Compile shaders with newer fxc. (bug 1203829 part 2, r=mattwoodrow)
authorDavid Anderson <dvander@alliedmods.net>
Tue, 15 Sep 2015 01:04:09 -0700
changeset 262585 60ed4fafa41e63dc1855bd64830a9c00bcea0b83
parent 262584 cd7b4b4b747485d59c9fb07cd31e17afac87f70b
child 262586 ac89d8222e1b4cd7abae7e63c3a43b0984ae3ee8
push id15198
push userkwierso@gmail.com
push dateWed, 16 Sep 2015 00:21:31 +0000
treeherderfx-team@dbfddd6efb5d [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
reviewersmattwoodrow
bugs1203829
milestone43.0a1
Compile shaders with newer fxc. (bug 1203829 part 2, r=mattwoodrow)
gfx/layers/d3d11/CompositorD3D11Shaders.h
gfx/layers/d3d11/CompositorD3D11ShadersVR.h
--- a/gfx/layers/d3d11/CompositorD3D11Shaders.h
+++ b/gfx/layers/d3d11/CompositorD3D11Shaders.h
@@ -1,15 +1,11 @@
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tvs_4_0_level_9_3 CompositorD3D11.hlsl -ELayerQuadVS
-//    -VnLayerQuadVS -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4x4 mLayerTransform;          // Offset:    0 Size:    64
@@ -29,27 +25,27 @@
 // Name                                 Type  Format         Dim Slot Elements
 // ------------------------------ ---------- ------- ----------- ---- --------
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// POSITION                 0   xy          0     NONE  float   xy  
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// POSITION                 0   xy          0     NONE   float   xy  
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float   xyzw
-// TEXCOORD                 0   xy          1     NONE  float   xy  
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float   xyzw
+// TEXCOORD                 0   xy          1     NONE   float   xy  
 //
 //
 // Constant buffer to DX9 shader constant mappings:
 //
 // Target Reg Buffer  Start Reg # of Regs        Data Conversion
 // ---------- ------- --------- --------- ----------------------
 // c1         cb0             0         2  ( FLT, FLT, FLT, FLT)
 // c3         cb0             3         8  ( FLT, FLT, FLT, FLT)
@@ -102,20 +98,20 @@ mad r1.xyzw, cb0[6].xyzw, r0.zzzz, r1.xy
 mad o0.xyzw, cb0[7].xyzw, r0.wwww, r1.xyzw
 mad o1.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
 ret 
 // Approximately 13 instruction slots used
 #endif
 
 const BYTE LayerQuadVS[] =
 {
-     68,  88,  66,  67,  26, 156, 
-     32, 249,  73, 220,  32,  91, 
-     64, 185, 136, 143, 133, 249, 
-    140, 206,   1,   0,   0,   0, 
+     68,  88,  66,  67, 200, 251, 
+     64, 251, 166, 240, 101, 137, 
+    191, 140,  75, 217,   9, 168, 
+     61, 163,   1,   0,   0,   0, 
     180,   6,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     152,   1,   0,   0, 160,   3, 
       0,   0,  28,   4,   0,   0, 
      40,   6,   0,   0,  92,   6, 
       0,   0,  65, 111, 110,  57, 
      88,   1,   0,   0,  88,   1, 
       0,   0,   0,   2, 254, 255, 
@@ -260,27 +256,27 @@ const BYTE LayerQuadVS[] =
     230, 138,  32,   0,   0,   0, 
       0,   0,   9,   0,   0,   0, 
      70, 128,  32,   0,   0,   0, 
       0,   0,   9,   0,   0,   0, 
      62,   0,   0,   1,  83,  84, 
      65,  84, 116,   0,   0,   0, 
      13,   0,   0,   0,   2,   0, 
       0,   0,   0,   0,   0,   0, 
-      3,   0,   0,   0,   6,   0, 
+      3,   0,   0,   0,  12,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   1,   0, 
+      0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  82,  68,  69,  70, 
       4,   2,   0,   0,   1,   0, 
@@ -361,20 +357,20 @@ const BYTE LayerQuadVS[] =
       0, 171,   0,   0,   3,   0, 
       1,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
      77, 105,  99, 114, 111, 115, 
     111, 102, 116,  32,  40,  82, 
      41,  32,  72,  76,  83,  76, 
      32,  83, 104,  97, 100, 101, 
     114,  32,  67, 111, 109, 112, 
-    105, 108, 101, 114,  32,  57, 
-     46,  50,  57,  46,  57,  53, 
-     50,  46,  51,  49,  49,  49, 
-      0, 171, 171, 171,  73,  83, 
+    105, 108, 101, 114,  32,  54, 
