1 #if 0 2 // 3 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 4 // 5 // 6 // fxc /nologo /E PS_ClearSint6 /T ps_4_0 /Fh compiled\clearsint11ps6.h 7 // Clear11.hlsl 8 // 9 // 10 // Buffer Definitions: 11 // 12 // cbuffer ColorAndDepthDataSint 13 // { 14 // 15 // int4 color_Sint; // Offset: 0 Size: 16 16 // float zValueF_Sint; // Offset: 16 Size: 4 17 // 18 // } 19 // 20 // 21 // Resource Bindings: 22 // 23 // Name Type Format Dim Slot Elements 24 // ------------------------------ ---------- ------- ----------- ---- -------- 25 // ColorAndDepthDataSint cbuffer NA NA 0 1 26 // 27 // 28 // 29 // Input signature: 30 // 31 // Name Index Mask Register SysValue Format Used 32 // -------------------- ----- ------ -------- -------- ------ ------ 33 // SV_POSITION 0 xyzw 0 POS float 34 // 35 // 36 // Output signature: 37 // 38 // Name Index Mask Register SysValue Format Used 39 // -------------------- ----- ------ -------- -------- ------ ------ 40 // SV_TARGET 0 xyzw 0 TARGET int xyzw 41 // SV_TARGET 1 xyzw 1 TARGET int xyzw 42 // SV_TARGET 2 xyzw 2 TARGET int xyzw 43 // SV_TARGET 3 xyzw 3 TARGET int xyzw 44 // SV_TARGET 4 xyzw 4 TARGET int xyzw 45 // SV_TARGET 5 xyzw 5 TARGET int xyzw 46 // SV_DEPTH 0 N/A oDepth DEPTH float YES 47 // 48 ps_4_0 49 dcl_constantbuffer cb0[2], immediateIndexed 50 dcl_output o0.xyzw 51 dcl_output o1.xyzw 52 dcl_output o2.xyzw 53 dcl_output o3.xyzw 54 dcl_output o4.xyzw 55 dcl_output o5.xyzw 56 dcl_output oDepth 57 mov o0.xyzw, cb0[0].xyzw 58 mov o1.xyzw, cb0[0].xyzw 59 mov o2.xyzw, cb0[0].xyzw 60 mov o3.xyzw, cb0[0].xyzw 61 mov o4.xyzw, cb0[0].xyzw 62 mov o5.xyzw, cb0[0].xyzw 63 mov oDepth, cb0[1].x 64 ret 65 // Approximately 8 instruction slots used 66 #endif 67 68 const BYTE g_PS_ClearSint6[] = { 69 68, 88, 66, 67, 222, 117, 7, 238, 217, 163, 47, 39, 162, 0, 176, 159, 4, 111, 83, 70 238, 1, 0, 0, 0, 220, 3, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 72, 1, 71 0, 0, 124, 1, 0, 0, 72, 2, 0, 0, 96, 3, 0, 0, 82, 68, 69, 70, 12, 72 1, 0, 0, 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