 1, 254, 1, 0, 0, 0, 52, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 24, 2, 0, 0, 196, @@ -15449,13 +15449,13 @@ const BYTE g_main[] = 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 255, 255, 81, 0, 0, 5, 1, - 0, 15, 160, 0, 0, 0, - 191, 0, 0, 128, 189, 186, - 73, 204, 63, 197, 32, 80, + 0, 15, 160, 115, 128, 0, + 191, 18, 131, 128, 189, 182, + 74, 204, 63, 205, 30, 80, 63, 81, 0, 0, 5, 2, - 0, 15, 160, 244, 253, 148, - 63, 233, 38, 1, 64, 39, - 49, 200, 62, 0, 0, 128, + 0, 15, 160, 103, 10, 149, + 63, 76, 26, 1, 64, 196, + 148, 200, 62, 0, 0, 128, 63, 31, 0, 0, 2, 0, 0, 0, 128, 0, 0, 15, 176, 31, 0, 0, 2, 0, @@ -15550,13 +15550,13 @@ const BYTE g_main[] = 0, 0, 7, 18, 0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 0, 0, 0, - 0, 1, 64, 0, 0, 0, - 0, 0, 191, 56, 0, 0, + 0, 1, 64, 0, 0, 115, + 128, 0, 191, 56, 0, 0, 10, 50, 0, 16, 0, 0, 0, 0, 0, 6, 0, 16, 0, 0, 0, 0, 0, 2, - 64, 0, 0, 186, 73, 204, - 63, 197, 32, 80, 63, 0, + 64, 0, 0, 182, 74, 204, + 63, 205, 30, 80, 63, 0, 0, 0, 0, 0, 0, 0, 0, 69, 0, 0, 9, 242, 0, 16, 0, 1, 0, 0, @@ -15568,18 +15568,18 @@ const BYTE g_main[] = 0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, - 0, 0, 0, 128, 189, 50, + 0, 18, 131, 128, 189, 50, 0, 0, 10, 34, 0, 16, 0, 0, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, - 0, 1, 64, 0, 0, 244, - 253, 148, 63, 26, 0, 16, + 0, 1, 64, 0, 0, 103, + 10, 149, 63, 26, 0, 16, 128, 65, 0, 0, 0, 0, 0, 0, 0, 50, 0, 0, 9, 18, 0, 16, 0, 1, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 1, - 64, 0, 0, 244, 253, 148, + 64, 0, 0, 103, 10, 149, 63, 10, 0, 16, 0, 0, 0, 0, 0, 69, 0, 0, 9, 242, 0, 16, 0, 2, @@ -15591,23 +15591,23 @@ const BYTE g_main[] = 7, 18, 0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 2, 0, 0, 0, 1, - 64, 0, 0, 0, 0, 0, + 64, 0, 0, 115, 128, 0, 191, 50, 0, 0, 10, 34, 0, 16, 0, 1, 0, 0, 0, 10, 0, 16, 128, 65, 0, 0, 0, 0, 0, 0, - 0, 1, 64, 0, 0, 39, - 49, 200, 62, 26, 0, 16, + 0, 1, 64, 0, 0, 196, + 148, 200, 62, 26, 0, 16, 0, 0, 0, 0, 0, 56, 0, 0, 7, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, - 0, 1, 64, 0, 0, 233, - 38, 1, 64, 50, 0, 0, + 0, 1, 64, 0, 0, 76, + 26, 1, 64, 50, 0, 0, 9, 66, 0, 16, 0, 1, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 1, - 64, 0, 0, 244, 253, 148, + 64, 0, 0, 103, 10, 149, 63, 10, 0, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 130, 0, 16, 0, 1, @@ -15633,7 +15633,7 @@ const BYTE g_main[] = 84, 116, 0, 0, 0, 17, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 3, - 0, 0, 0, 7, 0, 0, + 0, 0, 0, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, @@ -15746,9 +15746,9 @@ const BYTE g_main[] = 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, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0, @@ -15791,10 +15791,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 76, 8, 0, - 0, 68, 88, 66, 67, 169, - 150, 145, 216, 234, 78, 253, - 86, 77, 68, 6, 212, 187, - 231, 104, 78, 1, 0, 0, + 0, 68, 88, 66, 67, 190, + 117, 181, 57, 187, 108, 178, + 85, 11, 114, 197, 104, 54, + 155, 141, 115, 1, 0, 0, 0, 76, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 4, 2, 0, 0, 144, @@ -15989,7 +15989,7 @@ const BYTE g_main[] = 84, 65, 84, 116, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, - 0, 4, 0, 0, 0, 8, + 0, 4, 0, 0, 0, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, @@ -16115,9 +16115,9 @@ const BYTE g_main[] = 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, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, @@ -16149,10 +16149,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 160, 6, 0, - 0, 68, 88, 66, 67, 122, - 120, 197, 160, 122, 27, 127, - 104, 85, 146, 3, 115, 69, - 29, 147, 100, 1, 0, 0, + 0, 68, 88, 66, 67, 178, + 167, 73, 233, 167, 120, 251, + 206, 98, 157, 244, 246, 26, + 126, 89, 155, 1, 0, 0, 0, 160, 6, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 124, 1, 0, 0, 52, @@ -16299,7 +16299,7 @@ const BYTE g_main[] = 0, 0, 0, 3, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -16397,10 +16397,10 @@ const BYTE g_main[] = 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, + 108, 101, 114, 32, 54, 46, + 51, 46, 57, 54, 48, 48, + 46, 49, 54, 51, 56, 52, + 0, 171, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0, 0, 0, @@ -16446,10 +16446,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 255, 255, 255, 255, 76, 8, 0, - 0, 68, 88, 66, 67, 169, - 150, 145, 216, 234, 78, 253, - 86, 77, 68, 6, 212, 187, - 231, 104, 78, 1, 0, 0, + 0, 68, 88, 66, 67, 190, + 117, 181, 57, 187, 108, 178, + 85, 11, 114, 197, 104, 54, + 155, 141, 115, 1, 0, 0, 0, 76, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 4, 2, 0, 0, 144, @@ -16644,7 +16644,7 @@ const BYTE g_main[] = 84, 65, 84, 116, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, - 0, 4, 0, 0, 0, 8, + 0, 4, 0, 0, 0, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, @@ -16770,9 +16770,9 @@ const BYTE g_main[] = 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, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, @@ -16804,10 +16804,10 @@ const BYTE g_main[] = 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 244, 3, 0, - 0, 68, 88, 66, 67, 56, - 178, 32, 36, 251, 169, 131, - 34, 95, 60, 44, 33, 126, - 59, 30, 160, 1, 0, 0, + 0, 68, 88, 66, 67, 238, + 234, 249, 25, 8, 157, 205, + 248, 243, 67, 9, 213, 110, + 126, 232, 189, 1, 0, 0, 0, 244, 3, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 204, 0, 0, 0, 112, @@ -16942,10 +16942,10 @@ const BYTE g_main[] = 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, + 108, 101, 114, 32, 54, 46, + 51, 46, 57, 54, 48, 48, + 46, 49, 54, 51, 56, 52, + 0, 171, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0, 0, 0, diff --git a/gfx/layers/d3d11/CompositorD3D11.fx b/gfx/layers/d3d11/CompositorD3D11.fx index 99221117bb1..ca189b5a028 100644 --- a/gfx/layers/d3d11/CompositorD3D11.fx +++ b/gfx/layers/d3d11/CompositorD3D11.fx @@ -180,18 +180,28 @@ float4 RGBShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target return result * mask; } +/* From Rec601: +[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16] +[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128] +[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128] + +For [0,1] instead of [0,255], and to 5 places: +[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275] +[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196] +[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196] +*/ float4 CalculateYCbCrColor(const float2 aTexCoords) { float4 yuv; float4 color; - yuv.r = tCr.Sample(sSampler, aTexCoords).a - 0.5; - yuv.g = tY.Sample(sSampler, aTexCoords).a - 0.0625; - yuv.b = tCb.Sample(sSampler, aTexCoords).a - 0.5; + yuv.r = tCr.Sample(sSampler, aTexCoords).a - 0.50196; + yuv.g = tY.Sample(sSampler, aTexCoords).a - 0.06275; + yuv.b = tCb.Sample(sSampler, aTexCoords).a - 0.50196; - color.r = yuv.g * 1.164 + yuv.r * 1.596; - color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b; - color.b = yuv.g * 1.164 + yuv.b * 2.018; + color.r = yuv.g * 1.16438 + yuv.r * 1.59603; + color.g = yuv.g * 1.16438 - 0.81297 * yuv.r - 0.39176 * yuv.b; + color.b = yuv.g * 1.16438 + yuv.b * 2.01723; color.a = 1.0f; return color; diff --git a/gfx/layers/d3d11/CompositorD3D11Shaders.h b/gfx/layers/d3d11/CompositorD3D11Shaders.h index 5866b4cd2cb..18b99663296 100644 --- a/gfx/layers/d3d11/CompositorD3D11Shaders.h +++ b/gfx/layers/d3d11/CompositorD3D11Shaders.h @@ -1,10 +1,6 @@ #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -ELayerQuadVS -nologo -Tvs_4_0_level_9_3 -// -FhtmpShaderHeader -VnLayerQuadVS +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -34,17 +30,17 @@ // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// POSITION 0 xy 0 NONE float xy +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// POSITION 0 xy 0 NONE float xy // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float xyzw -// TEXCOORD 0 xy 1 NONE float xy +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float xyzw +// TEXCOORD 0 xy 1 NONE float xy // // // Constant buffer to DX9 shader constant mappings: @@ -107,10 +103,10 @@ ret const BYTE LayerQuadVS[] = { - 68, 88, 66, 67, 26, 156, - 32, 249, 73, 220, 32, 91, - 64, 185, 136, 143, 133, 249, - 