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path: root/disassembly/dwmcore_2003_10.asm
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//
// Generated by Microsoft (R) HLSL Shader Compiler 9.25.950.2675
//
//   using 3Dmigoto v1.3.16 on Wed Feb 09 18:55:49 2022
//
//
// Buffer Definitions:
//
// cbuffer BlurConstants
// {
//
//   float4 conv[8];                    // Offset:    0 Size:   128
//   float4 colorization_afterglow;     // Offset:  128 Size:    16 [unused]
//   float4 colorization_blurBalance;   // Offset:  144 Size:    16 [unused]
//   float4 colorization_color;         // Offset:  160 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BackgroundSampler                 sampler      NA          NA    0        1
// BackgroundSampler                 texture  float4          2d    0        1
// BlurConstants                     cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer  Start Reg # of Regs        Data Conversion
// ---------- ------- --------- --------- ----------------------
// c0         cb0             0         8  ( FLT, FLT, FLT, FLT)
//
//
// Sampler/Resource to DX9 shader sampler mappings:
//
// Target Sampler Source Sampler  Source Resource
// -------------- --------------- ----------------
// s0             s0              t0
//
//
// Level9 shader bytecode:
//
    ps_2_0
    def c8, 1, 0, 0, 0
    dcl t1
    dcl t2
    dcl t3
    dcl t4
    dcl_2d s0
    mov r0.x, t1.z
    mov r0.y, t1.w
    mov r1.x, t2.z
    mov r1.y, t2.w
    mov r2.x, t3.z
    mov r2.y, t3.w
    mov r3.x, t4.z
    mov r3.y, t4.w
    texld r0, r0, s0
    texld r4, t1, s0
    texld r5, t2, s0
    texld r1, r1, s0
    texld r6, t3, s0
    texld r2, r2, s0
    texld r7, t4, s0
    texld r3, r3, s0
    mul r0.xyz, r0, c1
    mad r0.xyz, c0, r4, r0
    mad r0.xyz, c2, r5, r0
    mad r0.xyz, c3, r1, r0
    mad r0.xyz, c4, r6, r0
    mad r0.xyz, c5, r2, r0
    mad r0.xyz, c6, r7, r0
    mad r0.xyz, c7, r3, r0
    mov r0.w, c8.x
    mov oC0, r0

// approximately 26 instruction slots used (8 texture, 18 arithmetic)
ps_4_0
dcl_constantbuffer cb0[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 2
sample r0.xyzw, v2.zwzz, t0.xyzw, s0
mul r0.xyz, r0.xyzx, cb0[1].xyzx
sample r1.xyzw, v2.xyxx, t0.xyzw, s0
mad r0.xyz, cb0[0].xyzx, r1.xyzx, r0.xyzx
sample r1.xyzw, v3.xyxx, t0.xyzw, s0
mad r0.xyz, cb0[2].xyzx, r1.xyzx, r0.xyzx
sample r1.xyzw, v3.zwzz, t0.xyzw, s0
mad r0.xyz, cb0[3].xyzx, r1.xyzx, r0.xyzx
sample r1.xyzw, v4.xyxx, t0.xyzw, s0
mad r0.xyz, cb0[4].xyzx, r1.xyzx, r0.xyzx
sample r1.xyzw, v4.zwzz, t0.xyzw, s0
mad r0.xyz, cb0[5].xyzx, r1.xyzx, r0.xyzx
sample r1.xyzw, v5.xyxx, t0.xyzw, s0
mad r0.xyz, cb0[6].xyzx, r1.xyzx, r0.xyzx
sample r1.xyzw, v5.zwzz, t0.xyzw, s0
mad o0.xyz, cb0[7].xyzx, r1.xyzx, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 18 instruction slots used