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GPU: Remove D3D11 shaders from testgpu_spinning_cube
This commit is contained in:
parent
5a74aadac9
commit
a85f0b49f4
@ -82,18 +82,9 @@ if [[ "$OSTYPE" == "darwin"* ]]; then
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elif [[ "$OSTYPE" == "cygwin"* ]] || [[ "$OSTYPE" == "msys"* ]]; then
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# FXC
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fxc cube.hlsl /E VSMain /T vs_5_0 /Fh cube.vert.h
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fxc cube.hlsl /E PSMain /T ps_5_0 /Fh cube.frag.h
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cat cube.vert.h | perl -w -p -e 's/BYTE/unsigned char/;s/g_VSMain/D3D11_CubeVert/;' > cube.vert.temp.h
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cat cube.frag.h | perl -w -p -e 's/BYTE/unsigned char/;s/g_PSMain/D3D11_CubeFrag/;' > cube.frag.temp.h
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cat cube.vert.temp.h cube.frag.temp.h > testgpu_dxbc.h
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rm -f cube.vert.h cube.frag.h cube.vert.temp.h cube.frag.temp.h
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# DXC
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dxc cube.hlsl /E VSMain /T vs_6_0 /Fh cube.vert.h /D D3D12=1
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dxc cube.hlsl /E PSMain /T ps_6_0 /Fh cube.frag.h /D D3D12=1
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dxc cube.hlsl /E VSMain /T vs_6_0 /Fh cube.vert.h
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dxc cube.hlsl /E PSMain /T ps_6_0 /Fh cube.frag.h
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cat cube.vert.h | perl -w -p -e 's/BYTE/unsigned char/;s/g_VSMain/D3D12_CubeVert/;' > cube.vert.temp.h
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cat cube.frag.h | perl -w -p -e 's/BYTE/unsigned char/;s/g_PSMain/D3D12_CubeFrag/;' > cube.frag.temp.h
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@ -1,8 +1,4 @@
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#if D3D12
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#define REG(reg, space) register(reg, space)
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#else
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#define REG(reg, space) register(reg)
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#endif
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cbuffer UBO : REG(b0, space1)
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{
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@ -32,4 +28,4 @@ VSOutput VSMain(VSInput input)
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float4 PSMain(VSOutput input) : SV_Target0
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{
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return input.Color;
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}
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}
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@ -1,333 +0,0 @@
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 10.1
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//
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//
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// Buffer Definitions:
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//
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// cbuffer UBO
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// {
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//
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// float4x4 ModelViewProj; // Offset: 0 Size: 64
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//
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// }
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//
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//
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// Resource Bindings:
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//
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// Name Type Format Dim HLSL Bind Count
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// ------------------------------ ---------- ------- ----------- -------------- ------
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// UBO cbuffer NA NA cb0 1
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//
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//
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//
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// Input signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// TEXCOORD 0 xyz 0 NONE float xyz
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// TEXCOORD 1 xyz 1 NONE float xyz
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//
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//
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// Output signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// TEXCOORD 0 xyzw 0 NONE float xyzw
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// SV_Position 0 xyzw 1 POS float xyzw
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//
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vs_5_0
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dcl_globalFlags refactoringAllowed
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dcl_constantbuffer CB0[4], immediateIndexed
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dcl_input v0.xyz
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dcl_input v1.xyz
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dcl_output o0.xyzw
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dcl_output_siv o1.xyzw, position
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dcl_temps 1
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mov o0.xyz, v1.xyzx
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mov o0.w, l(1.000000)
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mul r0.xyzw, v0.yyyy, cb0[1].xyzw
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mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw
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mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw
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add o1.xyzw, r0.xyzw, cb0[3].xyzw
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ret
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// Approximately 7 instruction slots used
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#endif
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const unsigned char D3D11_CubeVert[] =
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{
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68, 88, 66, 67, 114, 13,
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37, 16, 19, 3, 132, 73,
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243, 18, 23, 177, 140, 169,
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19, 240, 1, 0, 0, 0,
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156, 3, 0, 0, 5, 0,
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0, 0, 52, 0, 0, 0,
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64, 1, 0, 0, 140, 1,
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0, 0, 228, 1, 0, 0,
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0, 3, 0, 0, 82, 68,
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69, 70, 4, 1, 0, 0,
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1, 0, 0, 0, 96, 0,
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0, 0, 1, 0, 0, 0,
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60, 0, 0, 0, 0, 5,
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254, 255, 0, 1, 0, 0,
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220, 0, 0, 0, 82, 68,
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49, 49, 60, 0, 0, 0,
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24, 0, 0, 0, 32, 0,
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0, 0, 40, 0, 0, 0,
