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https://gitlab.winehq.org/wine/vkd3d.git
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demos/triangle: Recompile shaders with our compiler.
This commit is contained in:
parent
1655d309bd
commit
763f7dfa61
Notes:
Alexandre Julliard
2022-10-18 00:13:00 +02:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/23
@ -18,6 +18,7 @@
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*/
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*/
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#include <vkd3d_dxgi1_4.h>
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#include <vkd3d_dxgi1_4.h>
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#include <vkd3d_d3dcompiler.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdio.h>
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@ -45,8 +45,7 @@
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#include <assert.h>
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#include <assert.h>
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#include "demo.h"
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#include "demo.h"
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#include "triangle_vs.h"
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#include "triangle_hlsl.h"
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#include "triangle_ps.h"
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struct cxt_fence
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struct cxt_fence
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{
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{
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@ -277,6 +276,7 @@ static void cxt_load_assets(struct cx_triangle *cxt)
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D3D12_RESOURCE_DESC resource_desc;
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D3D12_RESOURCE_DESC resource_desc;
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D3D12_HEAP_PROPERTIES heap_desc;
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D3D12_HEAP_PROPERTIES heap_desc;
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D3D12_RANGE read_range = {0, 0};
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D3D12_RANGE read_range = {0, 0};
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ID3DBlob *vs, *ps;
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HRESULT hr;
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HRESULT hr;
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void *data;
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void *data;
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@ -285,14 +285,19 @@ static void cxt_load_assets(struct cx_triangle *cxt)
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hr = demo_create_root_signature(cxt->device, &root_signature_desc, &cxt->root_signature);
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hr = demo_create_root_signature(cxt->device, &root_signature_desc, &cxt->root_signature);
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assert(SUCCEEDED(hr));
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assert(SUCCEEDED(hr));
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hr = D3DCompile(triangle_hlsl, strlen(triangle_hlsl), NULL, NULL, NULL, "vs_main", "vs_5_0", 0, 0, &vs, NULL);
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assert(SUCCEEDED(hr));
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hr = D3DCompile(triangle_hlsl, strlen(triangle_hlsl), NULL, NULL, NULL, "ps_main", "ps_5_0", 0, 0, &ps, NULL);
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assert(SUCCEEDED(hr));
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memset(&pso_desc, 0, sizeof(pso_desc));
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memset(&pso_desc, 0, sizeof(pso_desc));
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pso_desc.InputLayout.pInputElementDescs = il_desc;
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pso_desc.InputLayout.pInputElementDescs = il_desc;
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pso_desc.InputLayout.NumElements = ARRAY_SIZE(il_desc);
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pso_desc.InputLayout.NumElements = ARRAY_SIZE(il_desc);
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pso_desc.pRootSignature = cxt->root_signature;
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pso_desc.pRootSignature = cxt->root_signature;
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pso_desc.VS.pShaderBytecode = g_vs_main;
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pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs);
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pso_desc.VS.BytecodeLength = sizeof(g_vs_main);
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pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs);
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pso_desc.PS.pShaderBytecode = g_ps_main;
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pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps);
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pso_desc.PS.BytecodeLength = sizeof(g_ps_main);
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pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps);
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demo_rasterizer_desc_init_default(&pso_desc.RasterizerState);
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demo_rasterizer_desc_init_default(&pso_desc.RasterizerState);
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demo_blend_desc_init_default(&pso_desc.BlendState);
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demo_blend_desc_init_default(&pso_desc.BlendState);
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pso_desc.DepthStencilState.DepthEnable = FALSE;
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pso_desc.DepthStencilState.DepthEnable = FALSE;
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@ -306,6 +311,9 @@ static void cxt_load_assets(struct cx_triangle *cxt)
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&IID_ID3D12PipelineState, (void **)&cxt->pipeline_state);
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&IID_ID3D12PipelineState, (void **)&cxt->pipeline_state);
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assert(SUCCEEDED(hr));
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assert(SUCCEEDED(hr));
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ID3D10Blob_Release(vs);
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ID3D10Blob_Release(ps);
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hr = ID3D12Device_CreateCommandList(cxt->device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, cxt->command_allocator,
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hr = ID3D12Device_CreateCommandList(cxt->device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, cxt->command_allocator,
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cxt->pipeline_state, &IID_ID3D12GraphicsCommandList, (void **)&cxt->command_list);
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cxt->pipeline_state, &IID_ID3D12GraphicsCommandList, (void **)&cxt->command_list);
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assert(SUCCEEDED(hr));
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assert(SUCCEEDED(hr));
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@ -1,20 +0,0 @@
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struct ps_in
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{
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float4 position : SV_POSITION;
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float4 colour : COLOR;
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};
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struct ps_in vs_main(float4 position : POSITION, float4 colour : COLOR)
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{
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struct ps_in o;
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o.position = position;
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o.colour = colour;
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return o;
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}
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float4 ps_main(struct ps_in i) : SV_TARGET
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{
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return i.colour;
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}
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21
demos/triangle_hlsl.h
Normal file
21
demos/triangle_hlsl.h
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@ -0,0 +1,21 @@
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static const char triangle_hlsl[] =
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"struct ps_in\n"
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"{\n"
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" float4 position : SV_POSITION;\n"
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" float4 colour : COLOR;\n"
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"};\n"
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"\n"
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"struct ps_in vs_main(float4 position : POSITION, float4 colour : COLOR)\n"
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"{\n"
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" struct ps_in o;\n"
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"\n"
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" o.position = position;\n"
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" o.colour = colour;\n"
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"\n"
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" return o;\n"
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"}\n"
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"\n"
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"float4 ps_main(struct ps_in i) : SV_TARGET\n"
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"{\n"
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" return i.colour;\n"
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"}\n";
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@ -1,73 +0,0 @@
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#if 0
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//