+     46,  51,  46,  57,  54,  48, 
+     48,  46,  49,  54,  51,  56, 
+     52,   0, 171, 171,  73,  83, 
      71,  78,  44,   0,   0,   0, 
       1,   0,   0,   0,   8,   0, 
       0,   0,  32,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   3,   3, 
       0,   0,  80,  79,  83,  73, 
      84,  73,  79,  78,   0, 171, 
@@ -391,21 +387,17 @@ const BYTE LayerQuadVS[] =
       0,   0,   3,  12,   0,   0, 
      83,  86,  95,  80, 111, 115, 
     105, 116, 105, 111, 110,   0, 
      84,  69,  88,  67,  79,  79, 
      82,  68,   0, 171, 171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ESolidColorShader
-//    -VnSolidColorShader -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16
@@ -425,27 +417,27 @@ const BYTE LayerQuadVS[] =
 // Name                                 Type  Format         Dim Slot Elements
 // ------------------------------ ---------- ------- ----------- ---- --------
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float       
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float       
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
+// 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         1  ( FLT, FLT, FLT, FLT)
 //
@@ -461,20 +453,20 @@ dcl_constantbuffer cb0[1], immediateInde
 dcl_output o0.xyzw
 mov o0.xyzw, cb0[0].xyzw
 ret 
 // Approximately 2 instruction slots used
 #endif
 
 const BYTE SolidColorShader[] =
 {
-     68,  88,  66,  67, 204,   8, 
-      5, 100,  51,  20, 107, 176, 
-    111, 165, 149, 245, 134, 187, 
-     83,  96,   1,   0,   0,   0, 
+     68,  88,  66,  67,  30, 148, 
+    104, 202, 165,  39,  58, 182, 
+    100, 205,  95, 195,  52, 137, 
+    197, 241,   1,   0,   0,   0, 
     224,   3,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     132,   0,   0,   0, 204,   0, 
       0,   0,  72,   1,   0,   0, 
      84,   3,   0,   0, 172,   3, 
       0,   0,  65, 111, 110,  57, 
      68,   0,   0,   0,  68,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -600,19 +592,19 @@ const BYTE SolidColorShader[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  50,  57, 
-     46,  57,  53,  50,  46,  51, 
-     49,  49,  49,   0, 171, 171, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -630,21 +622,17 @@ const BYTE SolidColorShader[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ERGBShader
-//    -VnRGBShader -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -666,27 +654,27 @@ const BYTE SolidColorShader[] =
 // sSampler                          sampler      NA          NA    0        1
 // tRGB                              texture  float4          2d    0        1
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float   xy  
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
+// 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             1         1  ( FLT, FLT, FLT, FLT)
 //
@@ -720,20 +708,20 @@ sample r0.xyzw, v1.xyxx, t0.xyzw, s0
 mul o0.xyz, r0.xyzx, cb0[1].xxxx
 mov o0.w, cb0[1].x
 ret 
 // Approximately 4 instruction slots used
 #endif
 
 const BYTE RGBShader[] =
 {
-     68,  88,  66,  67,  20, 109, 
-    176, 198,  26, 112, 108, 185, 
-    246, 240, 143,  18,  57, 236, 
-    126,  68,   1,   0,   0,   0, 
+     68,  88,  66,  67, 239, 198, 
+     87, 206,  69,  92, 245,  30, 
+    125, 195, 239,  77,  37, 241, 
+    175, 187,   1,   0,   0,   0, 
     232,   4,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     204,   0,   0,   0, 136,   1, 
       0,   0,   4,   2,   0,   0, 
      92,   4,   0,   0, 180,   4, 
       0,   0,  65, 111, 110,  57, 
     140,   0,   0,   0, 140,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -903,19 +891,19 @@ const BYTE RGBShader[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  50,  57, 
-     46,  57,  53,  50,  46,  51, 
-     49,  49,  49,   0, 171, 171, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -933,21 +921,17 @@ const BYTE RGBShader[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ERGBAShader