140, 206, 1, 0, 0, 0, + 68, 88, 66, 67, 200, 251, + 64, 251, 166, 240, 101, 137, + 191, 140, 75, 217, 9, 168, + 61, 163, 1, 0, 0, 0, 180, 6, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 152, 1, 0, 0, 160, 3, @@ -265,7 +261,7 @@ const BYTE LayerQuadVS[] = 65, 84, 116, 0, 0, 0, 13, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 6, 0, + 3, 0, 0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, @@ -275,7 +271,7 @@ const BYTE LayerQuadVS[] = 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, @@ -366,10 +362,10 @@ const BYTE LayerQuadVS[] = 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, + 105, 108, 101, 114, 32, 54, + 46, 51, 46, 57, 54, 48, + 48, 46, 49, 54, 51, 56, + 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, @@ -396,11 +392,7 @@ const BYTE LayerQuadVS[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -ESolidColorShader -Tps_4_0_level_9_3 -nologo -// -FhtmpShaderHeader -VnSolidColorShader +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -430,17 +422,17 @@ const BYTE LayerQuadVS[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -466,10 +458,10 @@ ret const BYTE SolidColorShader[] = { - 68, 88, 66, 67, 204, 8, - 5, 100, 51, 20, 107, 176, - 111, 165, 149, 245, 134, 187, - 83, 96, 1, 0, 0, 0, + 68, 88, 66, 67, 30, 148, + 104, 202, 165, 39, 58, 182, + 100, 205, 95, 195, 52, 137, + 197, 241, 1, 0, 0, 0, 224, 3, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 132, 0, 0, 0, 204, 0, @@ -605,9 +597,9 @@ const BYTE SolidColorShader[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, @@ -635,11 +627,7 @@ const BYTE SolidColorShader[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -ERGBShader -Tps_4_0_level_9_3 -nologo -// -FhtmpShaderHeader -VnRGBShader +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -671,17 +659,17 @@ const BYTE SolidColorShader[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -725,10 +713,10 @@ ret const BYTE RGBShader[] = { - 68, 88, 66, 67, 20, 109, - 176, 198, 26, 112, 108, 185, - 246, 240, 143, 18, 57, 236, - 126, 68, 1, 0, 0, 0, + 68, 88, 66, 67, 239, 198, + 87, 206, 69, 92, 245, 30, + 125, 195, 239, 77, 37, 241, + 175, 187, 1, 0, 0, 0, 232, 4, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 204, 0, 0, 0, 136, 1, @@ -908,9 +896,9 @@ const BYTE RGBShader[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, @@ -938,11 +926,7 @@ const BYTE RGBShader[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -ERGBAShader -Tps_4_0_level_9_3 -nologo -// -FhtmpShaderHeader -VnRGBAShader +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -974,17 +958,17 @@ const BYTE RGBShader[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -1026,10 +1010,10 @@ ret const BYTE RGBAShader[] = { - 68, 88, 66, 67, 214, 26, - 168, 112, 65, 151, 75, 99, - 196, 63, 136, 104, 158, 202, - 217, 7, 1, 0, 0, 0, + 68, 88, 66, 67, 230, 59, + 90, 23, 60, 77, 18, 113, + 14, 129, 183, 152, 233, 55, + 111, 42, 1, 0, 0, 0, 196, 4, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 192, 0, 0, 0, 100, 1, @@ -1203,9 +1187,9 @@ const BYTE RGBAShader[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, @@ -1233,11 +1217,7 @@ const BYTE RGBAShader[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -EComponentAlphaShader -Tps_4_0_level_9_3 -nologo -// -FhtmpShaderHeader -VnComponentAlphaShader +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1270,18 +1250,18 @@ const BYTE RGBAShader[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw -// SV_Target 1 xyzw 1 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw +// SV_Target 1 xyzw 1 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -1339,10 +1319,10 @@ ret const BYTE ComponentAlphaShader[] = { - 68, 88, 66, 67, 207, 238, - 180, 151, 111, 52, 137, 3, - 45, 243, 229, 223, 99, 172, - 89, 3, 1, 0, 0, 0, + 68, 88, 66, 67, 186, 162, + 72, 42, 69, 36, 160, 68, + 108, 121, 216, 238, 108, 37, + 6, 145, 1, 0, 0, 0, 68, 6, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 64, 1, 0, 0, 160, 2, @@ -1465,7 +1445,7 @@ const BYTE ComponentAlphaShader[] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 2, 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, @@ -1576,9 +1556,9 @@ const BYTE ComponentAlphaShader[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, @@ -1610,11 +1590,7 @@ const BYTE ComponentAlphaShader[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -EYCbCrShader -Tps_4_0_level_9_3 -nologo -// -FhtmpShaderHeader -VnYCbCrShader +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -1648,17 +1624,17 @@ const BYTE ComponentAlphaShader[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -1680,8 +1656,8 @@ const BYTE ComponentAlphaShader[] = // Level9 shader bytecode: // ps_2_x - def c1, -0.5, -0.0625, 1.59599996, 0.813000023 - def c2, 1.16400003, 2.01799989, 0.391000003, 1 + def c1, -0.50195998, -0.0627499968, 1.59603, 0.812969983 + def c2, 1.16437995, 2.01723003, 0.391759992, 1 dcl t0.xy dcl_2d s0 dcl_2d s1 @@ -1713,17 +1689,17 @@ dcl_input_ps linear v1.xy dcl_output o0.xyzw dcl_temps 3 sample r0.xyzw, v1.xyxx, t2.xyzw, s0 -add r0.x, r0.w, l(-0.500000) -mul r0.xy, r0.xxxx, l(1.596000, 0.813000, 0.000000, 0.000000) +add r0.x, r0.w, l(-0.501960) +mul r0.xy, r0.xxxx, l(1.596030, 0.812970, 0.000000, 0.000000) sample r1.xyzw, v1.xyxx, t0.xyzw, s0 -add r0.z, r1.w, l(-0.062500) -mad r0.y, r0.z, l(1.164000), -r0.y -mad r1.x, r0.z, l(1.164000), r0.x +add r0.z, r1.w, l(-0.062750) +mad r0.y, r0.z, l(1.164380), -r0.y +mad r1.x, r0.z, l(1.164380), r0.x sample r2.xyzw, v1.xyxx, t1.xyzw, s0 -add r0.x, r2.w, l(-0.500000) -mad r1.y, -r0.x, l(0.391000), r0.y -mul r0.x, r0.x, l(2.018000) -mad r1.z, r0.z, l(1.164000), r0.x +add r0.x, r2.w, l(-0.501960) +mad r1.y, -r0.x, l(0.391760), r0.y +mul r0.x, r0.x, l(2.017230) +mad r1.z, r0.z, l(1.164380), r0.x mov r1.w, l(1.000000) mul o0.xyzw, r1.xyzw, cb0[1].xxxx ret @@ -1732,10 +1708,10 @@ ret const BYTE YCbCrShader[] = { - 68, 88, 66, 67, 235, 16, - 121, 249, 238, 190, 171, 40, - 106, 5, 31, 27, 153, 48, - 114, 96, 1, 0, 0, 0, + 68, 88, 66, 67, 181, 118, + 100, 53, 248, 120, 136, 92, + 59, 190, 18, 201, 139, 224, + 32, 141, 1, 0, 0, 0, 212, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 220, 1, 0, 0, 44, 4, @@ -1754,13 +1730,13 @@ const BYTE YCbCrShader[] = 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 255, 255, 81, 0, 0, 5, - 1, 0, 15, 160, 0, 0, - 0, 191, 0, 0, 128, 189, - 186, 73, 204, 63, 197, 32, + 1, 0, 15, 160, 115, 128, + 0, 191, 18, 131, 128, 189, + 182, 74, 204, 63, 205, 30, 80, 63, 81, 0, 0, 5, - 2, 0, 15, 160, 244, 253, - 148, 63, 233, 38, 1, 64, - 39, 49, 200, 62, 0, 0, + 2, 0, 15, 160, 103, 10, + 149, 63, 76, 26, 1, 64, + 196, 148, 200, 62, 0, 0, 128, 63, 31, 0, 0, 2, 0, 0, 0, 128, 0, 0, 3, 176, 31, 0, 0, 2, @@ -1842,12 +1818,12 @@ const BYTE YCbCrShader[] = 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, - 0, 0, 0, 191, 56, 0, + 115, 128, 0, 191, 56, 0, 0, 10, 50, 0, 16, 0, 0, 0, 0, 0, 6, 0, 16, 0, 0, 0, 0, 0, - 2, 64, 0, 0, 186, 73, - 204, 63, 197, 32, 80, 63, + 2, 64, 0, 0, 182, 74, + 204, 63, 205, 30, 80, 63, 0, 0, 0, 0, 0, 0, 0, 0, 69, 0, 0, 9, 242, 0, 16, 0, 1, 0, @@ -1859,19 +1835,19 @@ const BYTE YCbCrShader[] = 66, 0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 1, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 128, 189, + 0, 0, 18, 131, 128, 189, 50, 0, 0, 10, 34, 0, 16, 0, 0, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, - 244, 253, 148, 63, 26, 0, + 103, 10, 149, 63, 26, 0, 16, 128, 65, 0, 0, 0, 0, 0, 0, 0, 50, 0, 0, 9, 18, 0, 16, 0, 1, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 244, 253, - 148, 63, 10, 0, 16, 0, + 1, 64, 0, 0, 103, 10, + 149, 63, 10, 0, 16, 0, 0, 0, 0, 0, 69, 0, 0, 9, 242, 0, 16, 0, 2, 0, 0, 0, 70, 16, @@ -1882,24 +1858,24 @@ const BYTE YCbCrShader[] = 0, 7, 18, 0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 2, 0, 0, 0, - 1, 64, 0, 0, 0, 0, + 1, 64, 0, 0, 115, 128, 0, 191, 50, 0, 0, 10, 34, 0, 16, 0, 1, 0, 0, 0, 10, 0, 16, 128, 65, 0, 0, 0, 0, 0, 0, 0, 1, 64, 0, 0, - 39, 49, 200, 62, 26, 0, + 196, 148, 200, 62, 26, 0, 16, 0, 0, 0, 0, 0, 56, 0, 0, 7, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, - 233, 38, 1, 64, 50, 0, + 76, 26, 1, 64, 50, 0, 0, 9, 66, 0, 16, 0, 1, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 244, 253, - 148, 63, 10, 0, 16, 0, + 1, 64, 0, 0, 103, 10, + 149, 63, 10, 0, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 130, 0, 16, 0, 1, 0, 0, 0, 1, 64, @@ -1914,7 +1890,7 @@ const BYTE YCbCrShader[] = 0, 0, 15, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, - 6, 0, 0, 0, 0, 0, + 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -2040,9 +2016,9 @@ const BYTE YCbCrShader[] = 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, 73, 83, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, @@ -2069,11 +2045,7 @@ const BYTE YCbCrShader[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -ELayerQuadMaskVS -nologo -Tvs_4_0_level_9_3 -// -FhtmpShaderHeader -VnLayerQuadMaskVS +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2103,18 +2075,18 @@ const BYTE YCbCrShader[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// POSITION 0 xy 0 NONE float xy +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// POSITION 0 xy 0 NONE float xy // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float xyzw -// TEXCOORD 0 xy 1 NONE float xy -// TEXCOORD 1 zw 1 NONE float zw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float xyzw +// TEXCOORD 0 xy 1 NONE float xy +// TEXCOORD 1 zw 1 NONE float zw // // // Constant buffer to DX9 shader constant mappings: @@ -2186,10 +2158,10 @@ ret const BYTE LayerQuadMaskVS[] = { - 68, 88, 66, 67, 15, 196, - 252, 199, 211, 188, 92, 26, - 46, 113, 249, 29, 135, 110, - 83, 119, 1, 0, 0, 0, + 68, 88, 66, 67, 223, 251, + 10, 17, 13, 90, 47, 25, + 119, 198, 20, 157, 124, 193, + 251, 234, 1, 0, 0, 0, 120, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 224, 1, 0, 0, 76, 4, @@ -2373,7 +2345,7 @@ const BYTE LayerQuadMaskVS[] = 116, 0, 0, 0, 16, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 4, 0, - 0, 0, 8, 0, 0, 0, + 0, 0, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -2474,9 +2446,9 @@ const BYTE LayerQuadMaskVS[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, @@ -2508,11 +2480,7 @@ const BYTE LayerQuadMaskVS[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -ELayerQuadMask3DVS -nologo -Tvs_4_0_level_9_3 -// -FhtmpShaderHeader -VnLayerQuadMask3DVS +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -2542,18 +2510,18 @@ const BYTE LayerQuadMaskVS[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// POSITION 0 xy 0 NONE float xy +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// POSITION 0 xy 0 NONE float xy // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float xyzw -// TEXCOORD 0 xy 1 NONE float xy -// TEXCOORD 1 xyz 2 NONE float xyz +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float xyzw +// TEXCOORD 0 xy 1 NONE float xy +// TEXCOORD 1 xyz 2 NONE float xyz // // // Constant buffer to DX9 shader constant mappings: @@ -2629,10 +2597,10 @@ ret const BYTE LayerQuadMask3DVS[] = { - 68, 88, 66, 67, 100, 40, - 55, 29, 238, 71, 107, 78, - 214, 182, 73, 149, 138, 22, - 163, 187, 1, 0, 0, 0, + 68, 88, 66, 67, 151, 141, + 11, 11, 111, 244, 17, 242, + 119, 116, 248, 53, 235, 192, + 38, 193, 1, 0, 0, 0, 204, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 24, 2, 0, 0, 160, 4, @@ -2830,7 +2798,7 @@ const BYTE LayerQuadMask3DVS[] = 116, 0, 0, 0, 17, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 4, 0, - 0, 0, 9, 0, 0, 0, + 0, 0, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -2840,7 +2808,7 @@ const BYTE LayerQuadMask3DVS[] = 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -2931,9 +2899,9 @@ const BYTE LayerQuadMask3DVS[] = 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, + 101, 114, 32, 54, 46, 51, + 46, 57, 54, 48, 48, 46, + 49, 54, 51, 56, 52, 0, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, @@ -2965,11 +2933,7 @@ const BYTE LayerQuadMask3DVS[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -ESolidColorShaderMask -Tps_4_0_level_9_3 -nologo -// -FhtmpShaderHeader -VnSolidColorShaderMask +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3001,18 +2965,18 @@ const BYTE LayerQuadMask3DVS[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float -// TEXCOORD 1 zw 1 NONE float zw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float +// TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -3055,10 +3019,10 @@ ret const BYTE SolidColorShaderMask[] = { - 68, 88, 66, 67, 92, 193, - 158, 159, 177, 150, 196, 208, - 237, 57, 66, 98, 44, 248, - 148, 128, 1, 0, 0, 0, + 68, 88, 66, 67, 236, 109, + 19, 151, 23, 187, 157, 205, + 112, 188, 91, 187, 108, 106, + 138, 14, 1, 0, 0, 0, 232, 4, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 204, 0, 0, 0, 112, 1, @@ -3234,9 +3198,9 @@ const BYTE SolidColorShaderMask[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, @@ -3268,11 +3232,7 @@ const BYTE SolidColorShaderMask[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -ERGBShaderMask -Tps_4_0_level_9_3 -nologo -// -FhtmpShaderHeader -VnRGBShaderMask +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3305,18 +3265,18 @@ const BYTE SolidColorShaderMask[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy -// TEXCOORD 1 zw 1 NONE float zw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy +// TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -3369,10 +3329,10 @@ ret const BYTE RGBShaderMask[] = { - 68, 88, 66, 67, 211, 41, - 177, 153, 133, 94, 180, 137, - 188, 24, 43, 126, 122, 18, - 165, 144, 1, 0, 0, 0, + 68, 88, 66, 67, 30, 30, + 87, 58, 114, 156, 251, 151, + 29, 94, 34, 100, 228, 250, + 37, 251, 1, 0, 0, 0, 192, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 8, 1, 0, 0, 32, 2, @@ -3584,9 +3544,9 @@ const BYTE RGBShaderMask[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, @@ -3618,11 +3578,7 @@ const BYTE RGBShaderMask[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -ERGBAShaderMask -Tps_4_0_level_9_3 -nologo -// -FhtmpShaderHeader -VnRGBAShaderMask +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3655,18 +3611,18 @@ const BYTE RGBShaderMask[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy -// TEXCOORD 1 zw 1 NONE float zw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy +// TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -3717,10 +3673,10 @@ ret const BYTE RGBAShaderMask[] = { - 68, 88, 66, 67, 234, 65, - 122, 94, 147, 106, 10, 149, - 54, 131, 161, 84, 79, 89, - 113, 104, 1, 0, 0, 0, + 68, 88, 66, 67, 188, 13, + 191, 168, 231, 201, 42, 209, + 88, 243, 29, 35, 226, 31, + 145, 20, 1, 0, 0, 0, 156, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 252, 0, 0, 0, 252, 1, @@ -3926,9 +3882,9 @@ const BYTE RGBAShaderMask[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, @@ -3960,11 +3916,7 @@ const BYTE RGBAShaderMask[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -ERGBAShaderMask3D -Tps_4_0_level_9_3 -nologo -// -FhtmpShaderHeader -VnRGBAShaderMask3D +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -3998,18 +3950,18 @@ const BYTE RGBAShaderMask[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy -// TEXCOORD 1 xyz 2 NONE float xyz +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy +// TEXCOORD 1 xyz 2 NONE float xyz // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -4064,10 +4016,10 @@ ret const BYTE RGBAShaderMask3D[] = { - 68, 88, 66, 67, 44, 91, - 221, 241, 68, 147, 240, 210, - 227, 186, 152, 41, 63, 147, - 120, 30, 1, 0, 0, 0, + 68, 88, 66, 67, 113, 141, + 78, 23, 128, 223, 235, 10, + 0, 97, 49, 111, 47, 53, + 229, 55, 1, 0, 0, 0, 24, 6, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 24, 1, 0, 0, 64, 2, @@ -4294,9 +4246,9 @@ const BYTE RGBAShaderMask3D[] = 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, 73, 83, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0, 0, @@ -4327,11 +4279,7 @@ const BYTE RGBAShaderMask3D[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -EYCbCrShaderMask -Tps_4_0_level_9_3 -nologo -// -FhtmpShaderHeader -VnYCbCrShaderMask +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -4366,18 +4314,18 @@ const BYTE RGBAShaderMask3D[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy -// TEXCOORD 1 zw 1 NONE float zw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy +// TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -4400,8 +4348,8 @@ const BYTE