Hash :
9d737966
Author :
Date :
2019-08-14T12:25:12
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
Texture2DArray<float4> TextureF : register(t0);
Texture2DArray<uint4> TextureUI : register(t0);
Texture2DArray<int4> TextureI : register(t0);
SamplerState Sampler : register(s0);
float4 PS_PassthroughRGBA2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rgba;
}
uint4 PS_PassthroughRGBA2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
int4 location = int4(size.xy * inTexCoord.xy, inLayer, 0);
return TextureUI.Load(location).rgba;
}
int4 PS_PassthroughRGBA2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
int4 location = int4(size.xy * inTexCoord.xy, inLayer, 0);
return TextureI.Load(location).rgba;
}
float4 PS_PassthroughRGB2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rgb, 1.0f);
}
uint4 PS_PassthroughRGB2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
int4 location = int4(size.xy * inTexCoord.xy, inLayer, 0);
return uint4(TextureUI.Load(location).rgb, 1.0f);
}
int4 PS_PassthroughRGB2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
int4 location = int4(size.xy * inTexCoord.xy, inLayer, 0);
return int4(TextureI.Load(location).rgb, 1.0f);
}
float4 PS_PassthroughRG2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rg, 0.0f, 1.0f);
}
uint4 PS_PassthroughRG2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
int4 location = int4(size.xy * inTexCoord.xy, inLayer, 0);
return uint4(TextureUI.Load(location).rg, 0.0f, 1.0f);
}
int4 PS_PassthroughRG2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
int4 location = int4(size.xy * inTexCoord.xy, inLayer, 0);
return int4(TextureI.Load(location).rg, 0.0f, 1.0f);
}
float4 PS_PassthroughR2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).r, 0.0f, 0.0f, 1.0f);
}
uint4 PS_PassthroughR2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
int4 location = int4(size.xy * inTexCoord.xy, inLayer, 0);
return uint4(TextureUI.Load(location).r, 0.0f, 0.0f, 1.0f);
}
int4 PS_PassthroughR2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
int4 location = int4(size.xy * inTexCoord.xy, inLayer, 0);
return int4(TextureI.Load(location).r, 0.0f, 0.0f, 1.0f);
}
float4 PS_PassthroughLum2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rrr, 1.0f);
}
float4 PS_PassthroughLumAlpha2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rrra;
}
float4 PS_PassthroughRGBA2DArray_4444(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return round(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)) * float4(15, 15, 15, 15)) / float4(15, 15, 15, 15);
}
float4 PS_PassthroughRGB2DArray_565(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(round(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rgb * float3(31, 63, 31)) / float3(31, 63, 31), 1.0f);
}
float4 PS_PassthroughRGBA2DArray_5551(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return round(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)) * float4(31, 31, 31, 1)) / float4(31, 31, 31, 1);
}