-//    -VnRGBAShader -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -969,27 +953,27 @@ const BYTE RGBShader[] =
 // sSampler                          sampler      NA          NA    0        1
 // tRGB                              texture  float4          2d    0        1
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float   xy  
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
+// 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             1         1  ( FLT, FLT, FLT, FLT)
 //
@@ -1021,20 +1005,20 @@ dcl_temps 1
 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
 mul o0.xyzw, r0.xyzw, cb0[1].xxxx
 ret 
 // Approximately 3 instruction slots used
 #endif
 
 const BYTE RGBAShader[] =
 {
-     68,  88,  66,  67, 214,  26, 
-    168, 112,  65, 151,  75,  99, 
-    196,  63, 136, 104, 158, 202, 
-    217,   7,   1,   0,   0,   0, 
+     68,  88,  66,  67, 230,  59, 
+     90,  23,  60,  77,  18, 113, 
+     14, 129, 183, 152, 233,  55, 
+    111,  42,   1,   0,   0,   0, 
     196,   4,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     192,   0,   0,   0, 100,   1, 
       0,   0, 224,   1,   0,   0, 
      56,   4,   0,   0, 144,   4, 
       0,   0,  65, 111, 110,  57, 
     128,   0,   0,   0, 128,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -1198,19 +1182,19 @@ const BYTE RGBAShader[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  50,  57, 
-     46,  57,  53,  50,  46,  51, 
-     49,  49,  49,   0, 171, 171, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1228,21 +1212,17 @@ const BYTE RGBAShader[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -EComponentAlphaShader
-//    -VnComponentAlphaShader -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -1265,28 +1245,28 @@ const BYTE RGBAShader[] =
 // tRGB                              texture  float4          2d    0        1
 // tRGBWhite                         texture  float4          2d    1        1
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float   xy  
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
-// SV_Target                1   xyzw        1   TARGET  float   xyzw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Target                0   xyzw        0   TARGET   float   xyzw
+// SV_Target                1   xyzw        1   TARGET   float   xyzw
 //
 //
 // Constant buffer to DX9 shader constant mappings:
 //
 // Target Reg Buffer  Start Reg # of Regs        Data Conversion
 // ---------- ------- --------- --------- ----------------------
 // c0         cb0             1         1  ( FLT, FLT, FLT, FLT)
 //
@@ -1334,20 +1314,20 @@ mov r1.w, r0.y
 mul o1.xyzw, r0.xyzw, cb0[1].xxxx
 mul o0.xyzw, r1.xyzw, cb0[1].xxxx
 ret 
 // Approximately 8 instruction slots used
 #endif
 
 const BYTE ComponentAlphaShader[] =
 {
-     68,  88,  66,  67, 207, 238, 
-    180, 151, 111,  52, 137,   3, 
-     45, 243, 229, 223,  99, 172, 
-     89,   3,   1,   0,   0,   0, 
+     68,  88,  66,  67, 186, 162, 
+     72,  42,  69,  36, 160,  68, 
+    108, 121, 216, 238, 108,  37, 
+      6, 145,   1,   0,   0,   0, 
      68,   6,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      64,   1,   0,   0, 160,   2, 
       0,   0,  28,   3,   0,   0, 
     160,   5,   0,   0, 248,   5, 
       0,   0,  65, 111, 110,  57, 
       0,   1,   0,   0,   0,   1, 
       0,   0,   0,   2, 255, 255, 
@@ -1460,17 +1440,17 @@ const BYTE ComponentAlphaShader[] =
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   2,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      2,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
      69,  70, 124,   2,   0,   0, 
       1,   0,   0,   0, 192,   0, 
@@ -1571,19 +1551,19 @@ const BYTE ComponentAlphaShader[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  50,  57, 
-     46,  57,  53,  50,  46,  51, 
-     49,  49,  49,   0, 171, 171, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1605,21 +1585,17 @@ const BYTE ComponentAlphaShader[] =