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36, 0, 0, 0, 12, 0,
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0, 0, 0, 0, 0, 0,
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92, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 1, 0,
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0, 0, 85, 66, 79, 0,
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92, 0, 0, 0, 1, 0,
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0, 0, 120, 0, 0, 0,
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64, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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160, 0, 0, 0, 0, 0,
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0, 0, 64, 0, 0, 0,
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2, 0, 0, 0, 184, 0,
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0, 0, 0, 0, 0, 0,
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255, 255, 255, 255, 0, 0,
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0, 0, 255, 255, 255, 255,
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0, 0, 0, 0, 77, 111,
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100, 101, 108, 86, 105, 101,
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119, 80, 114, 111, 106, 0,
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102, 108, 111, 97, 116, 52,
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120, 52, 0, 171, 3, 0,
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3, 0, 4, 0, 4, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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174, 0, 0, 0, 77, 105,
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99, 114, 111, 115, 111, 102,
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116, 32, 40, 82, 41, 32,
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72, 76, 83, 76, 32, 83,
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104, 97, 100, 101, 114, 32,
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67, 111, 109, 112, 105, 108,
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101, 114, 32, 49, 48, 46,
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49, 0, 73, 83, 71, 78,
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68, 0, 0, 0, 2, 0,
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0, 0, 8, 0, 0, 0,
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56, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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3, 0, 0, 0, 0, 0,
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0, 0, 7, 7, 0, 0,
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56, 0, 0, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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3, 0, 0, 0, 1, 0,
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0, 0, 7, 7, 0, 0,
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84, 69, 88, 67, 79, 79,
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82, 68, 0, 171, 171, 171,
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79, 83, 71, 78, 80, 0,
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0, 0, 2, 0, 0, 0,
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8, 0, 0, 0, 56, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 3, 0,
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0, 0, 0, 0, 0, 0,
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15, 0, 0, 0, 65, 0,
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0, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 0, 0,
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15, 0, 0, 0, 84, 69,
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88, 67, 79, 79, 82, 68,
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0, 83, 86, 95, 80, 111,
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115, 105, 116, 105, 111, 110,
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0, 171, 171, 171, 83, 72,
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69, 88, 20, 1, 0, 0,
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80, 0, 1, 0, 69, 0,
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0, 0, 106, 8, 0, 1,
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89, 0, 0, 4, 70, 142,
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32, 0, 0, 0, 0, 0,
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4, 0, 0, 0, 95, 0,
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0, 3, 114, 16, 16, 0,
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0, 0, 0, 0, 95, 0,
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0, 3, 114, 16, 16, 0,
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1, 0, 0, 0, 101, 0,
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0, 3, 242, 32, 16, 0,
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0, 0, 0, 0, 103, 0,
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0, 4, 242, 32, 16, 0,
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1, 0, 0, 0, 1, 0,
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0, 0, 104, 0, 0, 2,
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1, 0, 0, 0, 54, 0,
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0, 5, 114, 32, 16, 0,
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0, 0, 0, 0, 70, 18,
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16, 0, 1, 0, 0, 0,
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54, 0, 0, 5, 130, 32,
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16, 0, 0, 0, 0, 0,
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1, 64, 0, 0, 0, 0,
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128, 63, 56, 0, 0, 8,
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242, 0, 16, 0, 0, 0,
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0, 0, 86, 21, 16, 0,
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0, 0, 0, 0, 70, 142,
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32, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 50, 0,
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0, 10, 242, 0, 16, 0,
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0, 0, 0, 0, 70, 142,
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32, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 6, 16,
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16, 0, 0, 0, 0, 0,
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70, 14, 16, 0, 0, 0,
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0, 0, 50, 0, 0, 10,
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242, 0, 16, 0, 0, 0,
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0, 0, 70, 142, 32, 0,
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0, 0, 0, 0, 2, 0,
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0, 0, 166, 26, 16, 0,
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0, 0, 0, 0, 70, 14,
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16, 0, 0, 0, 0, 0,
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0, 0, 0, 8, 242, 32,
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16, 0, 1, 0, 0, 0,
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70, 14, 16, 0, 0, 0,
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0, 0, 70, 142, 32, 0,
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0, 0, 0, 0, 3, 0,
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0, 0, 62, 0, 0, 1,
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83, 84, 65, 84, 148, 0,
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0, 0, 7, 0, 0, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 4, 0, 0, 0,
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4, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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2, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0
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};
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 10.1
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//
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//
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//
