mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
749 lines
22 KiB
C
749 lines
22 KiB
C
#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc LayerManagerD3D9Shaders.hlsl -ELayerQuadVS -nologo -FhtmpShaderHeader
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// -VnLayerQuadVS
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//
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//
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// Parameters:
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//
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// float4x4 mLayerTransform;
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// float4x4 mProjection;
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// float4 vLayerQuad;
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// float4 vRenderTargetOffset;
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// float4 vTextureCoords;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------------- ----- ----
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// mLayerTransform c0 4
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// mProjection c4 4
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// vRenderTargetOffset c8 1
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// vTextureCoords c9 1
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// vLayerQuad c10 1
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//
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vs_2_0
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def c11, -0.5, 0, 0, 0
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dcl_position v0
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mad r0.xy, v0, c10.zwzw, c10
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mul r1, r0.y, c1
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mad r0, c0, r0.x, r1
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mad r0, c2, v0.z, r0
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mad r0, c3, v0.w, r0
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add r0, r0, -c8
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add r0.xy, r0, c11.x
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mul r1, r0.y, c5
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mad r1, c4, r0.x, r1
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mad r1, c6, r0.z, r1
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mad oPos, c7, r0.w, r1
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mad oT0.xy, v0, c9.zwzw, c9
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// approximately 12 instruction slots used
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#endif
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const BYTE LayerQuadVS[] =
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{
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0, 2, 254, 255, 254, 255,
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78, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 2, 1,
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0, 0, 0, 2, 254, 255,
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5, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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251, 0, 0, 0, 128, 0,
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0, 0, 2, 0, 0, 0,
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4, 0, 0, 0, 144, 0,
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0, 0, 0, 0, 0, 0,
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160, 0, 0, 0, 2, 0,
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4, 0, 4, 0, 0, 0,
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144, 0, 0, 0, 0, 0,
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0, 0, 172, 0, 0, 0,
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2, 0, 10, 0, 1, 0,
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0, 0, 184, 0, 0, 0,
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0, 0, 0, 0, 200, 0,
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0, 0, 2, 0, 8, 0,
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1, 0, 0, 0, 220, 0,
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0, 0, 0, 0, 0, 0,
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236, 0, 0, 0, 2, 0,
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9, 0, 1, 0, 0, 0,
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184, 0, 0, 0, 0, 0,
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0, 0, 109, 76, 97, 121,
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101, 114, 84, 114, 97, 110,
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115, 102, 111, 114, 109, 0,
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3, 0, 3, 0, 4, 0,
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4, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 109, 80,
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114, 111, 106, 101, 99, 116,
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105, 111, 110, 0, 118, 76,
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97, 121, 101, 114, 81, 117,
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97, 100, 0, 171, 1, 0,
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3, 0, 1, 0, 4, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 118, 82, 101, 110,
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100, 101, 114, 84, 97, 114,
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103, 101, 116, 79, 102, 102,
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115, 101, 116, 0, 1, 0,
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3, 0, 1, 0, 4, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 118, 84, 101, 120,
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116, 117, 114, 101, 67, 111,
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111, 114, 100, 115, 0, 118,
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115, 95, 50, 95, 48, 0,
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77, 105, 99, 114, 111, 115,
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111, 102, 116, 32, 40, 82,
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41, 32, 72, 76, 83, 76,
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32, 83, 104, 97, 100, 101,
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114, 32, 67, 111, 109, 112,
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105, 108, 101, 114, 32, 57,
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46, 50, 57, 46, 57, 53,
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50, 46, 51, 49, 49, 49,
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0, 171, 81, 0, 0, 5,
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11, 0, 15, 160, 0, 0,
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0, 191, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 31, 0, 0, 2,
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0, 0, 0, 128, 0, 0,
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15, 144, 4, 0, 0, 4,
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0, 0, 3, 128, 0, 0,
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228, 144, 10, 0, 238, 160,