       0,   0,   3,   0,   0,   0, 
       1,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -EYCbCrShader
-//    -VnYCbCrShader -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -1643,27 +1619,27 @@ const BYTE ComponentAlphaShader[] =
 // tCb                               texture  float4          2d    1        1
 // tCr                               texture  float4          2d    2        1
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float   xy  
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
+// 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             1         1  ( FLT, FLT, FLT, FLT)
 //
@@ -1727,20 +1703,20 @@ mad r1.z, r0.z, l(1.164380), r0.x
 mov r1.w, l(1.000000)
 mul o0.xyzw, r1.xyzw, cb0[1].xxxx
 ret 
 // Approximately 15 instruction slots used
 #endif
 
 const BYTE YCbCrShader[] =
 {
-     68,  88,  66,  67,  54,  63, 
-    153,   7,  84, 231,  22,  28, 
-    117, 160,  57,  24, 123, 163, 
-     52, 109,   1,   0,   0,   0, 
+     68,  88,  66,  67, 127, 202, 
+     65,  67, 171,  51, 222, 111, 
+    252, 139,  60, 115,  30, 112, 
+    240,  10,   1,   0,   0,   0, 
     212,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     220,   1,   0,   0,  44,   4, 
       0,   0, 168,   4,   0,   0, 
      72,   7,   0,   0, 160,   7, 
       0,   0,  65, 111, 110,  57, 
     156,   1,   0,   0, 156,   1, 
       0,   0,   0,   2, 255, 255, 
@@ -1909,17 +1885,17 @@ const BYTE YCbCrShader[] =
      70,  14,  16,   0,   1,   0, 
       0,   0,   6, 128,  32,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,  62,   0,   0,   1, 
      83,  84,  65,  84, 116,   0, 
       0,   0,  15,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,   2,   0,   0,   0, 
-      6,   0,   0,   0,   0,   0, 
+     10,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2035,19 +2011,19 @@ const BYTE YCbCrShader[] =
      97, 100,   0, 118,  77,  97, 
     115, 107,  81, 117,  97, 100, 
       0,  77, 105,  99, 114, 111, 
     115, 111, 102, 116,  32,  40, 
      82,  41,  32,  72,  76,  83, 
      76,  32,  83, 104,  97, 100, 
     101, 114,  32,  67, 111, 109, 
     112, 105, 108, 101, 114,  32, 
-     57,  46,  50,  57,  46,  57, 
-     53,  50,  46,  51,  49,  49, 
-     49,   0, 171, 171,  73,  83, 
+     54,  46,  51,  46,  57,  54, 
+     48,  48,  46,  49,  54,  51, 
+     56,  52,   0, 171,  73,  83, 
      71,  78,  80,   0,   0,   0, 
       2,   0,   0,   0,   8,   0, 
       0,   0,  56,   0,   0,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  68,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2064,21 +2040,17 @@ const BYTE YCbCrShader[] =
       0,   0,   0,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,  15,   0,   0,   0, 
      83,  86,  95,  84,  97, 114, 
     103, 101, 116,   0, 171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tvs_4_0_level_9_3 CompositorD3D11.hlsl -ELayerQuadMaskVS
-//    -VnLayerQuadMaskVS -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4x4 mLayerTransform;          // Offset:    0 Size:    64
@@ -2098,28 +2070,28 @@ const BYTE YCbCrShader[] =
 // Name                                 Type  Format         Dim Slot Elements
 // ------------------------------ ---------- ------- ----------- ---- --------
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// POSITION                 0   xy          0     NONE  float   xy  
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// POSITION                 0   xy          0     NONE   float   xy  
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float   xyzw
-// TEXCOORD                 0   xy          1     NONE  float   xy  
-// TEXCOORD                 1     zw        1     NONE  float     zw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float   xyzw
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1     zw        1     NONE   float     zw
 //
 //
 // Constant buffer to DX9 shader constant mappings:
 //
 // Target Reg Buffer  Start Reg # of Regs        Data Conversion
