Duckstation/src/frontend-common/display_vs.hlsl.h
2020-02-20 23:21:54 +09:00

198 lines
6.3 KiB
C

#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer UBOBlock
// {
//
// float4 u_src_rect; // Offset: 0 Size: 16
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// UBOBlock cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID 0 x 0 VERTID uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float xy
// SV_Position 0 xyzw 1 POS float xyzw
//
vs_4_0
dcl_constantbuffer CB0[1], immediateIndexed
dcl_input_sgv v0.x, vertex_id
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
dcl_temps 1
ishl r0.x, v0.x, l(1)
and r0.x, r0.x, l(2)
and r0.z, v0.x, l(2)
utof r0.xy, r0.xzxx
mad o0.xy, r0.xyxx, cb0[0].zwzz, cb0[0].xyxx
mad o1.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov o1.zw, l(0,0,0,1.000000)
ret
// Approximately 8 instruction slots used
#endif
const BYTE static s_display_vs_bytecode[] =
{
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};