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// Input signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// TEXCOORD 0 xyzw 0 NONE float xyzw
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// SV_Position 0 xyzw 1 POS float
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//
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//
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// Output signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// SV_Target 0 xyzw 0 TARGET float xyzw
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//
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ps_5_0
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dcl_globalFlags refactoringAllowed
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dcl_input_ps linear v0.xyzw
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dcl_output o0.xyzw
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mov o0.xyzw, v0.xyzw
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ret
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// Approximately 2 instruction slots used
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#endif
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const unsigned char D3D11_CubeFrag[] =
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{
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68, 88, 66, 67, 100, 36,
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97, 53, 102, 218, 120, 105,
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57, 43, 222, 229, 58, 45,
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195, 237, 1, 0, 0, 0,
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12, 2, 0, 0, 5, 0,
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0, 0, 52, 0, 0, 0,
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160, 0, 0, 0, 248, 0,
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0, 0, 44, 1, 0, 0,
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112, 1, 0, 0, 82, 68,
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69, 70, 100, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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60, 0, 0, 0, 0, 5,
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255, 255, 0, 1, 0, 0,
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60, 0, 0, 0, 82, 68,
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49, 49, 60, 0, 0, 0,
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24, 0, 0, 0, 32, 0,
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0, 0, 40, 0, 0, 0,
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36, 0, 0, 0, 12, 0,
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0, 0, 0, 0, 0, 0,
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77, 105, 99, 114, 111, 115,
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111, 102, 116, 32, 40, 82,
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41, 32, 72, 76, 83, 76,
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32, 83, 104, 97, 100, 101,
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114, 32, 67, 111, 109, 112,
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105, 108, 101, 114, 32, 49,
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48, 46, 49, 0, 73, 83,
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71, 78, 80, 0, 0, 0,
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2, 0, 0, 0, 8, 0,
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0, 0, 56, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 3, 0, 0, 0,
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0, 0, 0, 0, 15, 15,
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0, 0, 65, 0, 0, 0,
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0, 0, 0, 0, 1, 0,
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0, 0, 3, 0, 0, 0,
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1, 0, 0, 0, 15, 0,
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0, 0, 84, 69, 88, 67,
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79, 79, 82, 68, 0, 83,
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86, 95, 80, 111, 115, 105,
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116, 105, 111, 110, 0, 171,
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171, 171, 79, 83, 71, 78,
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44, 0, 0, 0, 1, 0,
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0, 0, 8, 0, 0, 0,
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32, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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3, 0, 0, 0, 0, 0,
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0, 0, 15, 0, 0, 0,
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83, 86, 95, 84, 97, 114,
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103, 101, 116, 0, 171, 171,
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83, 72, 69, 88, 60, 0,
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0, 0, 80, 0, 0, 0,
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15, 0, 0, 0, 106, 8,
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0, 1, 98, 16, 0, 3,
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242, 16, 16, 0, 0, 0,
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0, 0, 101, 0, 0, 3,
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242, 32, 16, 0, 0, 0,
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0, 0, 54, 0, 0, 5,
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242, 32, 16, 0, 0, 0,
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0, 0, 70, 30, 16, 0,
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0, 0, 0, 0, 62, 0,
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0, 1, 83, 84, 65, 84,
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148, 0, 0, 0, 2, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 2, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0
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};
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@ -22,7 +22,6 @@
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/* Regenerate the shaders with testgpu/build-shaders.sh */
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#include "testgpu/testgpu_spirv.h"
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#include "testgpu/testgpu_dxbc.h"
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#include "testgpu/testgpu_dxil.h"
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#include "testgpu/testgpu_metallib.h"
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@ -471,12 +470,7 @@ load_shader(bool is_vertex)
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createinfo.props = 0;
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SDL_GPUShaderFormat format = SDL_GetGPUShaderFormats(gpu_device);
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if (format & SDL_GPU_SHADERFORMAT_DXBC) {
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createinfo.format = SDL_GPU_SHADERFORMAT_DXBC;
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createinfo.code = is_vertex ? D3D11_CubeVert : D3D11_CubeFrag;
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createinfo.code_size = is_vertex ? SDL_arraysize(D3D11_CubeVert) : SDL_arraysize(D3D11_CubeFrag);
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createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain";
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} else if (format & SDL_GPU_SHADERFORMAT_DXIL) {
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if (format & SDL_GPU_SHADERFORMAT_DXIL) {
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createinfo.format = SDL_GPU_SHADERFORMAT_DXIL;
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createinfo.code = is_vertex ? D3D12_CubeVert : D3D12_CubeFrag;
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createinfo.code_size = is_vertex ? SDL_arraysize(D3D12_CubeVert) : SDL_arraysize(D3D12_CubeFrag);
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