 // ---------- ------- --------- --------- ----------------------
 // c1         cb0             0         2  ( FLT, FLT, FLT, FLT)
 // c3         cb0             3         9  ( FLT, FLT, FLT, FLT)
@@ -2181,20 +2153,20 @@ mad r1.xyzw, cb0[6].xyzw, r0.zzzz, r1.xy
 mad o0.xyzw, cb0[7].xyzw, r0.wwww, r1.xyzw
 mad o1.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
 ret 
 // Approximately 16 instruction slots used
 #endif
 
 const BYTE LayerQuadMaskVS[] =
 {
-     68,  88,  66,  67,  15, 196, 
-    252, 199, 211, 188,  92,  26, 
-     46, 113, 249,  29, 135, 110, 
-     83, 119,   1,   0,   0,   0, 
+     68,  88,  66,  67, 223, 251, 
+     10,  17,  13,  90,  47,  25, 
+    119, 198,  20, 157, 124, 193, 
+    251, 234,   1,   0,   0,   0, 
     120,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     224,   1,   0,   0,  76,   4, 
       0,   0, 200,   4,   0,   0, 
     212,   6,   0,   0,   8,   7, 
       0,   0,  65, 111, 110,  57, 
     160,   1,   0,   0, 160,   1, 
       0,   0,   0,   2, 254, 255, 
@@ -2368,17 +2340,17 @@ const BYTE LayerQuadMaskVS[] =
      32,   0,   0,   0,   0,   0, 
       9,   0,   0,   0,  70, 128, 
      32,   0,   0,   0,   0,   0, 
       9,   0,   0,   0,  62,   0, 
       0,   1,  83,  84,  65,  84, 
     116,   0,   0,   0,  16,   0, 
       0,   0,   2,   0,   0,   0, 
       0,   0,   0,   0,   4,   0, 
-      0,   0,   8,   0,   0,   0, 
+      0,   0,  14,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2469,19 +2441,19 @@ const BYTE LayerQuadMaskVS[] =
       0,   0,   3,   0,   1,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  77, 105, 
      99, 114, 111, 115, 111, 102, 
     116,  32,  40,  82,  41,  32, 
      72,  76,  83,  76,  32,  83, 
     104,  97, 100, 101, 114,  32, 
      67, 111, 109, 112, 105, 108, 
-    101, 114,  32,  57,  46,  50, 
-     57,  46,  57,  53,  50,  46, 
-     51,  49,  49,  49,   0, 171, 
+    101, 114,  32,  54,  46,  51, 
+     46,  57,  54,  48,  48,  46, 
+     49,  54,  51,  56,  52,   0, 
     171, 171,  73,  83,  71,  78, 
      44,   0,   0,   0,   1,   0, 
       0,   0,   8,   0,   0,   0, 
      32,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,   3,   3,   0,   0, 
      80,  79,  83,  73,  84,  73, 
@@ -2503,21 +2475,17 @@ const BYTE LayerQuadMaskVS[] =
      12,   3,   0,   0,  83,  86, 
      95,  80, 111, 115, 105, 116, 
     105, 111, 110,   0,  84,  69, 
      88,  67,  79,  79,  82,  68, 
       0, 171, 171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tvs_4_0_level_9_3 CompositorD3D11.hlsl -ELayerQuadMask3DVS
-//    -VnLayerQuadMask3DVS -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4x4 mLayerTransform;          // Offset:    0 Size:    64
@@ -2537,28 +2505,28 @@ const BYTE LayerQuadMaskVS[] =
 // Name                                 Type  Format         Dim Slot Elements
 // ------------------------------ ---------- ------- ----------- ---- --------
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// POSITION                 0   xy          0     NONE  float   xy  
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// POSITION                 0   xy          0     NONE   float   xy  
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float   xyzw
-// TEXCOORD                 0   xy          1     NONE  float   xy  
-// TEXCOORD                 1   xyz         2     NONE  float   xyz 
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float   xyzw
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1   xyz         2     NONE   float   xyz 
 //
 //
 // Constant buffer to DX9 shader constant mappings:
 //
 // Target Reg Buffer  Start Reg # of Regs        Data Conversion
 // ---------- ------- --------- --------- ----------------------
 // c1         cb0             0         2  ( FLT, FLT, FLT, FLT)
 // c3         cb0             3         9  ( FLT, FLT, FLT, FLT)
@@ -2624,20 +2592,20 @@ mad o1.xy, v0.xyxx, cb0[9].zwzz, cb0[9].
