/* FNA3D - 3D Graphics Library for FNA * * Copyright (c) 2020-2022 Ethan Lee * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software in a * product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * * Ethan "flibitijibibo" Lee * */ /* * Shader Source */ #if 0 void main( inout float4 position : SV_POSITION, inout float2 texcoord : TEXCOORD0 ) { position.y *= -1; position.zw = float2(0.0f, 1.0f); } Texture2D Texture : register(t0); sampler TextureSampler : register(s0); float4 main( float4 position : SV_POSITION, float2 texcoord : TEXCOORD0 ) : SV_TARGET { return Texture.Sample(TextureSampler, texcoord); } #endif /* * Compiled Vertex Shader */ #if 0 // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // // fxc /T vs_4_0 vertex.fx /Fh vertex.h // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // SV_POSITION 0 xyzw 0 NONE float xy // TEXCOORD 0 xy 1 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 // vs_4_0 dcl_input v0.xy dcl_input v1.xy dcl_output_siv o0.xyzw, position dcl_output o1.xy mul o0.xy, v0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000) mov o0.zw, l(0,0,0,1.000000) mov o1.xy, v1.xyxx ret // Approximately 4 instruction slots used #endif static const uint8_t FAUX_BLIT_VERTEX_SHADER[] = { 68, 88, 66, 67, 66, 43, 199, 206, 109, 8, 43, 130, 109, 130, 80, 112, 243, 115, 14, 92, 1, 0, 0, 0, 92, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 140, 0, 0, 0, 228, 0, 0, 0, 60, 1, 0, 0, 224, 1, 0, 0, 82, 68, 69, 70, 80, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 28, 0, 0, 0, 0, 4, 254, 255, 0, 1, 0, 0, 28, 0, 0, 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, 171, 171, 171, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 3, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 171, 171, 79, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 12, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 171, 171, 83, 72, 68, 82, 156, 0, 0, 0, 64, 0, 1, 0, 39, 0, 0, 0, 95, 0, 0, 3, 50, 16, 16, 0, 0, 0, 0, 0, 95, 0, 0, 3, 50, 16, 16, 0, 1, 0, 0, 0, 103, 0, 0, 4, 242, 32, 16, 0, 0, 0, 0, 0, 1, 0, 0, 0, 101, 0, 0, 3, 50, 32, 16, 0, 1, 0, 0, 0, 56, 0, 0, 10, 50, 32, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 0, 0, 128, 63, 0, 0, 128, 191, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 8, 194, 32, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63, 54, 0, 0, 5, 50, 32, 16, 0, 1, 0, 0, 0, 70, 16, 16, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; /* * Compiled Pixel Shader */ #if 0 // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // // fxc /T ps_4_0 pixel.fx /Fh pixel.h // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // TextureSampler sampler NA NA 0 1 // Texture texture float4 2d 0 1 // // // // Input signature: // // 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 // ps_4_0 dcl_sampler s0, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_input_ps linear v1.xy dcl_output o0.xyzw sample o0.xyzw, v1.xyxx, t0.xyzw, s0 ret // Approximately 2 instruction slots used #endif static const uint8_t FAUX_BLIT_PIXEL_SHADER[] = { 68, 88, 66, 67, 22, 207, 143, 212, 239, 10, 84, 153, 80, 214, 26, 89, 62, 50, 215, 238, 1, 0, 0, 0, 84, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 224, 0, 0, 0, 56, 1, 0, 0, 108, 1, 0, 0, 216, 1, 0, 0, 82, 68, 69, 70, 164, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 28, 0, 0, 0, 0, 4, 255, 255, 0, 1, 0, 0, 115, 0, 0, 0, 92, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 107, 0, 0, 0, 2, 0, 0, 0, 5, 0, 0, 0, 4, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 1, 0, 0, 0, 13, 0, 0, 0, 84, 101, 120, 116, 117, 114, 101, 83, 97, 109, 112, 108, 101, 114, 0, 84, 101, 120, 116, 117, 114, 101, 0, 77, 105, 99, 114, 111, 115, 111, 102, 116, 32, 40, 82, 41, 32, 72, 76, 83, 76, 32, 83, 104, 97, 100, 101, 114, 32, 67, 111, 109, 112, 105, 108, 101, 114, 32, 57, 46, 50, 57, 46, 57, 53, 50, 46, 51, 49, 49, 49, 0, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 171, 171, 79, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 171, 171, 83, 72, 68, 82, 100, 0, 0, 0, 64, 0, 0, 0, 25, 0, 0, 0, 90, 0, 0, 3, 0, 96, 16, 0, 0, 0, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 0, 0, 0, 0, 85, 85, 0, 0, 98, 16, 0, 3, 50, 16, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 69, 0, 0, 9, 242, 32, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 1, 0, 0, 0, 70, 126, 16, 0, 0, 0, 0, 0, 0, 96, 16, 0, 0, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 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, 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, 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, 0 };