RGBAShaderMask3D[] = // Level9 shader bytecode: // ps_2_x - def c1, -0.5, -0.0625, 1.59599996, 0.813000023 - def c2, 1.16400003, 2.01799989, 0.391000003, 1 + def c1, -0.50195998, -0.0627499968, 1.59603, 0.812969983 + def c2, 1.16437995, 2.01723003, 0.391759992, 1 dcl t0 dcl_2d s0 dcl_2d s1 @@ -4439,17 +4387,17 @@ dcl_input_ps linear v1.zw dcl_output o0.xyzw dcl_temps 3 sample r0.xyzw, v1.xyxx, t2.xyzw, s0 -add r0.x, r0.w, l(-0.500000) -mul r0.xy, r0.xxxx, l(1.596000, 0.813000, 0.000000, 0.000000) +add r0.x, r0.w, l(-0.501960) +mul r0.xy, r0.xxxx, l(1.596030, 0.812970, 0.000000, 0.000000) sample r1.xyzw, v1.xyxx, t0.xyzw, s0 -add r0.z, r1.w, l(-0.062500) -mad r0.y, r0.z, l(1.164000), -r0.y -mad r1.x, r0.z, l(1.164000), r0.x +add r0.z, r1.w, l(-0.062750) +mad r0.y, r0.z, l(1.164380), -r0.y +mad r1.x, r0.z, l(1.164380), r0.x sample r2.xyzw, v1.xyxx, t1.xyzw, s0 -add r0.x, r2.w, l(-0.500000) -mad r1.y, -r0.x, l(0.391000), r0.y -mul r0.x, r0.x, l(2.018000) -mad r1.z, r0.z, l(1.164000), r0.x +add r0.x, r2.w, l(-0.501960) +mad r1.y, -r0.x, l(0.391760), r0.y +mul r0.x, r0.x, l(2.017230) +mad r1.z, r0.z, l(1.164380), r0.x mov r1.w, l(1.000000) mul r0.xyzw, r1.xyzw, cb0[1].xxxx sample r1.xyzw, v1.zwzz, t3.xyzw, s0 @@ -4460,10 +4408,10 @@ ret const BYTE YCbCrShaderMask[] = { - 68, 88, 66, 67, 129, 98, - 44, 194, 35, 91, 102, 10, - 204, 216, 255, 140, 38, 205, - 76, 26, 1, 0, 0, 0, + 68, 88, 66, 67, 103, 162, + 223, 236, 236, 142, 143, 151, + 73, 154, 187, 112, 81, 114, + 229, 251, 1, 0, 0, 0, 168, 8, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 24, 2, 0, 0, 196, 4, @@ -4483,12 +4431,12 @@ const BYTE YCbCrShaderMask[] = 1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 255, 255, 81, 0, 0, 5, 1, 0, - 15, 160, 0, 0, 0, 191, - 0, 0, 128, 189, 186, 73, - 204, 63, 197, 32, 80, 63, + 15, 160, 115, 128, 0, 191, + 18, 131, 128, 189, 182, 74, + 204, 63, 205, 30, 80, 63, 81, 0, 0, 5, 2, 0, - 15, 160, 244, 253, 148, 63, - 233, 38, 1, 64, 39, 49, + 15, 160, 103, 10, 149, 63, + 76, 26, 1, 64, 196, 148, 200, 62, 0, 0, 128, 63, 31, 0, 0, 2, 0, 0, 0, 128, 0, 0, 15, 176, @@ -4584,13 +4532,13 @@ const BYTE YCbCrShaderMask[] = 0, 7, 18, 0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 0, 0, + 1, 64, 0, 0, 115, 128, 0, 191, 56, 0, 0, 10, 50, 0, 16, 0, 0, 0, 0, 0, 6, 0, 16, 0, 0, 0, 0, 0, 2, 64, - 0, 0, 186, 73, 204, 63, - 197, 32, 80, 63, 0, 0, + 0, 0, 182, 74, 204, 63, + 205, 30, 80, 63, 0, 0, 0, 0, 0, 0, 0, 0, 69, 0, 0, 9, 242, 0, 16, 0, 1, 0, 0, 0, @@ -4602,18 +4550,18 @@ const BYTE YCbCrShaderMask[] = 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, - 0, 0, 128, 189, 50, 0, + 18, 131, 128, 189, 50, 0, 0, 10, 34, 0, 16, 0, 0, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 244, 253, - 148, 63, 26, 0, 16, 128, + 1, 64, 0, 0, 103, 10, + 149, 63, 26, 0, 16, 128, 65, 0, 0, 0, 0, 0, 0, 0, 50, 0, 0, 9, 18, 0, 16, 0, 1, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 1, 64, - 0, 0, 244, 253, 148, 63, + 0, 0, 103, 10, 149, 63, 10, 0, 16, 0, 0, 0, 0, 0, 69, 0, 0, 9, 242, 0, 16, 0, 2, 0, @@ -4625,23 +4573,23 @@ const BYTE YCbCrShaderMask[] = 18, 0, 16, 0, 0, 0, 0, 0, 58, 0, 16, 0, 2, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 0, 191, + 0, 0, 115, 128, 0, 191, 50, 0, 0, 10, 34, 0, 16, 0, 1, 0, 0, 0, 10, 0, 16, 128, 65, 0, 0, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 39, 49, + 1, 64, 0, 0, 196, 148, 200, 62, 26, 0, 16, 0, 0, 0, 0, 0, 56, 0, 0, 7, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 233, 38, + 1, 64, 0, 0, 76, 26, 1, 64, 50, 0, 0, 9, 66, 0, 16, 0, 1, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 1, 64, - 0, 0, 244, 253, 148, 63, + 0, 0, 103, 10, 149, 63, 10, 0, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 130, 0, 16, 0, 1, 0, @@ -4667,7 +4615,7 @@ const BYTE YCbCrShaderMask[] = 116, 0, 0, 0, 17, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 3, 0, - 0, 0, 7, 0, 0, 0, + 0, 0, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -4799,9 +4747,9 @@ const BYTE YCbCrShaderMask[] = 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, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, @@ -4833,11 +4781,7 @@ const BYTE YCbCrShaderMask[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// -// fxc CompositorD3D11.fx -EComponentAlphaShaderMask -Tps_4_0_level_9_3 -// -nologo -FhtmpShaderHeader -VnComponentAlphaShaderMask +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // // Buffer Definitions: @@ -4871,19 +4815,19 @@ const BYTE YCbCrShaderMask[] = // // Input signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Position 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy -// TEXCOORD 1 zw 1 NONE float zw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Position 0 xyzw 0 POS float +// TEXCOORD 0 xy 1 NONE float xy +// TEXCOORD 1 zw 1 NONE float zw // // // Output signature: // -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------ ------ -// SV_Target 0 xyzw 0 TARGET float xyzw -// SV_Target 1 xyzw 1 TARGET float xyzw +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw +// SV_Target 1 xyzw 1 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: @@ -4950,10 +4894,10 @@ ret const BYTE ComponentAlphaShaderMask[] = { - 68, 88, 66, 67, 136, 77, - 10, 16, 135, 130, 127, 127, - 44, 35, 233, 219, 89, 184, - 173, 170, 1, 0, 0, 0, + 68, 88, 66, 67, 245, 71, + 211, 223, 156, 101, 223, 204, + 145, 138, 53, 12, 16, 220, + 106, 83, 1, 0, 0, 0, 20, 7, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 124, 1, 0, 0, 52, 3, @@ -5100,7 +5044,7 @@ const BYTE ComponentAlphaShaderMask[] = 0, 0, 3, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -5218,9 +5162,9 @@ const BYTE ComponentAlphaShaderMask[] = 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, 73, 83, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 73, 83, 71, 78, 104, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0, 0, diff --git a/gfx/layers/d3d11/genshaders.sh b/gfx/layers/d3d11/genshaders.sh index e1d77061460..9a69bae542f 100644 --- a/gfx/layers/d3d11/genshaders.sh +++ b/gfx/layers/d3d11/genshaders.sh @@ -32,3 +32,4 @@ fxc CompositorD3D11.fx -EYCbCrShaderMask -Tps_4_0_level_9_3 -nologo -Fh$tempfile cat $tempfile >> CompositorD3D11Shaders.h fxc CompositorD3D11.fx -EComponentAlphaShaderMask -Tps_4_0_level_9_3 -nologo -Fh$tempfile -VnComponentAlphaShaderMask cat $tempfile >> CompositorD3D11Shaders.h +rm $tempfile diff --git a/gfx/layers/d3d9/LayerManagerD3D9Shaders.h b/gfx/layers/d3d9/LayerManagerD3D9Shaders.h index dcea362d45d..88f50930fa1 100644 --- a/gfx/layers/d3d9/LayerManagerD3D9Shaders.h +++ b/gfx/layers/d3d9/LayerManagerD3D9Shaders.h @@ -1,10 +1,6 @@ #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -ELayerQuadVS -nologo -FhtmpShaderHeader -// -VnLayerQuadVS -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -100,10 +96,10 @@ const BYTE LayerQuadVS[] = 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, 81, 0, 0, 5, + 105, 108, 101, 114, 32, 54, + 46, 51, 46, 57, 54, 48, + 48, 46, 49, 54, 51, 56, + 52, 0, 81, 0, 0, 5, 11, 0, 15, 160, 0, 0, 0, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, @@ -159,11 +155,7 @@ const BYTE LayerQuadVS[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -ERGBAShader -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnRGBAShaderPS -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -192,7 +184,7 @@ const BYTE LayerQuadVS[] = const BYTE RGBAShaderPS[] = { 0, 2, 255, 255, 254, 255, - 45, 0, 67, 84, 65, 66, + 46, 0, 67, 84, 65, 66, 28, 0, 0, 0, 127, 0, 0, 0, 0, 2, 255, 255, 2, 0, 0, 0, 28, 0, @@ -220,29 +212,25 @@ const BYTE RGBAShaderPS[] = 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, 31, 0, 0, 2, - 0, 0, 0, 128, 0, 0, - 3, 176, 31, 0, 0, 2, - 0, 0, 0, 144, 0, 8, - 15, 160, 66, 0, 0, 3, - 0, 0, 15, 128, 0, 0, - 228, 176, 0, 8, 228, 160, - 5, 0, 0, 3, 0, 0, - 15, 128, 0, 0, 228, 128, - 0, 0, 0, 160, 1, 0, - 0, 2, 0, 8, 15, 128, - 0, 0, 228, 128, 255, 255, - 0, 0 + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 171, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 3, 176, + 31, 0, 0, 2, 0, 0, + 0, 144, 0, 8, 15, 160, + 66, 0, 0, 3, 0, 0, + 15, 128, 0, 0, 228, 176, + 0, 8, 228, 160, 5, 0, + 0, 3, 0, 0, 15, 128, + 0, 0, 228, 128, 0, 0, + 