 mov r0.z, l(1.000000)
 mul o2.xyz, r0.wwww, r0.xyzx
 ret 
 // Approximately 17 instruction slots used
 #endif
 
 const BYTE LayerQuadMask3DVS[] =
 {
-     68,  88,  66,  67, 100,  40, 
-     55,  29, 238,  71, 107,  78, 
-    214, 182,  73, 149, 138,  22, 
-    163, 187,   1,   0,   0,   0, 
+     68,  88,  66,  67, 151, 141, 
+     11,  11, 111, 244,  17, 242, 
+    119, 116, 248,  53, 235, 192, 
+     38, 193,   1,   0,   0,   0, 
     204,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      24,   2,   0,   0, 160,   4, 
       0,   0,  28,   5,   0,   0, 
      40,   7,   0,   0,  92,   7, 
       0,   0,  65, 111, 110,  57, 
     216,   1,   0,   0, 216,   1, 
       0,   0,   0,   2, 254, 255, 
@@ -2825,27 +2793,27 @@ const BYTE LayerQuadMask3DVS[] =
      16,   0,   2,   0,   0,   0, 
     246,  15,  16,   0,   0,   0, 
       0,   0,  70,   2,  16,   0, 
       0,   0,   0,   0,  62,   0, 
       0,   1,  83,  84,  65,  84, 
     116,   0,   0,   0,  17,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   4,   0, 
-      0,   0,   9,   0,   0,   0, 
+      0,   0,  15,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   2,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
      82,  68,  69,  70,   4,   2, 
       0,   0,   1,   0,   0,   0, 
@@ -2926,19 +2894,19 @@ const BYTE LayerQuadMask3DVS[] =
       0,   0,   3,   0,   1,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  77, 105, 
      99, 114, 111, 115, 111, 102, 
     116,  32,  40,  82,  41,  32, 
      72,  76,  83,  76,  32,  83, 
     104,  97, 100, 101, 114,  32, 
      67, 111, 109, 112, 105, 108, 
-    101, 114,  32,  57,  46,  50, 
-     57,  46,  57,  53,  50,  46, 
-     51,  49,  49,  49,   0, 171, 
+    101, 114,  32,  54,  46,  51, 
+     46,  57,  54,  48,  48,  46, 
+     49,  54,  51,  56,  52,   0, 
     171, 171,  73,  83,  71,  78, 
      44,   0,   0,   0,   1,   0, 
       0,   0,   8,   0,   0,   0, 
      32,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,   3,   3,   0,   0, 
      80,  79,  83,  73,  84,  73, 
@@ -2960,21 +2928,17 @@ const BYTE LayerQuadMask3DVS[] =
       7,   8,   0,   0,  83,  86, 
      95,  80, 111, 115, 105, 116, 
     105, 111, 110,   0,  84,  69, 
      88,  67,  79,  79,  82,  68, 
       0, 171, 171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ESolidColorShaderMask
-//    -VnSolidColorShaderMask -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16
@@ -2996,28 +2960,28 @@ const BYTE LayerQuadMask3DVS[] =
 // sSampler                          sampler      NA          NA    0        1
 // tMask                             texture  float4          2d    3        1
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float       
-// TEXCOORD                 1     zw        1     NONE  float     zw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float       
+// TEXCOORD                 1     zw        1     NONE   float     zw
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
+// 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         1  ( FLT, FLT, FLT, FLT)
 //
@@ -3050,20 +3014,20 @@ dcl_temps 1
 sample r0.xyzw, v1.zwzz, t3.xyzw, s0
 mul o0.xyzw, r0.xxxx, cb0[0].xyzw
 ret 
 // Approximately 3 instruction slots used
 #endif
 
 const BYTE SolidColorShaderMask[] =
 {
-     68,  88,  66,  67, 218,  73, 
-     87,  32, 206,  67,  79,  54, 
-     31, 104, 228, 152, 133, 115, 
-    245,   3,   1,   0,   0,   0, 
+     68,  88,  66,  67, 189,  88, 
+    190, 169, 235, 115, 239, 219, 
+    181, 194, 113, 122, 250, 177, 
+    212, 243,   1,   0,   0,   0, 
     232,   4,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     204,   0,   0,   0, 112,   1, 
       0,   0, 236,   1,   0,   0, 
      68,   4,   0,   0, 180,   4, 
       0,   0,  65, 111, 110,  57, 