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10, 0, 228, 160, 5, 0,
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0, 3, 1, 0, 15, 128,
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0, 0, 85, 128, 1, 0,
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228, 160, 4, 0, 0, 4,
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0, 0, 15, 128, 0, 0,
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228, 160, 0, 0, 0, 128,
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1, 0, 228, 128, 4, 0,
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0, 4, 0, 0, 15, 128,
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2, 0, 228, 160, 0, 0,
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170, 144, 0, 0, 228, 128,
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4, 0, 0, 4, 0, 0,
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15, 128, 3, 0, 228, 160,
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0, 0, 255, 144, 0, 0,
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228, 128, 2, 0, 0, 3,
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0, 0, 15, 128, 0, 0,
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228, 128, 8, 0, 228, 161,
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2, 0, 0, 3, 0, 0,
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3, 128, 0, 0, 228, 128,
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11, 0, 0, 160, 5, 0,
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0, 3, 1, 0, 15, 128,
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0, 0, 85, 128, 5, 0,
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228, 160, 4, 0, 0, 4,
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1, 0, 15, 128, 4, 0,
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228, 160, 0, 0, 0, 128,
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1, 0, 228, 128, 4, 0,
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0, 4, 1, 0, 15, 128,
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6, 0, 228, 160, 0, 0,
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170, 128, 1, 0, 228, 128,
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4, 0, 0, 4, 0, 0,
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15, 192, 7, 0, 228, 160,
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0, 0, 255, 128, 1, 0,
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228, 128, 4, 0, 0, 4,
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0, 0, 3, 224, 0, 0,
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228, 144, 9, 0, 238, 160,
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9, 0, 228, 160, 255, 255,
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0, 0
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};
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc LayerManagerD3D9Shaders.hlsl -ERGBAShader -nologo -Tps_2_0
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// -FhtmpShaderHeader -VnRGBAShaderPS
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//
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//
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// Parameters:
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//
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// float fLayerOpacity;
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// sampler2D s2D;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------- ----- ----
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// fLayerOpacity c0 1
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// s2D s0 1
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//
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ps_2_0
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dcl t0.xy
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dcl_2d s0
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texld r0, t0, s0
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mul r0, r0, c0.x
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mov oC0, r0
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// approximately 3 instruction slots used (1 texture, 2 arithmetic)
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#endif
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const BYTE RGBAShaderPS[] =
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{
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0, 2, 255, 255, 254, 255,
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45, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 127, 0,
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0, 0, 0, 2, 255, 255,
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2, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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120, 0, 0, 0, 68, 0,
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0, 0, 2, 0, 0, 0,
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1, 0, 0, 0, 84, 0,
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0, 0, 0, 0, 0, 0,
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100, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 0, 0,
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104, 0, 0, 0, 0, 0,
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0, 0, 102, 76, 97, 121,
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101, 114, 79, 112, 97, 99,
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105, 116, 121, 0, 171, 171,
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0, 0, 3, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 115, 50,
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68, 0, 4, 0, 12, 0,
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1, 0, 1, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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112, 115, 95, 50, 95, 48,
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0, 77, 105, 99, 114, 111,
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115, 111, 102, 116, 32, 40,
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82, 41, 32, 72, 76, 83,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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57, 46, 50, 57, 46, 57,
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53, 50, 46, 51, 49, 49,
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49, 0, 31, 0, 0, 2,
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0, 0, 0, 128, 0, 0,
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3, 176, 31, 0, 0, 2,
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0, 0, 0, 144, 0, 8,
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15, 160, 66, 0, 0, 3,
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0, 0, 15, 128, 0, 0,
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228, 176, 0, 8, 228, 160,
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5, 0, 0, 3, 0, 0,
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15, 128, 0, 0, 228, 128,
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0, 0, 0, 160, 1, 0,
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0, 2, 0, 8, 15, 128,
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0, 0, 228, 128, 255, 255,
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0, 0