0, 160, 1, 0, 0, 2, + 0, 8, 15, 128, 0, 0, + 228, 128, 255, 255, 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -EComponentPass1Shader -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnComponentPass1ShaderPS -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -270,17 +258,16 @@ const BYTE RGBAShaderPS[] = add r0.xyz, r0, -r1 add r0.xyz, r0, c1.x mul r0.xyz, r0, c0.x - mov r1.xyz, r0 - mov r1.w, r0.y - mov oC0, r1 + mov r0.w, r0.y + mov oC0, r0 -// approximately 8 instruction slots used (2 texture, 6 arithmetic) +// approximately 7 instruction slots used (2 texture, 5 arithmetic) #endif const BYTE ComponentPass1ShaderPS[] = { 0, 2, 255, 255, 254, 255, - 57, 0, 67, 84, 65, 66, + 58, 0, 67, 84, 65, 66, 28, 0, 0, 0, 175, 0, 0, 0, 0, 2, 255, 255, 3, 0, 0, 0, 28, 0, @@ -316,47 +303,41 @@ const BYTE ComponentPass1ShaderPS[] = 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, 81, 0, 0, 5, - 1, 0, 15, 160, 0, 0, - 128, 63, 0, 0, 0, 0, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 171, + 81, 0, 0, 5, 1, 0, + 15, 160, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, - 0, 0, 31, 0, 0, 2, - 0, 0, 0, 128, 0, 0, - 3, 176, 31, 0, 0, 2, - 0, 0, 0, 144, 0, 8, - 15, 160, 31, 0, 0, 2, - 0, 0, 0, 144, 1, 8, - 15, 160, 66, 0, 0, 3, - 0, 0, 15, 128, 0, 0, - 228, 176, 0, 8, 228, 160, - 66, 0, 0, 3, 1, 0, + 0, 0, 0, 0, 0, 0, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 3, 176, + 31, 0, 0, 2, 0, 0, + 0, 144, 0, 8, 15, 160, + 31, 0, 0, 2, 0, 0, + 0, 144, 1, 8, 15, 160, + 66, 0, 0, 3, 0, 0, 15, 128, 0, 0, 228, 176, - 1, 8, 228, 160, 2, 0, - 0, 3, 0, 0, 7, 128, - 0, 0, 228, 128, 1, 0, - 228, 129, 2, 0, 0, 3, + 0, 8, 228, 160, 66, 0, + 0, 3, 1, 0, 15, 128, + 0, 0, 228, 176, 1, 8, + 228, 160, 2, 0, 0, 3, 0, 0, 7, 128, 0, 0, - 228, 128, 1, 0, 0, 160, - 5, 0, 0, 3, 0, 0, + 228, 128, 1, 0, 228, 129, + 2, 0, 0, 3, 0, 0, 7, 128, 0, 0, 228, 128, - 0, 0, 0, 160, 1, 0, - 0, 2, 1, 0, 7, 128, - 0, 0, 228, 128, 1, 0, - 0, 2, 1, 0, 8, 128, - 0, 0, 85, 128, 1, 0, - 0, 2, 0, 8, 15, 128, - 1, 0, 228, 128, 255, 255, - 0, 0 + 1, 0, 0, 160, 5, 0, + 0, 3, 0, 0, 7, 128, + 0, 0, 228, 128, 0, 0, + 0, 160, 1, 0, 0, 2, + 0, 0, 8, 128, 0, 0, + 85, 128, 1, 0, 0, 2, + 0, 8, 15, 128, 0, 0, + 228, 128, 255, 255, 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -EComponentPass2Shader -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnComponentPass2ShaderPS -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -392,7 +373,7 @@ const BYTE ComponentPass1ShaderPS[] = const BYTE ComponentPass2ShaderPS[] = { 0, 2, 255, 255, 254, 255, - 57, 0, 67, 84, 65, 66, + 58, 0, 67, 84, 65, 66, 28, 0, 0, 0, 175, 0, 0, 0, 0, 2, 255, 255, 3, 0, 0, 0, 28, 0, @@ -428,43 +409,39 @@ const BYTE ComponentPass2ShaderPS[] = 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, 81, 0, 0, 5, - 1, 0, 15, 160, 0, 0, - 128, 63, 0, 0, 0, 0, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 171, + 81, 0, 0, 5, 1, 0, + 15, 160, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, - 0, 0, 31, 0, 0, 2, - 0, 0, 0, 128, 0, 0, - 3, 176, 31, 0, 0, 2, - 0, 0, 0, 144, 0, 8, - 15, 160, 31, 0, 0, 2, - 0, 0, 0, 144, 1, 8, - 15, 160, 66, 0, 0, 3, - 0, 0, 15, 128, 0, 0, - 228, 176, 1, 8, 228, 160, - 66, 0, 0, 3, 1, 0, + 0, 0, 0, 0, 0, 0, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 3, 176, + 31, 0, 0, 2, 0, 0, + 0, 144, 0, 8, 15, 160, + 31, 0, 0, 2, 0, 0, + 0, 144, 1, 8, 15, 160, + 66, 0, 0, 3, 0, 0, 15, 128, 0, 0, 228, 176, - 0, 8, 228, 160, 2, 0, - 0, 3, 0, 0, 1, 128, - 0, 0, 85, 129, 1, 0, - 85, 128, 2, 0, 0, 3, - 1, 0, 8, 128, 0, 0, - 0, 128, 1, 0, 0, 160, - 5, 0, 0, 3, 0, 0, - 15, 128, 1, 0, 228, 128, - 0, 0, 0, 160, 1, 0, - 0, 2, 0, 8, 15, 128, - 0, 0, 228, 128, 255, 255, - 0, 0 + 1, 8, 228, 160, 66, 0, + 0, 3, 1, 0, 15, 128, + 0, 0, 228, 176, 0, 8, + 228, 160, 2, 0, 0, 3, + 0, 0, 1, 128, 0, 0, + 85, 129, 1, 0, 85, 128, + 2, 0, 0, 3, 1, 0, + 8, 128, 0, 0, 0, 128, + 1, 0, 0, 160, 5, 0, + 0, 3, 0, 0, 15, 128, + 1, 0, 228, 128, 0, 0, + 0, 160, 1, 0, 0, 2, + 0, 8, 15, 128, 0, 0, + 228, 128, 255, 255, 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -ERGBShader -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnRGBShaderPS -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -495,7 +472,7 @@ const BYTE ComponentPass2ShaderPS[] = const BYTE RGBShaderPS[] = { 0, 2, 255, 255, 254, 255, - 45, 0, 67, 84, 65, 66, + 46, 0, 67, 84, 65, 66, 28, 0, 0, 0, 127, 0, 0, 0, 0, 2, 255, 255, 2, 0, 0, 0, 28, 0, @@ -523,35 +500,31 @@ const BYTE RGBShaderPS[] = 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, 81, 0, 0, 5, - 1, 0, 15, 160, 0, 0, - 128, 63, 0, 0, 0, 0, + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 171, + 81, 0, 0, 5, 1, 0, + 15, 160, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, - 0, 0, 31, 0, 0, 2, - 0, 0, 0, 128, 0, 0, - 3, 176, 31, 0, 0, 2, - 0, 0, 0, 144, 0, 8, - 15, 160, 66, 0, 0, 3, - 0, 0, 15, 128, 0, 0, - 228, 176, 0, 8, 228, 160, - 1, 0, 0, 2, 0, 0, - 8, 128, 1, 0, 0, 160, - 5, 0, 0, 3, 0, 0, - 15, 128, 0, 0, 228, 128, - 0, 0, 0, 160, 1, 0, - 0, 2, 0, 8, 15, 128, - 0, 0, 228, 128, 255, 255, - 0, 0 + 0, 0, 0, 0, 0, 0, + 31, 0, 0, 2, 0, 0, + 0, 128, 0, 0, 3, 176, + 31, 0, 0, 2, 0, 0, + 0, 144, 0, 8, 15, 160, + 66, 0, 0, 3, 0, 0, + 15, 128, 0, 0, 228, 176, + 0, 8, 228, 160, 1, 0, + 0, 2, 0, 0, 8, 128, + 1, 0, 0, 160, 5, 0, + 0, 3, 0, 0, 15, 128, + 0, 0, 228, 128, 0, 0, + 0, 160, 1, 0, 0, 2, + 0, 8, 15, 128, 0, 0, + 228, 128, 255, 255, 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -EYCbCrShader -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnYCbCrShaderPS -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -599,7 +572,7 @@ const BYTE RGBShaderPS[] = const BYTE YCbCrShaderPS[] = { 0, 2, 255, 255, 254, 255, - 68, 0, 67, 84, 65, 66, + 69, 0, 67, 84, 65, 66, 28, 0, 0, 0, 219, 0, 0, 0, 0, 2, 255, 255, 4, 0, 0, 0, 28, 0, @@ -642,72 +615,69 @@ const BYTE YCbCrShaderPS[] = 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, 81, 0, - 0, 5, 1, 0, 15, 160, - 0, 0, 0, 191, 0, 0, - 128, 189, 244, 253, 148, 63, - 186, 73, 204, 63, 81, 0, - 0, 5, 2, 0, 15, 160, - 197, 32, 80, 63, 39, 49, - 200, 62, 233, 38, 1, 64, - 0, 0, 128, 63, 31, 0, - 0, 2, 0, 0, 0, 128, - 0, 0, 3, 176, 31, 0, - 0, 2, 0, 0, 0, 144, - 0, 8, 15, 160, 31, 0, - 0, 2, 0, 0, 0, 144, - 1, 8, 15, 160, 31, 0, - 0, 2, 0, 0, 0, 144, - 2, 8, 15, 160, 66, 0, - 0, 3, 0, 0, 15, 128, - 0, 0, 228, 176, 2, 8, - 228, 160, 66, 0, 0, 3, - 1, 0, 15, 128, 0, 0, - 228, 176, 0, 8, 228, 160, - 66, 0, 0, 3, 2, 0, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, + 171, 171, 81, 0, 0, 5, + 1, 0, 15, 160, 0, 0, + 0, 191, 0, 0, 128, 189, + 244, 253, 148, 63, 186, 73, + 204, 63, 81, 0, 0, 5, + 2, 0, 15, 160, 197, 32, + 80, 63, 39, 49, 200, 62, + 233, 38, 1, 64, 0, 0, + 128, 63, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 3, 176, 31, 0, 0, 2, + 0, 0, 0, 144, 0, 8, + 15, 160, 31, 0, 0, 2, + 0, 0, 0, 144, 1, 8, + 15, 160, 31, 0, 0, 2, + 0, 0, 0, 144, 2, 8, + 15, 160, 66, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 176, 2, 8, 228, 160, + 66, 0, 0, 3, 1, 0, 15, 128, 0, 0, 228, 176, - 1, 8, 228, 160, 2, 0, - 0, 3, 0, 0, 1, 128, - 0, 0, 255, 128, 1, 0, - 0, 160, 2, 0, 0, 3, - 0, 0, 2, 128, 1, 0, - 255, 128, 1, 0, 85, 160, - 5, 0, 0, 3, 0, 0, - 2, 128, 0, 0, 85, 128, - 1, 0, 170, 160, 4, 0, - 0, 4, 0, 0, 4, 128, - 0, 0, 0, 128, 2, 0, - 0, 161, 0, 0, 85, 128, - 4, 0, 0, 4, 1, 0, - 1, 128, 0, 0, 0, 128, - 1, 0, 255, 160, 0, 0, - 85, 128, 2, 0, 0, 3, - 0, 0, 1, 128, 2, 0, + 0, 8, 228, 160, 66, 0, + 0, 3, 2, 0, 15, 128, + 0, 0, 228, 176, 1, 8, + 228, 160, 2, 0, 0, 3, + 0, 0, 1, 128, 0, 0, 255, 128, 1, 0, 0, 160, - 4, 0, 0, 4, 1, 0, - 2, 128, 0, 0, 0, 128, - 2, 0, 85, 161, 0, 0, - 170, 128, 4, 0, 0, 4, - 1, 0, 4, 128, 0, 0, - 0, 128, 2, 0, 170, 160, + 2, 0, 0, 3, 0, 0, + 2, 128, 1, 0, 255, 128, + 1, 0, 85, 160, 5, 0, + 0, 3, 0, 0, 2, 128, 0, 0, 85, 128, 1, 0, - 0, 2, 1, 0, 8, 128, - 2, 0, 255, 160, 5, 0, - 0, 3, 0, 0, 15, 128, - 1, 0, 228, 128, 0, 0, - 0, 160, 1, 0, 0, 2, - 0, 8, 15, 128, 0, 0, - 228, 128, 255, 255, 0, 0 + 170, 160, 4, 0, 0, 4, + 0, 0, 4, 128, 0, 0, + 0, 128, 2, 0, 0, 161, + 0, 0, 85, 128, 4, 0, + 0, 4, 1, 0, 1, 128, + 0, 0, 0, 128, 1, 0, + 255, 160, 0, 0, 85, 128, + 2, 0, 0, 3, 0, 