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// Generated by Microsoft (R) D3D Shader Disassembler
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//
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//
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// Input signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// SV_POSITION 0 xyzw 0 POS float
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// COLOR 0 xyzw 1 NONE float xyzw
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//
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//
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// Output signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// SV_TARGET 0 xyzw 0 TARGET float xyzw
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//
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ps_5_0
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dcl_globalFlags refactoringAllowed
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dcl_input_ps linear v1.xyzw
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dcl_output o0.xyzw
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mov o0.xyzw, v1.xyzw
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ret
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// Approximately 0 instruction slots used
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#endif
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const BYTE g_ps_main[] =
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{
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68, 88, 66, 67, 80, 239,
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109, 26, 0, 147, 6, 156,
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240, 104, 206, 124, 185, 57,
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18, 98, 1, 0, 0, 0,
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248, 0, 0, 0, 3, 0,
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0, 0, 44, 0, 0, 0,
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128, 0, 0, 0, 180, 0,
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0, 0, 73, 83, 71, 78,
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76, 0, 0, 0, 2, 0,
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0, 0, 8, 0, 0, 0,
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56, 0, 0, 0, 0, 0,
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0, 0, 1, 0, 0, 0,
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3, 0, 0, 0, 0, 0,
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0, 0, 15, 0, 0, 0,
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68, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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3, 0, 0, 0, 1, 0,
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0, 0, 15, 15, 0, 0,
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83, 86, 95, 80, 79, 83,
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73, 84, 73, 79, 78, 0,
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67, 79, 76, 79, 82, 0,
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171, 171, 79, 83, 71, 78,
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44, 0, 0, 0, 1, 0,
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0, 0, 8, 0, 0, 0,
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32, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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3, 0, 0, 0, 0, 0,
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0, 0, 15, 0, 0, 0,
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83, 86, 95, 84, 65, 82,
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71, 69, 84, 0, 171, 171,
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83, 72, 69, 88, 60, 0,
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0, 0, 80, 0, 0, 0,
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15, 0, 0, 0, 106, 8,
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0, 1, 98, 16, 0, 3,
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242, 16, 16, 0, 1, 0,
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0, 0, 101, 0, 0, 3,
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242, 32, 16, 0, 0, 0,
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0, 0, 54, 0, 0, 5,
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242, 32, 16, 0, 0, 0,
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0, 0, 70, 30, 16, 0,
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1, 0, 0, 0, 62, 0,
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0, 1
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};
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@ -1,89 +0,0 @@
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#if 0
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//
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// Generated by Microsoft (R) D3D Shader Disassembler
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//
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//
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// Input signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// POSITION 0 xyzw 0 NONE float xyzw
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// COLOR 0 xyzw 1 NONE float xyzw
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//
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//
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// Output signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// SV_POSITION 0 xyzw 0 POS float xyzw
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// COLOR 0 xyzw 1 NONE float xyzw
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//
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vs_5_0
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dcl_globalFlags refactoringAllowed
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dcl_input v0.xyzw
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dcl_input v1.xyzw
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dcl_output_siv o0.xyzw, position
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dcl_output o1.xyzw
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mov o0.xyzw, v0.xyzw
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mov o1.xyzw, v1.xyzw
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ret
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// Approximately 0 instruction slots used
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#endif
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const BYTE g_vs_main[] =
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{
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68, 88, 66, 67, 17, 201,
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143, 165, 233, 56, 0, 40,
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84, 255, 207, 20, 40, 195,
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63, 228, 1, 0, 0, 0,
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68, 1, 0, 0, 3, 0,
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0, 0, 44, 0, 0, 0,
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124, 0, 0, 0, 208, 0,
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0, 0, 73, 83, 71, 78,
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72, 0, 0, 0, 2, 0,
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0, 0, 8, 0, 0, 0,
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56, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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3, 0, 0, 0, 0, 0,
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0, 0, 15, 15, 0, 0,
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65, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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3, 0, 0, 0, 1, 0,
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0, 0, 15, 15, 0, 0,
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80, 79, 83, 73, 84, 73,
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79, 78, 0, 67, 79, 76,
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79, 82, 0, 171, 79, 83,
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71, 78, 76, 0, 0, 0,
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2, 0, 0, 0, 8, 0,
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0, 0, 56, 0, 0, 0,
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0, 0, 0, 0, 1, 0,
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0, 0, 3, 0, 0, 0,
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0, 0, 0, 0, 15, 0,
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0, 0, 68, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 3, 0, 0, 0,
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1, 0, 0, 0, 15, 0,
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0, 0, 83, 86, 95, 80,
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79, 83, 73, 84, 73, 79,
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78, 0, 67, 79, 76, 79,
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82, 0, 171, 171, 83, 72,
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69, 88, 108, 0, 0, 0,
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80, 0, 1, 0, 27, 0,
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0, 0, 106, 8, 0, 1,
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95, 0, 0, 3, 242, 16,
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16, 0, 0, 0, 0, 0,
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95, 0, 0, 3, 242, 16,
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16, 0, 1, 0, 0, 0,
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103, 0, 0, 4, 242, 32,
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16, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 101, 0,
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0, 3, 242, 32, 16, 0,
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1, 0, 0, 0, 54, 0,
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0, 5, 242, 32, 16, 0,
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0, 0, 0, 0, 70, 30,
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16, 0, 0, 0, 0, 0,
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54, 0, 0, 5, 242, 32,
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16, 0, 1, 0, 0, 0,
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70, 30, 16, 0, 1, 0,
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0, 0, 62, 0, 0, 1
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};
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