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};
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc LayerManagerD3D9Shaders.hlsl -EComponentPass1Shader -nologo -Tps_2_0
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// -FhtmpShaderHeader -VnComponentPass1ShaderPS
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//
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//
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// Parameters:
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//
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// float fLayerOpacity;
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// sampler2D s2D;
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// sampler2D s2DWhite;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------- ----- ----
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// fLayerOpacity c0 1
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// s2D s0 1
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// s2DWhite s1 1
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//
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ps_2_0
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def c1, 1, 0, 0, 0
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dcl t0.xy
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dcl_2d s0
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dcl_2d s1
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texld r0, t0, s0
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texld r1, t0, s1
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add r0.xyz, r0, -r1
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add r0.xyz, r0, c1.x
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mul r0.xyz, r0, c0.x
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mov r1.xyz, r0
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mov r1.w, r0.y
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mov oC0, r1
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// approximately 8 instruction slots used (2 texture, 6 arithmetic)
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#endif
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const BYTE ComponentPass1ShaderPS[] =
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{
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0, 2, 255, 255, 254, 255,
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57, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 175, 0,
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0, 0, 0, 2, 255, 255,
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3, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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168, 0, 0, 0, 88, 0,
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0, 0, 2, 0, 0, 0,
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1, 0, 0, 0, 104, 0,
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0, 0, 0, 0, 0, 0,
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120, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 0, 0,
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124, 0, 0, 0, 0, 0,
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0, 0, 140, 0, 0, 0,
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3, 0, 1, 0, 1, 0,
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0, 0, 152, 0, 0, 0,
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0, 0, 0, 0, 102, 76,
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97, 121, 101, 114, 79, 112,
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97, 99, 105, 116, 121, 0,
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171, 171, 0, 0, 3, 0,
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1, 0, 1, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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115, 50, 68, 0, 4, 0,
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12, 0, 1, 0, 1, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 115, 50, 68, 87,
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104, 105, 116, 101, 0, 171,
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171, 171, 4, 0, 12, 0,
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1, 0, 1, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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112, 115, 95, 50, 95, 48,
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0, 77, 105, 99, 114, 111,
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115, 111, 102, 116, 32, 40,
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82, 41, 32, 72, 76, 83,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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57, 46, 50, 57, 46, 57,
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53, 50, 46, 51, 49, 49,
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49, 0, 81, 0, 0, 5,
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1, 0, 15, 160, 0, 0,
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128, 63, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 31, 0, 0, 2,
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0, 0, 0, 128, 0, 0,
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3, 176, 31, 0, 0, 2,
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0, 0, 0, 144, 0, 8,
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15, 160, 31, 0, 0, 2,
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0, 0, 0, 144, 1, 8,
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15, 160, 66, 0, 0, 3,
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0, 0, 15, 128, 0, 0,
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228, 176, 0, 8, 228, 160,
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66, 0, 0, 3, 1, 0,
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15, 128, 0, 0, 228, 176,
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1, 8, 228, 160, 2, 0,
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0, 3, 0, 0, 7, 128,
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0, 0, 228, 128, 1, 0,
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228, 129, 2, 0, 0, 3,
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0, 0, 7, 128, 0, 0,
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228, 128, 1, 0, 0, 160,
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5, 0, 0, 3, 0, 0,
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7, 128, 0, 0, 228, 128,
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0, 0, 0, 160, 1, 0,
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0, 2, 1, 0, 7, 128,
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0, 0, 228, 128, 1, 0,
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0, 2, 1, 0, 8, 128,
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0, 0, 85, 128, 1, 0,
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0, 2, 0, 8, 15, 128,
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1, 0, 228, 128, 255, 255,
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0, 0
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};
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc LayerManagerD3D9Shaders.hlsl -EComponentPass2Shader -nologo -Tps_2_0
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|