0, + 1, 128, 2, 0, 255, 128, + 1, 0, 0, 160, 4, 0, + 0, 4, 1, 0, 2, 128, + 0, 0, 0, 128, 2, 0, + 85, 161, 0, 0, 170, 128, + 4, 0, 0, 4, 1, 0, + 4, 128, 0, 0, 0, 128, + 2, 0, 170, 160, 0, 0, + 85, 128, 1, 0, 0, 2, + 1, 0, 8, 128, 2, 0, + 255, 160, 5, 0, 0, 3, + 0, 0, 15, 128, 1, 0, + 228, 128, 0, 0, 0, 160, + 1, 0, 0, 2, 0, 8, + 15, 128, 0, 0, 228, 128, + 255, 255, 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -ESolidColorShader -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnSolidColorShaderPS -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -730,7 +700,7 @@ const BYTE YCbCrShaderPS[] = const BYTE SolidColorShaderPS[] = { 0, 2, 255, 255, 254, 255, - 34, 0, 67, 84, 65, 66, + 35, 0, 67, 84, 65, 66, 28, 0, 0, 0, 83, 0, 0, 0, 0, 2, 255, 255, 1, 0, 0, 0, 28, 0, @@ -750,20 +720,17 @@ const BYTE SolidColorShaderPS[] = 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, - 1, 0, 0, 2, 0, 8, - 15, 128, 0, 0, 228, 160, - 255, 255, 0, 0 + 108, 101, 114, 32, 54, 46, + 51, 46, 57, 54, 48, 48, + 46, 49, 54, 51, 56, 52, + 0, 171, 171, 171, 1, 0, + 0, 2, 0, 8, 15, 128, + 0, 0, 228, 160, 255, 255, + 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -ELayerQuadVSMask -nologo -// -FhtmpShaderHeader -VnLayerQuadVSMask -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -872,9 +839,9 @@ const BYTE LayerQuadVSMask[] = 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, 81, 0, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 81, 0, 0, 5, 12, 0, 15, 160, 0, 0, 0, 191, 0, 0, 0, 0, 0, 0, 0, 0, @@ -940,11 +907,7 @@ const BYTE LayerQuadVSMask[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -ELayerQuadVSMask3D -nologo -// -FhtmpShaderHeader -VnLayerQuadVSMask3D -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -1055,9 +1018,9 @@ const BYTE LayerQuadVSMask3D[] = 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, 81, 0, + 32, 54, 46, 51, 46, 57, + 54, 48, 48, 46, 49, 54, + 51, 56, 52, 0, 81, 0, 0, 5, 12, 0, 15, 160, 0, 0, 0, 191, 0, 0, 128, 63, 0, 0, 0, 0, @@ -1128,11 +1091,7 @@ const BYTE LayerQuadVSMask3D[] = }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -ERGBAShaderMask -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnRGBAShaderPSMask -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -1167,7 +1126,7 @@ const BYTE LayerQuadVSMask3D[] = const BYTE RGBAShaderPSMask[] = { 0, 2, 255, 255, 254, 255, - 56, 0, 67, 84, 65, 66, + 57, 0, 67, 84, 65, 66, 28, 0, 0, 0, 171, 0, 0, 0, 0, 2, 255, 255, 3, 0, 0, 0, 28, 0, @@ -1202,38 +1161,35 @@ const BYTE RGBAShaderPSMask[] = 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, 31, 0, - 0, 2, 0, 0, 0, 128, - 0, 0, 3, 176, 31, 0, - 0, 2, 0, 0, 0, 128, - 1, 0, 3, 176, 31, 0, - 0, 2, 0, 0, 0, 144, - 0, 8, 15, 160, 31, 0, - 0, 2, 0, 0, 0, 144, - 1, 8, 15, 160, 66, 0, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, + 171, 171, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 3, 176, 31, 0, 0, 2, + 0, 0, 0, 128, 1, 0, + 3, 176, 31, 0, 0, 2, + 0, 0, 0, 144, 0, 8, + 15, 160, 31, 0, 0, 2, + 0, 0, 0, 144, 1, 8, + 15, 160, 66, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 176, 0, 8, 228, 160, + 66, 0, 0, 3, 1, 0, + 15, 128, 1, 0, 228, 176, + 1, 8, 228, 160, 5, 0, 0, 3, 0, 0, 15, 128, - 0, 0, 228, 176, 0, 8, - 228, 160, 66, 0, 0, 3, - 1, 0, 15, 128, 1, 0, - 228, 176, 1, 8, 228, 160, - 5, 0, 0, 3, 0, 0, + 0, 0, 228, 128, 0, 0, + 0, 160, 5, 0, 0, 3, + 0, 0, 15, 128, 1, 0, + 255, 128, 0, 0, 228, 128, + 1, 0, 0, 2, 0, 8, 15, 128, 0, 0, 228, 128, - 0, 0, 0, 160, 5, 0, - 0, 3, 0, 0, 15, 128, - 1, 0, 255, 128, 0, 0, - 228, 128, 1, 0, 0, 2, - 0, 8, 15, 128, 0, 0, - 228, 128, 255, 255, 0, 0 + 255, 255, 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -ERGBAShaderMask3D -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnRGBAShaderPSMask3D -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -1256,12 +1212,12 @@ const BYTE RGBAShaderPSMask[] = dcl t1.xyz dcl_2d s0 dcl_2d s1 - texld r0, t0, s0 - rcp r1.w, t1.z - mul r1.xy, r1.w, t1 - texld r1, r1, s1 - mul r0, r0, c0.x - mul r0, r1.w, r0 + rcp r0.w, t1.z + mul r0.xy, r0.w, t1 + texld r0, r0, s1 + texld r1, t0, s0 + mul r1, r1, c0.x + mul r0, r0.w, r1 mov oC0, r0 // approximately 7 instruction slots used (2 texture, 5 arithmetic) @@ -1270,7 +1226,7 @@ const BYTE RGBAShaderPSMask[] = const BYTE RGBAShaderPSMask3D[] = { 0, 2, 255, 255, 254, 255, - 56, 0, 67, 84, 65, 66, + 57, 0, 67, 84, 65, 66, 28, 0, 0, 0, 171, 0, 0, 0, 0, 2, 255, 255, 3, 0, 0, 0, 28, 0, @@ -1305,43 +1261,40 @@ const BYTE RGBAShaderPSMask3D[] = 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, 31, 0, - 0, 2, 0, 0, 0, 128, - 0, 0, 3, 176, 31, 0, - 0, 2, 0, 0, 0, 128, - 1, 0, 7, 176, 31, 0, - 0, 2, 0, 0, 0, 144, - 0, 8, 15, 160, 31, 0, - 0, 2, 0, 0, 0, 144, - 1, 8, 15, 160, 66, 0, - 0, 3, 0, 0, 15, 128, - 0, 0, 228, 176, 0, 8, - 228, 160, 6, 0, 0, 2, - 1, 0, 8, 128, 1, 0, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, + 171, 171, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 3, 176, 31, 0, 0, 2, + 0, 0, 0, 128, 1, 0, + 7, 176, 31, 0, 0, 2, + 0, 0, 0, 144, 0, 8, + 15, 160, 31, 0, 0, 2, + 0, 0, 0, 144, 1, 8, + 15, 160, 6, 0, 0, 2, + 0, 0, 8, 128, 1, 0, 170, 176, 5, 0, 0, 3, - 1, 0, 3, 128, 1, 0, + 0, 0, 3, 128, 0, 0, 255, 128, 1, 0, 228, 176, - 66, 0, 0, 3, 1, 0, - 15, 128, 1, 0, 228, 128, - 1, 8, 228, 160, 5, 0, - 0, 3, 0, 0, 15, 128, - 0, 0, 228, 128, 0, 0, - 0, 160, 5, 0, 0, 3, - 0, 0, 15, 128, 1, 0, - 255, 128, 0, 0, 228, 128, - 1, 0, 0, 2, 0, 8, + 66, 0, 0, 3, 0, 0, 15, 128, 0, 0, 228, 128, - 255, 255, 0, 0 + 1, 8, 228, 160, 66, 0, + 0, 3, 1, 0, 15, 128, + 0, 0, 228, 176, 0, 8, + 228, 160, 5, 0, 0, 3, + 1, 0, 15, 128, 1, 0, + 228, 128, 0, 0, 0, 160, + 5, 0, 0, 3, 0, 0, + 15, 128, 0, 0, 255, 128, + 1, 0, 228, 128, 1, 0, + 0, 2, 0, 8, 15, 128, + 0, 0, 228, 128, 255, 255, + 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -EComponentPass1ShaderMask -nologo -// -Tps_2_0 -FhtmpShaderHeader -VnComponentPass1ShaderPSMask -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -1375,17 +1328,16 @@ const BYTE RGBAShaderPSMask3D[] = add r0.xyz, r0, c1.x mul r0.xyz, r0, c0.x mul r0.xyz, r2.w, r0 - mov r1.xyz, r0 - mov r1.w, r0.y - mov oC0, r1 + mov r0.w, r0.y + mov oC0, r0 -// approximately 10 instruction slots used (3 texture, 7 arithmetic) +// approximately 9 instruction slots used (3 texture, 6 arithmetic) #endif const BYTE ComponentPass1ShaderPSMask[] = { 0, 2, 255, 255, 254, 255, - 68, 0, 67, 84, 65, 66, + 69, 0, 67, 84, 65, 66, 28, 0, 0, 0, 219, 0, 0, 0, 0, 2, 255, 255, 4, 0, 0, 0, 28, 0, @@ -1428,56 +1380,51 @@ const BYTE ComponentPass1ShaderPSMask[] = 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, 81, 0, - 0, 5, 1, 0, 15, 160, - 0, 0, 128, 63, 0, 0, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, + 171, 171, 81, 0, 0, 5, + 1, 0, 15, 160, 0, 0, + 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 31, 0, - 0, 2, 0, 0, 0, 128, - 0, 0, 3, 176, 31, 0, - 0, 2, 0, 0, 0, 128, - 1, 0, 3, 176, 31, 0, - 0, 2, 0, 0, 0, 144, - 0, 8, 15, 160, 31, 0, - 0, 2, 0, 0, 0, 144, - 1, 8, 15, 160, 31, 0, - 0, 2, 0, 0, 0, 144, - 2, 8, 15, 160, 66, 0, - 0, 3, 0, 0, 15, 128, - 0, 0, 228, 176, 0, 8, - 228, 160, 66, 0, 0, 3, - 1, 0, 15, 128, 0, 0, - 228, 176, 1, 8, 228, 160, - 66, 0, 0, 3, 2, 0, - 15, 128, 1, 0, 228, 176, - 2, 8, 228, 160, 2, 0, - 0, 3, 0, 0, 7, 128, - 0, 0, 228, 128, 1, 0, - 228, 129, 2, 0, 0, 3, + 0, 0, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 3, 176, 31, 0, 0, 2, + 0, 0, 0, 128, 1, 0, + 3, 176, 31, 0, 0, 2, + 0, 0, 0, 144, 0, 8, + 15, 160, 31, 0, 0, 2, + 0, 0, 0, 144, 1, 8, + 15, 160, 31, 0, 0, 2, + 0, 0, 0, 144, 2, 8, + 15, 160, 66, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 176, 0, 8, 228, 160, + 66, 0, 0, 3, 1, 0, + 15, 128, 0, 0, 228, 176, + 1, 8, 228, 160, 66, 0, + 0, 3, 2, 0, 15, 128, + 1, 0, 228, 176, 2, 8, + 228, 160, 2, 0, 0, 3, 0, 0, 7, 128, 0, 0, - 228, 128, 1, 0, 0, 160, - 5, 0, 0, 3, 0, 0, + 228, 128, 1, 0, 228, 129, + 2, 0, 0, 3, 0, 0, 7, 128, 0, 0, 228, 128, - 0, 0, 0, 160, 5, 0, + 1, 0, 0, 160, 5, 0, 0, 3, 0, 0, 7, 128, - 2, 0, 255, 128, 0, 0, - 228, 128, 1, 0, 0, 2, - 1, 0, 7, 128, 0, 0, - 228, 128, 1, 0, 0, 2, - 1, 0, 8, 128, 0, 0, - 85, 128, 1, 0, 0, 2, - 0, 8, 15, 128, 1, 0, - 228, 