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 // LAYER 0 x 1 NONE uint x
14 // TEXCOORD 0 xyz 2 NONE float xyz
19 // Name Index Mask Register SysValue Format Used
20 // -------------------- ----- ------ -------- -------- ------- ------
21 // SV_POSITION 0 xyzw 0 POS float xyzw
22 // SV_RENDERTARGETARRAYINDEX 0 x 1 RTINDEX uint x
23 // TEXCOORD 0 xyz 2 NONE float xyz
26 dcl_input_siv v[3][0].xyzw, position
30 dcl_inputprimitive triangle
31 dcl_outputtopology trianglestrip
32 dcl_output_siv o0.xyzw, position
33 dcl_output_siv o1.x, rendertarget_array_index
40 mov o0.xyzw, v[r0.x + 0][0].xyzw
41 mov o1.x, v[r0.x + 0][1].x
42 mov o2.xyz, v[r0.x + 0][2].xyzx
47 // Approximately 11 instruction slots used
50 const BYTE g_GS_Passthrough3D[] =
52 68, 88, 66, 67, 21, 92,
53 188, 203, 22, 49, 177, 239,
54 121, 233, 148, 135, 212, 27,
67 99, 114, 111, 115, 111, 102,
68 116, 32, 40, 82, 41, 32,
69 72, 76, 83, 76, 32, 83,
70 104, 97, 100, 101, 114, 32,
71 67, 111, 109, 112, 105, 108,
72 101, 114, 32, 57, 46, 51,
73 48, 46, 57, 50, 48, 48,
74 46, 49, 54, 51, 56, 52,
75 0, 171, 73, 83, 71, 78,
90 83, 86, 95, 80, 79, 83,
91 73, 84, 73, 79, 78, 0,
92 76, 65, 89, 69, 82, 0,
93 84, 69, 88, 67, 79, 79,
94 82, 68, 0, 171, 79, 83,
109 0, 0, 83, 86, 95, 80,
110 79, 83, 73, 84, 73, 79,
111 78, 0, 83, 86, 95, 82,
112 69, 78, 68, 69, 82, 84,
113 65, 82, 71, 69, 84, 65,
114 82, 82, 65, 89, 73, 78,
115 68, 69, 88, 0, 84, 69,
116 88, 67, 79, 79, 82, 68,
117 0, 171, 83, 72, 68, 82,
120 97, 0, 0, 5, 242, 16,
126 95, 0, 0, 4, 114, 16,
130 93, 24, 0, 1, 92, 40,
132 242, 32, 16, 0, 0, 0,
134 103, 0, 0, 4, 18, 32,
137 0, 3, 114, 32, 16, 0,
151 0, 7, 242, 32, 16, 0,
153 160, 0, 10, 0, 16, 0,
157 0, 0, 10, 16, 160, 0,
160 54, 0, 0, 7, 114, 32,
162 70, 18, 160, 0, 10, 0,
171 0, 1, 83, 84, 65, 84,