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.
//
Texture3D<float4> TextureF : register(t0);
Texture3D<uint4> TextureUI : register(t0);
Texture3D<int4> TextureI : register(t0);
SamplerState Sampler : register(s0);
struct VS_INPUT
{
float2 Position : POSITION;
uint Layer : LAYER;
float3 TexCoord : TEXCOORD;
};
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
uint Layer : LAYER;
float3 TexCoord : TEXCOORD;
};
struct GS_OUTPUT
{
float4 Position : SV_POSITION;
uint Layer : SV_RENDERTARGETARRAYINDEX;
float3 TexCoord : TEXCOORD;
};
VS_OUTPUT VS_Passthrough3D(VS_INPUT input)
{
VS_OUTPUT output;
output.Position = float4(input.Position, 0.0f, 1.0f);
output.Layer = input.Layer;
output.TexCoord = input.TexCoord;
return output;
}
[maxvertexcount(3)]
void GS_Passthrough3D(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> outputStream)
{
GS_OUTPUT output;
for (int i = 0; i < 3; i++)
{
output.Position = input[i].Position;
output.Layer = input[i].Layer;
output.TexCoord = input[i].TexCoord;
outputStream.Append(output);
}
}
float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0
{
return TextureF.Sample(Sampler, input.TexCoord).rgba;
}
uint4 PS_PassthroughRGBA3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return TextureUI.Load(int4(size * input.TexCoord, 0)).rgba;
}
int4 PS_PassthroughRGBA3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return TextureI.Load(int4(size * input.TexCoord, 0)).rgba;
}
float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, input.TexCoord).rgb, 1.0f);
}
uint4 PS_PassthroughRGB3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
}
int4 PS_PassthroughRGB3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
}
float4 PS_PassthroughRG3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, input.TexCoord).rg, 0.0f, 1.0f);
}
uint4 PS_PassthroughRG3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
}
int4 PS_PassthroughRG3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
}
float4 PS_PassthroughR3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, input.TexCoord).r, 0.0f, 0.0f, 1.0f);
}
uint4 PS_PassthroughR3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
}
int4 PS_PassthroughR3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return int4(TextureI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
}
float4 PS_PassthroughLum3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, input.TexCoord).rrr, 1.0f);
}
float4 PS_PassthroughLumAlpha3D(GS_OUTPUT input) : SV_TARGET0
{
return TextureF.Sample(Sampler, input.TexCoord).rrra;
}
float4 PS_PassthroughRGBA3D_4444(GS_OUTPUT input) : SV_TARGET0
{
return round(TextureF.Sample(Sampler, input.TexCoord) * float4(15, 15, 15, 15)) / float4(15, 15, 15, 15);
}
float4 PS_PassthroughRGB3D_565(GS_OUTPUT input) : SV_TARGET0
{
return float4(round(TextureF.Sample(Sampler, input.TexCoord).rgb * float3(31, 63, 31)) / float3(31, 63, 31), 1.0f);
}
float4 PS_PassthroughRGBA3D_5551(GS_OUTPUT input) : SV_TARGET0
{
return round(TextureF.Sample(Sampler, input.TexCoord) * float4(31, 31, 31, 1)) / float4(31, 31, 31, 1);
}
float4 PS_PassthroughRGBA3D_2101010(GS_OUTPUT input) : SV_TARGET0
{
return round(TextureF.Sample(Sampler, input.TexCoord) * float4(31, 31, 31, 1)) / float4(31, 31, 31, 1);
}