128, 255, 255, 0, 0 + 0, 0, 228, 128, 0, 0, + 0, 160, 5, 0, 0, 3, + 0, 0, 7, 128, 2, 0, + 255, 128, 0, 0, 228, 128, + 1, 0, 0, 2, 0, 0, + 8, 128, 0, 0, 85, 128, + 1, 0, 0, 2, 0, 8, + 15, 128, 0, 0, 228, 128, + 255, 255, 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -EComponentPass2ShaderMask -nologo -// -Tps_2_0 -FhtmpShaderHeader -VnComponentPass2ShaderPSMask -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -1519,7 +1466,7 @@ const BYTE ComponentPass1ShaderPSMask[] = const BYTE ComponentPass2ShaderPSMask[] = { 0, 2, 255, 255, 254, 255, - 68, 0, 67, 84, 65, 66, + 69, 0, 67, 84, 65, 66, 28, 0, 0, 0, 219, 0, 0, 0, 0, 2, 255, 255, 4, 0, 0, 0, 28, 0, @@ -1562,52 +1509,49 @@ const BYTE ComponentPass2ShaderPSMask[] = 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, 81, 0, - 0, 5, 1, 0, 15, 160, - 0, 0, 128, 63, 0, 0, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, + 171, 171, 81, 0, 0, 5, + 1, 0, 15, 160, 0, 0, + 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 31, 0, - 0, 2, 0, 0, 0, 128, - 0, 0, 3, 176, 31, 0, - 0, 2, 0, 0, 0, 128, - 1, 0, 3, 176, 31, 0, - 0, 2, 0, 0, 0, 144, - 0, 8, 15, 160, 31, 0, - 0, 2, 0, 0, 0, 144, - 1, 8, 15, 160, 31, 0, - 0, 2, 0, 0, 0, 144, - 2, 8, 15, 160, 66, 0, + 0, 0, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 3, 176, 31, 0, 0, 2, + 0, 0, 0, 128, 1, 0, + 3, 176, 31, 0, 0, 2, + 0, 0, 0, 144, 0, 8, + 15, 160, 31, 0, 0, 2, + 0, 0, 0, 144, 1, 8, + 15, 160, 31, 0, 0, 2, + 0, 0, 0, 144, 2, 8, + 15, 160, 66, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 176, 1, 8, 228, 160, + 66, 0, 0, 3, 1, 0, + 15, 128, 0, 0, 228, 176, + 0, 8, 228, 160, 66, 0, + 0, 3, 2, 0, 15, 128, + 1, 0, 228, 176, 2, 8, + 228, 160, 2, 0, 0, 3, + 0, 0, 1, 128, 0, 0, + 85, 129, 1, 0, 85, 128, + 2, 0, 0, 3, 1, 0, + 8, 128, 0, 0, 0, 128, + 1, 0, 0, 160, 5, 0, 0, 3, 0, 0, 15, 128, - 0, 0, 228, 176, 1, 8, - 228, 160, 66, 0, 0, 3, - 1, 0, 15, 128, 0, 0, - 228, 176, 0, 8, 228, 160, - 66, 0, 0, 3, 2, 0, - 15, 128, 1, 0, 228, 176, - 2, 8, 228, 160, 2, 0, - 0, 3, 0, 0, 1, 128, - 0, 0, 85, 129, 1, 0, - 85, 128, 2, 0, 0, 3, - 1, 0, 8, 128, 0, 0, - 0, 128, 1, 0, 0, 160, - 5, 0, 0, 3, 0, 0, - 15, 128, 1, 0, 228, 128, - 0, 0, 0, 160, 5, 0, - 0, 3, 0, 0, 15, 128, - 2, 0, 255, 128, 0, 0, - 228, 128, 1, 0, 0, 2, - 0, 8, 15, 128, 0, 0, - 228, 128, 255, 255, 0, 0 + 1, 0, 228, 128, 0, 0, + 0, 160, 5, 0, 0, 3, + 0, 0, 15, 128, 2, 0, + 255, 128, 0, 0, 228, 128, + 1, 0, 0, 2, 0, 8, + 15, 128, 0, 0, 228, 128, + 255, 255, 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -ERGBShaderMask -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnRGBShaderPSMask -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -1644,7 +1588,7 @@ const BYTE ComponentPass2ShaderPSMask[] = const BYTE RGBShaderPSMask[] = { 0, 2, 255, 255, 254, 255, - 56, 0, 67, 84, 65, 66, + 57, 0, 67, 84, 65, 66, 28, 0, 0, 0, 171, 0, 0, 0, 0, 2, 255, 255, 3, 0, 0, 0, 28, 0, @@ -1679,44 +1623,41 @@ const BYTE RGBShaderPSMask[] = 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, 81, 0, - 0, 5, 1, 0, 15, 160, - 0, 0, 128, 63, 0, 0, + 114, 32, 54, 46, 51, 46, + 57, 54, 48, 48, 46, 49, + 54, 51, 56, 52, 0, 171, + 171, 171, 81, 0, 0, 5, + 1, 0, 15, 160, 0, 0, + 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 31, 0, - 0, 2, 0, 0, 0, 128, - 0, 0, 3, 176, 31, 0, - 0, 2, 0, 0, 0, 128, - 1, 0, 3, 176, 31, 0, - 0, 2, 0, 0, 0, 144, - 0, 8, 15, 160, 31, 0, - 0, 2, 0, 0, 0, 144, - 1, 8, 15, 160, 66, 0, + 0, 0, 31, 0, 0, 2, + 0, 0, 0, 128, 0, 0, + 3, 176, 31, 0, 0, 2, + 0, 0, 0, 128, 1, 0, + 3, 176, 31, 0, 0, 2, + 0, 0, 0, 144, 0, 8, + 15, 160, 31, 0, 0, 2, + 0, 0, 0, 144, 1, 8, + 15, 160, 66, 0, 0, 3, + 0, 0, 15, 128, 0, 0, + 228, 176, 0, 8, 228, 160, + 66, 0, 0, 3, 1, 0, + 15, 128, 1, 0, 228, 176, + 1, 8, 228, 160, 1, 0, + 0, 2, 0, 0, 8, 128, + 1, 0, 0, 160, 5, 0, 0, 3, 0, 0, 15, 128, - 0, 0, 228, 176, 0, 8, - 228, 160, 66, 0, 0, 3, - 1, 0, 15, 128, 1, 0, - 228, 176, 1, 8, 228, 160, - 1, 0, 0, 2, 0, 0, - 8, 128, 1, 0, 0, 160, - 5, 0, 0, 3, 0, 0, + 0, 0, 228, 128, 0, 0, + 0, 160, 5, 0, 0, 3, + 0, 0, 15, 128, 1, 0, + 255, 128, 0, 0, 228, 128, + 1, 0, 0, 2, 0, 8, 15, 128, 0, 0, 228, 128, - 0, 0, 0, 160, 5, 0, - 0, 3, 0, 0, 15, 128, - 1, 0, 255, 128, 0, 0, - 228, 128, 1, 0, 0, 2, - 0, 8, 15, 128, 0, 0, - 228, 128, 255, 255, 0, 0 + 255, 255, 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -EYCbCrShaderMask -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnYCbCrShaderPSMask -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -1739,8 +1680,8 @@ const BYTE RGBShaderPSMask[] = // ps_2_0 - def c1, -0.5, -0.0625, 1.16400003, 1.59599996 - def c2, 0.813000023, 0.391000003, 2.01799989, 1 + def c1, -0.50195998, -0.0627499968, 1.16437995, 1.59603 + def c2, 0.812969983, 0.391759992, 2.01723003, 1 dcl t0.xy dcl t1.xy dcl_2d s0 @@ -1770,7 +1711,7 @@ const BYTE RGBShaderPSMask[] = const BYTE YCbCrShaderPSMask[] = { 0, 2, 255, 255, 254, 255, - 79, 0, 67, 84, 65, 66, + 80, 0, 67, 84, 65, 66, 28, 0, 0, 0, 7, 1, 0, 0, 0, 2, 255, 255, 5, 0, 0, 0, 28, 0, @@ -1820,82 +1761,79 @@ const BYTE YCbCrShaderPSMask[] = 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, - 81, 0, 0, 5, 1, 0, - 15, 160, 0, 0, 0, 191, - 0, 0, 128, 189, 244, 253, - 148, 63, 186, 73, 204, 63, - 81, 0, 0, 5, 2, 0, - 15, 160, 197, 32, 80, 63, - 39, 49, 200, 62, 233, 38, - 1, 64, 0, 0, 128, 63, - 31, 0, 0, 2, 0, 0, - 0, 128, 0, 0, 3, 176, - 31, 0, 0, 2, 0, 0, - 0, 128, 1, 0, 3, 176, - 31, 0, 0, 2, 0, 0, - 0, 144, 0, 8, 15, 160, - 31, 0, 0, 2, 0, 0, - 0, 144, 1, 8, 15, 160, - 31, 0, 0, 2, 0, 0, - 0, 144, 2, 8, 15, 160, - 31, 0, 0, 2, 0, 0, - 0, 144, 3, 8, 15, 160, - 66, 0, 0, 3, 0, 0, - 15, 128, 0, 0, 228, 176, - 2, 8, 228, 160, 66, 0, - 0, 3, 1, 0, 15, 128, - 0, 0, 228, 176, 0, 8, - 228, 160, 66, 0, 0, 3, - 2, 0, 15, 128, 0, 0, - 228, 176, 1, 8, 228, 160, - 66, 0, 0, 3, 3, 0, - 15, 128, 1, 0, 228, 176, - 3, 8, 228, 160, 2, 0, - 0, 3, 0, 0, 1, 128, - 0, 0, 255, 128, 1, 0, - 0, 160, 2, 0, 0, 3, - 0, 0, 2, 128, 1, 0, - 255, 128, 1, 0, 85, 160, - 5, 0, 0, 3, 0, 0, - 2, 128, 0, 0, 85, 128, - 1, 0, 170, 160, 4, 0, - 0, 4, 0, 0, 4, 128, - 0, 0, 0, 128, 2, 0, - 0, 161, 0, 0, 85, 128, - 4, 0, 0, 4, 1, 0, - 1, 128, 0, 0, 0, 128, - 1, 0, 255, 160, 0, 0, - 85, 128, 2, 0, 0, 3, - 0, 0, 1, 128, 2, 0, - 255, 128, 1, 0, 0, 160, - 4, 0, 0, 4, 1, 0, - 2, 128, 0, 0, 0, 128, - 2, 0, 85, 161, 0, 0, - 170, 128, 4, 0, 0, 4, - 1, 0, 4, 128, 0, 0, - 0, 128, 2, 0, 170, 160, - 0, 0, 85, 128, 1, 0, - 0, 2, 1, 0, 8, 128, - 2, 0, 255, 160, 5, 0, + 108, 101, 114, 32, 54, 46, + 51, 46, 57, 54, 48, 48, + 46, 49, 54, 51, 56, 52, + 0, 171, 171, 171, 81, 0, + 0, 5, 1, 0, 15, 160, + 115, 128, 0, 191, 18, 131, + 128, 189, 103, 10, 149, 63, + 182, 74, 204, 63, 81, 0, + 0, 5, 2, 0, 15, 160, + 205, 30, 80, 63, 196, 148, + 200, 62, 76, 26, 1, 64, + 0, 0, 128, 63, 31, 0, + 0, 2, 0, 0, 0, 128, + 0, 0, 3, 176, 31, 0, + 0, 2, 0, 0, 0, 128, + 1, 0, 3, 176, 31, 0, + 0, 2, 0, 0, 0, 144, + 0, 8, 15, 160, 31, 0, + 0, 2, 0, 0, 0, 144, + 1, 8, 15, 160, 31, 0, + 0, 2, 0, 0, 0, 144, + 2, 8, 15, 160, 31, 0, + 0, 2, 0, 0, 0, 144, + 3, 8, 15, 160, 66, 0, 0, 3, 0, 0, 15, 128, - 1, 0, 228, 128, 0, 0, - 0, 160, 5, 0, 0, 3, - 0, 0, 15, 128, 3, 0, - 255, 128, 0, 0, 228, 128, - 1, 0, 0, 2, 0, 8, - 15, 128, 0, 0, 228, 128, - 255, 255, 0, 0 + 0, 0, 228, 176, 2, 8, + 228, 160, 66, 0, 0, 3, + 1, 0, 15, 128, 0, 0, + 228, 176, 0, 8, 228, 160, + 66, 0, 0, 3, 2, 0, + 15, 128, 0, 0, 228, 176, + 1, 8, 228, 160, 66, 0, + 0, 3, 3, 0, 15, 128, + 1, 0, 228, 176, 3, 8, + 228, 160, 2, 0, 0, 3, + 0, 0, 1, 128, 0, 0, + 255, 128, 1, 0, 0, 160, + 2, 0, 0, 3, 0, 0, + 2, 128, 1, 0, 255, 128, + 1, 0, 85, 160, 5, 0, + 0, 3, 0, 0, 2, 128, + 0, 0, 85, 128, 1, 0, + 170, 160, 4, 0, 0, 4, + 0, 0, 4, 128, 0, 0, + 0, 128, 2, 0, 0, 161, + 0, 0, 85, 128, 4, 0, + 0, 4, 1, 0, 1, 128, + 0, 0, 0, 128, 1, 0, + 255, 160, 0, 0, 85, 128, + 2, 0, 0, 3, 0, 0, + 1, 128, 2, 0, 255, 128, + 1, 0, 0, 160, 4, 0, + 0, 4, 1, 0, 2, 128, + 0, 0, 0, 128, 2, 0, + 85, 161, 0, 0, 170, 128, + 4, 0, 0, 4, 1, 0, + 4, 128, 0, 0, 0, 128, + 2, 0, 170, 160, 0, 0, + 85, 128, 1, 0, 0, 2, + 1, 0, 8, 128, 2, 0, + 255, 160, 5, 0, 0, 3, + 0, 0, 15, 128, 1, 0, + 228, 128, 0, 0, 0, 160, + 5, 0, 0, 3, 0, 0, + 15, 128, 3, 0, 255, 128, + 0, 0, 228, 