// -FhtmpShaderHeader -VnComponentPass2ShaderPS
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//
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//
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|
// Parameters:
|
|
//
|
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// float fLayerOpacity;
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|
// sampler2D s2D;
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|
// sampler2D s2DWhite;
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|
//
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|
//
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|
// Registers:
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|
//
|
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// Name Reg Size
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|
// ------------- ----- ----
|
|
// fLayerOpacity c0 1
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// s2D s0 1
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// s2DWhite s1 1
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//
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|
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ps_2_0
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def c1, 1, 0, 0, 0
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dcl t0.xy
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dcl_2d s0
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dcl_2d s1
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texld r0, t0, s1
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|
texld r1, t0, s0
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add r0.x, -r0.y, r1.y
|
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add r1.w, r0.x, c1.x
|
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mul r0, r1, c0.x
|
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mov oC0, r0
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|
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// approximately 6 instruction slots used (2 texture, 4 arithmetic)
|
|
#endif
|
|
|
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const BYTE ComponentPass2ShaderPS[] =
|
|
{
|
|
0, 2, 255, 255, 254, 255,
|
|
57, 0, 67, 84, 65, 66,
|
|
28, 0, 0, 0, 175, 0,
|
|
0, 0, 0, 2, 255, 255,
|
|
3, 0, 0, 0, 28, 0,
|
|
0, 0, 0, 1, 0, 0,
|
|
168, 0, 0, 0, 88, 0,
|
|
0, 0, 2, 0, 0, 0,
|
|
1, 0, 0, 0, 104, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
120, 0, 0, 0, 3, 0,
|
|
0, 0, 1, 0, 0, 0,
|
|
124, 0, 0, 0, 0, 0,
|
|
0, 0, 140, 0, 0, 0,
|
|
3, 0, 1, 0, 1, 0,
|
|
0, 0, 152, 0, 0, 0,
|
|
0, 0, 0, 0, 102, 76,
|
|
97, 121, 101, 114, 79, 112,
|
|
97, 99, 105, 116, 121, 0,
|
|
171, 171, 0, 0, 3, 0,
|
|
1, 0, 1, 0, 1, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
115, 50, 68, 0, 4, 0,
|
|
12, 0, 1, 0, 1, 0,
|
|
1, 0, 0, 0, 0, 0,
|
|
0, 0, 115, 50, 68, 87,
|
|
104, 105, 116, 101, 0, 171,
|
|
171, 171, 4, 0, 12, 0,
|
|
1, 0, 1, 0, 1, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
112, 115, 95, 50, 95, 48,
|
|
0, 77, 105, 99, 114, 111,
|
|
115, 111, 102, 116, 32, 40,
|
|
82, 41, 32, 72, 76, 83,
|
|
76, 32, 83, 104, 97, 100,
|
|
101, 114, 32, 67, 111, 109,
|
|
112, 105, 108, 101, 114, 32,
|
|
57, 46, 50, 57, 46, 57,
|
|
53, 50, 46, 51, 49, 49,
|
|
49, 0, 81, 0, 0, 5,
|
|
1, 0, 15, 160, 0, 0,
|
|
128, 63, 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, 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,
|
|
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
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//
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//
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// Parameters:
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//
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// float fLayerOpacity;
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// sampler2D s2D;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------- ----- ----
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// fLayerOpacity c0 1
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// s2D s0 1
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//
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ps_2_0
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def c1, 1, 0, 0, 0
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dcl t0.xy
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dcl_2d s0
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texld r0, t0, s0
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mul r0.xyz, r0, c0.x
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mov r0.w, c1.x
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mov oC0, r0
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// approximately 4 instruction slots used (1 texture, 3 arithmetic)
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#endif
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const BYTE RGBShaderPS[] =
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{
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0, 2, 255, 255, 254, 255,
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45, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 127, 0,
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0, 0, 0, 2, 255, 255,
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2, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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120, 0, 0, 0, 68, 0,
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0, 0, 2, 0, 0, 0,
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1, 0, 0, 0, 84, 0,
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0, 0, 0, 0, 0, 0,
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100, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 0, 0,
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104, 0, 0, 0, 0, 0,
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0, 0, 102, 76, 97, 121,
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101, 114, 79, 112, 97, 99,
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105, 116, 121, 0, 171, 171,
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0, 0, 3, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 115, 50,
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68, 0, 4, 0, 12, 0,
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1, 0, 1, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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112, 115, 95, 50, 95, 48,
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0, 77, 105, 99, 114, 111,
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115, 111, 102, 116, 32, 40,
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82, 41, 32, 72, 76, 83,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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57, 46, 50, 57, 46, 57,
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53, 50, 46, 51, 49, 49,
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49, 0, 81, 0, 0, 5,
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1, 0, 15, 160, 0, 0,
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128, 63, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 31, 0, 0, 2,
