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 2017 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.
//
// Clear11.hlsl: Shaders for clearing RTVs and DSVs using draw calls and
// specifying float depth values and either float, uint or sint clear colors.
// Notes:
// - UINT & SINT clears can only be compiled with FL10+
// - VS_Clear_FL9 requires a VB to be bound with vertices to create
// a primitive covering the entire surface (in clip co-ordinates)
// Constants
static const float2 g_Corners[6] =
{
float2(-1.0f, 1.0f),
float2( 1.0f, -1.0f),
float2(-1.0f, -1.0f),
float2(-1.0f, 1.0f),
float2( 1.0f, 1.0f),
float2( 1.0f, -1.0f),
};
// Vertex Shaders
void VS_Clear(in uint id : SV_VertexID,
out float4 outPosition : SV_POSITION)
{
float2 corner = g_Corners[id];
outPosition = float4(corner.x, corner.y, 0.0f, 1.0f);
}
void VS_Multiview_Clear(in uint id : SV_VertexID,
in uint instanceID : SV_InstanceID,
out float4 outPosition : SV_POSITION,
out uint outLayerID : TEXCOORD0)
{
float2 corner = g_Corners[id];
outPosition = float4(corner.x, corner.y, 0.0f, 1.0f);
outLayerID = instanceID;
}
void VS_Clear_FL9( in float4 inPosition : POSITION,
out float4 outPosition : SV_POSITION)
{
outPosition = inPosition;
}
// Geometry shader for clearing multiview layered textures
struct GS_INPUT
{
float4 inPosition : SV_Position;
uint inLayerID : TEXCOORD0;
};
struct GS_OUTPUT
{
float4 outPosition : SV_Position;
uint outLayerID : SV_RenderTargetArrayIndex;
};
[maxvertexcount(3)]
void GS_Multiview_Clear(triangle GS_INPUT input[3], inout TriangleStream<GS_OUTPUT> outStream)
{
GS_OUTPUT output = (GS_OUTPUT)0;
for (int i = 0; i < 3; i++)
{
output.outPosition = input[i].inPosition;
output.outLayerID = input[i].inLayerID;
outStream.Append(output);
}
outStream.RestartStrip();
}
// Pixel Shader Constant Buffers
cbuffer ColorAndDepthDataFloat : register(b0)
{
float4 color_Float : packoffset(c0);
float zValueF_Float : packoffset(c1);
}
cbuffer ColorAndDepthDataSint : register(b0)
{
int4 color_Sint : packoffset(c0);
float zValueF_Sint : packoffset(c1);
}
cbuffer ColorAndDepthDataUint : register(b0)
{
uint4 color_Uint : packoffset(c0);
float zValueF_Uint : packoffset(c1);
}
cbuffer DepthOnlyData : register(b0)
{
float zValue_Depth : packoffset(c1);
}
// Pixel Shader Output Structs
struct PS_OutputFloat_FL9
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float depth : SV_DEPTH;
};
struct PS_OutputFloat1
{
float4 color0 : SV_TARGET0;
float depth : SV_DEPTH;
};
struct PS_OutputFloat2
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float depth : SV_DEPTH;
};
struct PS_OutputFloat3
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float depth : SV_DEPTH;
};
struct PS_OutputFloat4
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float depth : SV_DEPTH;
};
struct PS_OutputFloat5
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float4 color4 : SV_TARGET4;
float depth : SV_DEPTH;
};
struct PS_OutputFloat6
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float4 color4 : SV_TARGET4;
float4 color5 : SV_TARGET5;
float depth : SV_DEPTH;
};
struct PS_OutputFloat7
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float4 color4 : SV_TARGET4;
float4 color5 : SV_TARGET5;
float4 color6 : SV_TARGET6;
float depth : SV_DEPTH;
};
struct PS_OutputFloat8
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
float4 color4 : SV_TARGET4;
float4 color5 : SV_TARGET5;
float4 color6 : SV_TARGET6;
float4 color7 : SV_TARGET7;
float depth : SV_DEPTH;
};
struct PS_OutputUint1
{
uint4 color0 : SV_TARGET0;
float depth : SV_DEPTH;
};
struct PS_OutputUint2
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
float depth : SV_DEPTH;
};
struct PS_OutputUint3
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
float depth : SV_DEPTH;
};
struct PS_OutputUint4
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
uint4 color3 : SV_TARGET3;
float depth : SV_DEPTH;
};
struct PS_OutputUint5
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
uint4 color3 : SV_TARGET3;
uint4 color4 : SV_TARGET4;
float depth : SV_DEPTH;
};
struct PS_OutputUint6
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
uint4 color3 : SV_TARGET3;
uint4 color4 : SV_TARGET4;
uint4 color5 : SV_TARGET5;
float depth : SV_DEPTH;
};
struct PS_OutputUint7
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
uint4 color3 : SV_TARGET3;
uint4 color4 : SV_TARGET4;
uint4 color5 : SV_TARGET5;
uint4 color6 : SV_TARGET6;
float depth : SV_DEPTH;
};
struct PS_OutputUint8
{
uint4 color0 : SV_TARGET0;
uint4 color1 : SV_TARGET1;
uint4 color2 : SV_TARGET2;
uint4 color3 : SV_TARGET3;
uint4 color4 : SV_TARGET4;
uint4 color5 : SV_TARGET5;
uint4 color6 : SV_TARGET6;
uint4 color7 : SV_TARGET7;
float depth : SV_DEPTH;
};
struct PS_OutputSint1
{
int4 color0 : SV_TARGET0;
float depth : SV_DEPTH;
};
struct PS_OutputSint2
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
float depth : SV_DEPTH;
};
struct PS_OutputSint3
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
float depth : SV_DEPTH;
};
struct PS_OutputSint4
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
int4 color3 : SV_TARGET3;
float depth : SV_DEPTH;
};
struct PS_OutputSint5
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
int4 color3 : SV_TARGET3;
int4 color4 : SV_TARGET4;
float depth : SV_DEPTH;
};
struct PS_OutputSint6
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
int4 color3 : SV_TARGET3;
int4 color4 : SV_TARGET4;
int4 color5 : SV_TARGET5;
float depth : SV_DEPTH;
};
struct PS_OutputSint7
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
int4 color3 : SV_TARGET3;
int4 color4 : SV_TARGET4;
int4 color5 : SV_TARGET5;
int4 color6 : SV_TARGET6;
float depth : SV_DEPTH;
};
struct PS_OutputSint8
{
int4 color0 : SV_TARGET0;