128, 1, 0, + 0, 2, 0, 8, 15, 128, + 0, 0, 228, 128, 255, 255, + 0, 0 }; #if 0 // -// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 -// -// fxc LayerManagerD3D9Shaders.hlsl -ESolidColorShaderMask -nologo -Tps_2_0 -// -FhtmpShaderHeader -VnSolidColorShaderPSMask -// +// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // Parameters: // @@ -1924,7 +1862,7 @@ const BYTE YCbCrShaderPSMask[] = const BYTE SolidColorShaderPSMask[] = { 0, 2, 255, 255, 254, 255, - 45, 0, 67, 84, 65, 66, + 46, 0, 67, 84, 65, 66, 28, 0, 0, 0, 127, 0, 0, 0, 0, 2, 255, 255, 2, 0, 0, 0, 28, 0, @@ -1952,19 +1890,19 @@ const BYTE SolidColorShaderPSMask[] = 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, 31, 0, 0, 2, - 0, 0, 0, 128, 1, 0, - 3, 176, 31, 0, 0, 2, - 0, 0, 0, 144, 0, 8, - 15, 160, 66, 0, 0, 3, - 0, 0, 15, 128, 1, 0, - 228, 176, 0, 8, 228, 160, - 5, 0, 0, 3, 0, 0, - 15, 128, 0, 0, 255, 128, - 0, 0, 228, 160, 1, 0, - 0, 2, 0, 8, 15, 128, - 0, 0, 228, 128, 255, 255, - 0, 0 + 54, 46, 51, 46, 57, 54, + 48, 48, 46, 49, 54, 51, + 56, 52, 0, 171, 171, 171, + 31, 0, 0, 2, 0, 0, + 0, 128, 1, 0, 3, 176, + 31, 0, 0, 2, 0, 0, + 0, 144, 0, 8, 15, 160, + 66, 0, 0, 3, 0, 0, + 15, 128, 1, 0, 228, 176, + 0, 8, 228, 160, 5, 0, + 0, 3, 0, 0, 15, 128, + 0, 0, 255, 128, 0, 0, + 228, 160, 1, 0, 0, 2, + 0, 8, 15, 128, 0, 0, + 228, 128, 255, 255, 0, 0 }; diff --git a/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl b/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl index 710edb79602..211f6fbff11 100644 --- a/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl +++ b/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl @@ -13,7 +13,7 @@ sampler s2DWhite; sampler s2DY; sampler s2DCb; sampler s2DCr; -sampler s2DMask; +sampler s2DMask; float fLayerOpacity; @@ -44,7 +44,7 @@ VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex) { VS_OUTPUT outp; outp.vPosition = aVertex.vPosition; - + // We use 4 component floats to uniquely describe a rectangle, by the structure // of x, y, width, height. This allows us to easily generate the 4 corners // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the @@ -55,16 +55,16 @@ VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex) float2 size = vLayerQuad.zw; outp.vPosition.x = position.x + outp.vPosition.x * size.x; outp.vPosition.y = position.y + outp.vPosition.y * size.y; - + outp.vPosition = mul(mLayerTransform, outp.vPosition); outp.vPosition.xyz /= outp.vPosition.w; outp.vPosition = outp.vPosition - vRenderTargetOffset; outp.vPosition.xyz *= outp.vPosition.w; - + // adjust our vertices to match d3d9's pixel coordinate system // which has pixel centers at integer locations outp.vPosition.xy -= 0.5; - + outp.vPosition = mul(mProjection, outp.vPosition); position = vTextureCoords.xy; @@ -79,7 +79,7 @@ VS_OUTPUT_MASK LayerQuadVSMask(const VS_INPUT aVertex) { VS_OUTPUT_MASK outp; float4 position = float4(0, 0, 0, 1); - + // We use 4 component floats to uniquely describe a rectangle, by the structure // of x, y, width, height. This allows us to easily generate the 4 corners // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the @@ -89,17 +89,17 @@ VS_OUTPUT_MASK LayerQuadVSMask(const VS_INPUT aVertex) float2 size = vLayerQuad.zw; position.x = vLayerQuad.x + aVertex.vPosition.x * size.x; position.y = vLayerQuad.y + aVertex.vPosition.y * size.y; - + position = mul(mLayerTransform, position); outp.vPosition.w = position.w; outp.vPosition.xyz = position.xyz / position.w; outp.vPosition = outp.vPosition - vRenderTargetOffset; outp.vPosition.xyz *= outp.vPosition.w; - + // adjust our vertices to match d3d9's pixel coordinate system // which has pixel centers at integer locations outp.vPosition.xy -= 0.5; - + outp.vPosition = mul(mProjection, outp.vPosition); // calculate the position on the mask texture @@ -117,7 +117,7 @@ VS_OUTPUT_MASK_3D LayerQuadVSMask3D(const VS_INPUT aVertex) { VS_OUTPUT_MASK_3D outp; float4 position = float4(0, 0, 0, 1); - + // We use 4 component floats to uniquely describe a rectangle, by the structure // of x, y, width, height. This allows us to easily generate the 4 corners // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the @@ -127,17 +127,17 @@ VS_OUTPUT_MASK_3D LayerQuadVSMask3D(const VS_INPUT aVertex) float2 size = vLayerQuad.zw; position.x = vLayerQuad.x + aVertex.vPosition.x * size.x; position.y = vLayerQuad.y + aVertex.vPosition.y * size.y; - + position = mul(mLayerTransform, position); outp.vPosition.w = position.w; outp.vPosition.xyz = position.xyz / position.w; outp.vPosition = outp.vPosition - vRenderTargetOffset; outp.vPosition.xyz *= outp.vPosition.w; - + // adjust our vertices to match d3d9's pixel coordinate system // which has pixel centers at integer locations outp.vPosition.xy -= 0.5; - + outp.vPosition = mul(mProjection, outp.vPosition); // calculate the position on the mask texture @@ -197,7 +197,7 @@ float4 YCbCrShader(const VS_OUTPUT aVertex) : COLOR color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b; color.b = yuv.g * 1.164 + yuv.b * 2.018; color.a = 1.0f; - + return color * fLayerOpacity; } @@ -250,20 +250,30 @@ float4 RGBShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR return result * fLayerOpacity * mask; } +/* From Rec601: +[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16] +[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128] +[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128] + +For [0,1] instead of [0,255], and to 5 places: +[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275] +[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196] +[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196] +*/ float4 YCbCrShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR { float4 yuv; float4 color; - yuv.r = tex2D(s2DCr, aVertex.vTexCoords).a - 0.5; - yuv.g = tex2D(s2DY, aVertex.vTexCoords).a - 0.0625; - yuv.b = tex2D(s2DCb, aVertex.vTexCoords).a - 0.5; + yuv.r = tex2D(s2DCr, aVertex.vTexCoords).a - 0.50196; + yuv.g = tex2D(s2DY, aVertex.vTexCoords).a - 0.06275; + yuv.b = tex2D(s2DCb, aVertex.vTexCoords).a - 0.50196; - color.r = yuv.g * 1.164 + yuv.r * 1.596; - color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b; - color.b = yuv.g * 1.164 + yuv.b * 2.018; + color.r = yuv.g * 1.16438 + yuv.r * 1.59603; + color.g = yuv.g * 1.16438 - 0.81297 * yuv.r - 0.39176 * yuv.b; + color.b = yuv.g * 1.16438 + yuv.b * 2.01723; color.a = 1.0f; - + float2 maskCoords = aVertex.vMaskCoords; float mask = tex2D(s2DMask, maskCoords).a; return color * fLayerOpacity * mask; diff --git a/gfx/layers/opengl/OGLShaderProgram.cpp b/gfx/layers/opengl/OGLShaderProgram.cpp index afb5d1f4c78..d15d9c703bf 100644 --- a/gfx/layers/opengl/OGLShaderProgram.cpp +++ b/gfx/layers/opengl/OGLShaderProgram.cpp @@ -261,12 +261,23 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig) fs << " COLOR_PRECISION float y = texture2D(uYTexture, coord).r;" << endl; fs << " COLOR_PRECISION float cb = texture2D(uCbTexture, coord).r;" << endl; fs << " COLOR_PRECISION float cr = texture2D(uCrTexture, coord).r;" << endl; - fs << " y = (y - 0.0625) * 1.164;" << endl; - fs << " cb = cb - 0.5;" << endl; - fs << " cr = cr - 0.5;" << endl; - fs << " color.r = y + cr * 1.596;" << endl; - fs << " color.g = y - 0.813 * cr - 0.391 * cb;" << endl; - fs << " color.b = y + cb * 2.018;" << endl; + + /* From Rec601: +[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16] +[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128] +[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128] + +For [0,1] instead of [0,255], and to 5 places: +[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275] +[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196] +[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196] + */ + fs << " y = (y - 0.06275) * 1.16438;" << endl; + fs << " cb = cb - 0.50196;" << endl; + fs << " cr = cr - 0.50196;" << endl; + fs << " color.r = y + 1.59603*cr;" << endl; + fs << " color.g = y - 0.39176*cb - 0.81297*cr;" << endl; + fs << " color.b = y + 2.01723*cb;" << endl; fs << " color.a = 1.0;" << endl; } else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) { fs << " COLOR_PRECISION vec3 onBlack = texture2D(uBlackTexture, coord).rgb;" << endl;