3 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
10 // Name Index Mask Register SysValue Format Used
11 // -------------------- ----- ------ -------- -------- ------- ------
12 // SV_Position 0 xyzw 0 POS float xyzw
13 // TEXCOORD 0 x 1 NONE uint x
14 // LAYER 0 y 1 NONE uint y
19 // Name Index Mask Register SysValue Format Used
20 // -------------------- ----- ------ -------- -------- ------- ------
21 // SV_Position 0 xyzw 0 POS float xyzw
22 // TEXCOORD 0 x 1 NONE uint x
23 // SV_RenderTargetArrayIndex 0 y 1 RTINDEX uint y
26 dcl_input_siv v[1][0].xyzw, position
29 dcl_inputprimitive point
30 dcl_outputtopology pointlist
31 dcl_output_siv o0.xyzw, position
33 dcl_output_siv o1.y, rendertarget_array_index
35 mov o0.xyzw, v[0][0].xyzw
40 // Approximately 5 instruction slots used
43 const BYTE g_GS_BufferToTexture[] =
45 68, 88, 66, 67, 76, 247,
46 16, 54, 179, 210, 24, 242,
47 185, 199, 67, 148, 241, 107,
60 99, 114, 111, 115, 111, 102,
61 116, 32, 40, 82, 41, 32,
62 72, 76, 83, 76, 32, 83,
63 104, 97, 100, 101, 114, 32,
64 67, 111, 109, 112, 105, 108,
65 101, 114, 32, 57, 46, 51,
66 48, 46, 57, 50, 48, 48,
67 46, 49, 54, 51, 56, 52,
68 0, 171, 73, 83, 71, 78,
83 83, 86, 95, 80, 111, 115,
84 105, 116, 105, 111, 110, 0,
85 84, 69, 88, 67, 79, 79,
86 82, 68, 0, 76, 65, 89,
87 69, 82, 0, 171, 79, 83,
102 0, 0, 83, 86, 95, 80,
103 111, 115, 105, 116, 105, 111,
104 110, 0, 84, 69, 88, 67,
105 79, 79, 82, 68, 0, 83,
106 86, 95, 82, 101, 110, 100,
107 101, 114, 84, 97, 114, 103,
108 101, 116, 65, 114, 114, 97,
109 121, 73, 110, 100, 101, 120,
110 0, 171, 83, 72, 68, 82,
113 97, 0, 0, 5, 242, 16,
123 103, 0, 0, 4, 242, 32,
132 0, 6, 242, 32, 16, 0,
145 83, 84, 65, 84, 116, 0,