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0, 0, 0, 128, 0, 0,
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3, 176, 31, 0, 0, 2,
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0, 0, 0, 144, 0, 8,
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15, 160, 66, 0, 0, 3,
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0, 0, 15, 128, 0, 0,
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228, 176, 0, 8, 228, 160,
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5, 0, 0, 3, 0, 0,
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7, 128, 0, 0, 228, 128,
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0, 0, 0, 160, 1, 0,
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0, 2, 0, 0, 8, 128,
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1, 0, 0, 160, 1, 0,
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0, 2, 0, 8, 15, 128,
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0, 0, 228, 128, 255, 255,
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0, 0
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};
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc LayerManagerD3D9Shaders.hlsl -EYCbCrShader -nologo -Tps_2_0
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// -FhtmpShaderHeader -VnYCbCrShaderPS
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//
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//
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// Parameters:
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//
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// float fLayerOpacity;
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// sampler2D s2DCb;
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// sampler2D s2DCr;
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// sampler2D s2DY;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------- ----- ----
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// fLayerOpacity c0 1
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// s2DY s0 1
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// s2DCb s1 1
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// s2DCr s2 1
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//
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ps_2_0
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def c1, -0.5, -0.0625, 1.16400003, 1.59599996
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def c2, 0.813000023, 0.391000003, 2.01799989, 1
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dcl t0.xy
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dcl_2d s0
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dcl_2d s1
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dcl_2d s2
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texld r0, t0, s2
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texld r1, t0, s0
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texld r2, t0, s1
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add r0.x, r0.x, c1.x
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add r0.y, r1.x, c1.y
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mul r0.y, r0.y, c1.z
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mad r0.z, r0.x, -c2.x, r0.y
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mad r1.x, r0.x, c1.w, r0.y
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add r0.x, r2.x, c1.x
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mad r1.y, r0.x, -c2.y, r0.z
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mad r1.z, r0.x, c2.z, r0.y
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mov r1.w, c2.w
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mul r0, r1, c0.x
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mov oC0, r0
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// approximately 14 instruction slots used (3 texture, 11 arithmetic)
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#endif
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const BYTE YCbCrShaderPS[] =
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{
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0, 2, 255, 255, 254, 255,
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68, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 219, 0,
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0, 0, 0, 2, 255, 255,
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4, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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212, 0, 0, 0, 108, 0,
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0, 0, 2, 0, 0, 0,
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1, 0, 0, 0, 124, 0,
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0, 0, 0, 0, 0, 0,
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140, 0, 0, 0, 3, 0,
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1, 0, 1, 0, 0, 0,
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148, 0, 0, 0, 0, 0,
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0, 0, 164, 0, 0, 0,
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3, 0, 2, 0, 1, 0,
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0, 0, 172, 0, 0, 0,
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0, 0, 0, 0, 188, 0,
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0, 0, 3, 0, 0, 0,
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1, 0, 0, 0, 196, 0,
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0, 0, 0, 0, 0, 0,
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102, 76, 97, 121, 101, 114,
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79, 112, 97, 99, 105, 116,
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121, 0, 171, 171, 0, 0,
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3, 0, 1, 0, 1, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 115, 50, 68, 67,
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98, 0, 171, 171, 4, 0,
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12, 0, 1, 0, 1, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 115, 50, 68, 67,
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114, 0, 171, 171, 4, 0,
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12, 0, 1, 0, 1, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 115, 50, 68, 89,
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0, 171, 171, 171, 4, 0,
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12, 0, 1, 0, 1, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 112, 115, 95, 50,
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95, 48, 0, 77, 105, 99,
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114, 111, 115, 111, 102, 116,
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32, 40, 82, 41, 32, 72,
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76, 83, 76, 32, 83, 104,
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97, 100, 101, 114, 32, 67,
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111, 109, 112, 105, 108, 101,
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114, 32, 57, 46, 50, 57,
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46, 57, 53, 50, 46, 51,