int4 color1 : SV_TARGET1;
int4 color2 : SV_TARGET2;
int4 color3 : SV_TARGET3;
int4 color4 : SV_TARGET4;
int4 color5 : SV_TARGET5;
int4 color6 : SV_TARGET6;
int4 color7 : SV_TARGET7;
float depth : SV_DEPTH;
};
struct PS_OutputDepth
{
float depth : SV_DEPTH;
};
// Pixel Shaders
PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat_FL9 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.color3 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat1 PS_ClearFloat1(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat1 outData;
outData.color0 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat2 PS_ClearFloat2(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat2 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat3 PS_ClearFloat3(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat3 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat4 PS_ClearFloat4(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat4 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.color3 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat5 PS_ClearFloat5(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat5 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.color3 = color_Float;
outData.color4 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat6 PS_ClearFloat6(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat6 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.color3 = color_Float;
outData.color4 = color_Float;
outData.color5 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat7 PS_ClearFloat7(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat7 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.color3 = color_Float;
outData.color4 = color_Float;
outData.color5 = color_Float;
outData.color6 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputFloat8 PS_ClearFloat8(in float4 inPosition : SV_POSITION)
{
PS_OutputFloat8 outData;
outData.color0 = color_Float;
outData.color1 = color_Float;
outData.color2 = color_Float;
outData.color3 = color_Float;
outData.color4 = color_Float;
outData.color5 = color_Float;
outData.color6 = color_Float;
outData.color7 = color_Float;
outData.depth = zValueF_Float;
return outData;
}
PS_OutputUint1 PS_ClearUint1(in float4 inPosition : SV_POSITION)
{
PS_OutputUint1 outData;
outData.color0 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint2 PS_ClearUint2(in float4 inPosition : SV_POSITION)
{
PS_OutputUint2 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint3 PS_ClearUint3(in float4 inPosition : SV_POSITION)
{
PS_OutputUint3 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint4 PS_ClearUint4(in float4 inPosition : SV_POSITION)
{
PS_OutputUint4 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.color3 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint5 PS_ClearUint5(in float4 inPosition : SV_POSITION)
{
PS_OutputUint5 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.color3 = color_Uint;
outData.color4 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint6 PS_ClearUint6(in float4 inPosition : SV_POSITION)
{
PS_OutputUint6 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.color3 = color_Uint;
outData.color4 = color_Uint;
outData.color5 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint7 PS_ClearUint7(in float4 inPosition : SV_POSITION)
{
PS_OutputUint7 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.color3 = color_Uint;
outData.color4 = color_Uint;
outData.color5 = color_Uint;
outData.color6 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputUint8 PS_ClearUint8(in float4 inPosition : SV_POSITION)
{
PS_OutputUint8 outData;
outData.color0 = color_Uint;
outData.color1 = color_Uint;
outData.color2 = color_Uint;
outData.color3 = color_Uint;
outData.color4 = color_Uint;
outData.color5 = color_Uint;
outData.color6 = color_Uint;
outData.color7 = color_Uint;
outData.depth = zValueF_Uint;
return outData;
}
PS_OutputSint1 PS_ClearSint1(in float4 inPosition : SV_POSITION)
{
PS_OutputSint1 outData;
outData.color0 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint2 PS_ClearSint2(in float4 inPosition : SV_POSITION)
{
PS_OutputSint2 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint3 PS_ClearSint3(in float4 inPosition : SV_POSITION)
{
PS_OutputSint3 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint4 PS_ClearSint4(in float4 inPosition : SV_POSITION)
{
PS_OutputSint4 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.color3 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint5 PS_ClearSint5(in float4 inPosition : SV_POSITION)
{
PS_OutputSint5 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.color3 = color_Sint;
outData.color4 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint6 PS_ClearSint6(in float4 inPosition : SV_POSITION)
{
PS_OutputSint6 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.color3 = color_Sint;
outData.color4 = color_Sint;
outData.color5 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint7 PS_ClearSint7(in float4 inPosition : SV_POSITION)
{
PS_OutputSint7 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.color3 = color_Sint;
outData.color4 = color_Sint;
outData.color5 = color_Sint;
outData.color6 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputSint8 PS_ClearSint8(in float4 inPosition : SV_POSITION)
{
PS_OutputSint8 outData;
outData.color0 = color_Sint;
outData.color1 = color_Sint;
outData.color2 = color_Sint;
outData.color3 = color_Sint;
outData.color4 = color_Sint;
outData.color5 = color_Sint;
outData.color6 = color_Sint;
outData.color7 = color_Sint;
outData.depth = zValueF_Sint;
return outData;
}
PS_OutputDepth PS_ClearDepth(in float4 inPosition : SV_POSITION)
{
PS_OutputDepth outData;
outData.depth = zValue_Depth;
return outData;
}