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49, 49, 49, 0, 81, 0,
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0, 5, 1, 0, 15, 160,
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0, 0, 0, 191, 0, 0,
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128, 189, 244, 253, 148, 63,
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186, 73, 204, 63, 81, 0,
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0, 5, 2, 0, 15, 160,
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197, 32, 80, 63, 39, 49,
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200, 62, 233, 38, 1, 64,
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0, 0, 128, 63, 31, 0,
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0, 2, 0, 0, 0, 128,
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0, 0, 3, 176, 31, 0,
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0, 2, 0, 0, 0, 144,
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0, 8, 15, 160, 31, 0,
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0, 2, 0, 0, 0, 144,
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1, 8, 15, 160, 31, 0,
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0, 2, 0, 0, 0, 144,
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2, 8, 15, 160, 66, 0,
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0, 3, 0, 0, 15, 128,
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0, 0, 228, 176, 2, 8,
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228, 160, 66, 0, 0, 3,
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1, 0, 15, 128, 0, 0,
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228, 176, 0, 8, 228, 160,
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66, 0, 0, 3, 2, 0,
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15, 128, 0, 0, 228, 176,
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1, 8, 228, 160, 2, 0,
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0, 3, 0, 0, 1, 128,
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0, 0, 0, 128, 1, 0,
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0, 160, 2, 0, 0, 3,
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0, 0, 2, 128, 1, 0,
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0, 128, 1, 0, 85, 160,
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5, 0, 0, 3, 0, 0,
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2, 128, 0, 0, 85, 128,
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1, 0, 170, 160, 4, 0,
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0, 4, 0, 0, 4, 128,
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0, 0, 0, 128, 2, 0,
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0, 161, 0, 0, 85, 128,
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4, 0, 0, 4, 1, 0,
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1, 128, 0, 0, 0, 128,
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1, 0, 255, 160, 0, 0,
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85, 128, 2, 0, 0, 3,
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0, 0, 1, 128, 2, 0,
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0, 128, 1, 0, 0, 160,
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4, 0, 0, 4, 1, 0,
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2, 128, 0, 0, 0, 128,
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2, 0, 85, 161, 0, 0,
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170, 128, 4, 0, 0, 4,
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1, 0, 4, 128, 0, 0,
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0, 128, 2, 0, 170, 160,
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0, 0, 85, 128, 1, 0,
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0, 2, 1, 0, 8, 128,
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2, 0, 255, 160, 5, 0,
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0, 3, 0, 0, 15, 128,
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1, 0, 228, 128, 0, 0,
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0, 160, 1, 0, 0, 2,
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0, 8, 15, 128, 0, 0,
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228, 128, 255, 255, 0, 0
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};
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc LayerManagerD3D9Shaders.hlsl -ESolidColorShader -nologo -Tps_2_0
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// -FhtmpShaderHeader -VnSolidColorShaderPS
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//
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//
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// Parameters:
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//
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// float4 fLayerColor;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// fLayerColor c0 1
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//
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ps_2_0
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mov oC0, c0
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// approximately 1 instruction slot used
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#endif
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const BYTE SolidColorShaderPS[] =
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{
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0, 2, 255, 255, 254, 255,
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34, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 83, 0,
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0, 0, 0, 2, 255, 255,
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1, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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76, 0, 0, 0, 48, 0,
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0, 0, 2, 0, 0, 0,
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1, 0, 0, 0, 60, 0,
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0, 0, 0, 0, 0, 0,
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102, 76, 97, 121, 101, 114,
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67, 111, 108, 111, 114, 0,
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1, 0, 3, 0, 1, 0,
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4, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 112, 115,
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95, 50, 95, 48, 0, 77,
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105, 99, 114, 111, 115, 111,
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102, 116, 32, 40, 82, 41,
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32, 72, 76, 83, 76, 32,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 57, 46,
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50, 57, 46, 57, 53, 50,
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46, 51, 49, 49, 49, 0,
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1, 0, 0, 2, 0, 8,
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15, 128, 0, 0, 228, 160,
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255, 255, 0, 0
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};
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