     140,   0,   0,   0, 140,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -3229,19 +3193,19 @@ const BYTE SolidColorShaderMask[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  50,  57, 
-     46,  57,  53,  50,  46,  51, 
-     49,  49,  49,   0, 171, 171, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78, 104,   0, 
       0,   0,   3,   0,   0,   0, 
       8,   0,   0,   0,  80,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  92,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -3263,21 +3227,17 @@ const BYTE SolidColorShaderMask[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ERGBShaderMask
-//    -VnRGBShaderMask -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -3300,28 +3260,28 @@ const BYTE SolidColorShaderMask[] =
 // tRGB                              texture  float4          2d    0        1
 // tMask                             texture  float4          2d    3        1
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float   xy  
-// TEXCOORD                 1     zw        1     NONE  float     zw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1     zw        1     NONE   float     zw
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
+// 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             1         1  ( FLT, FLT, FLT, FLT)
 //
@@ -3364,20 +3324,20 @@ sample r1.xyzw, v1.zwzz, t3.xyzw, s0
 mov r0.w, cb0[1].x
 mul o0.xyzw, r0.xyzw, r1.xxxx
 ret 
 // Approximately 6 instruction slots used
 #endif
 
 const BYTE RGBShaderMask[] =
 {
-     68,  88,  66,  67,  77,  94, 
-    252, 215, 133,  78, 101, 216, 
-    220,   8,  70, 254,  89, 142, 
-    130, 135,   1,   0,   0,   0, 
+     68,  88,  66,  67, 151, 113, 
+      6, 167,  51, 154, 234, 112, 
+     72, 240,  46, 160, 193, 164, 
+     13, 255,   1,   0,   0,   0, 
     192,   5,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
       8,   1,   0,   0,  32,   2, 
       0,   0, 156,   2,   0,   0, 
      28,   5,   0,   0, 140,   5, 
       0,   0,  65, 111, 110,  57, 
     200,   0,   0,   0, 200,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -3579,19 +3539,19 @@ const BYTE RGBShaderMask[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  50,  57, 
-     46,  57,  53,  50,  46,  51, 
-     49,  49,  49,   0, 171, 171, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78, 104,   0, 
       0,   0,   3,   0,   0,   0, 
       8,   0,   0,   0,  80,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  92,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -3613,21 +3573,17 @@ const BYTE RGBShaderMask[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ERGBAShaderMask
-//    -VnRGBAShaderMask -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -3650,28 +3606,28 @@ const BYTE RGBShaderMask[] =
 // tRGB                              texture  float4          2d    0        1
 // tMask                             texture  float4          2d    3        1
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float   xy  
-// TEXCOORD                 1     zw        1     NONE  float     zw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1     zw        1     NONE   float     zw
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
+// 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             1         1  ( FLT, FLT, FLT, FLT)
 //
@@ -3712,20 +3668,20 @@ mul r0.xyzw, r0.xyzw, cb0[1].xxxx
 sample r1.xyzw, v1.zwzz, t3.xyzw, s0
 mul o0.xyzw, r0.xyzw, r1.xxxx
 ret 
 // Approximately 5 instruction slots used
 #endif
 
 const BYTE RGBAShaderMask[] =
 {
-     68,  88,  66,  67, 138,  69, 
-     81, 181, 217,  15, 199,  10, 
-    146, 208, 232, 248,  24,  27, 
-    141,  26,   1,   0,   0,   0, 
+     68,  88,  66,  67, 182, 158, 
+     23,  70, 121, 188, 140, 117, 
+    148, 125,  14, 205, 185, 113, 
+    155,  74,   1,   0,   0,   0, 
     156,   5,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     252,   0,   0,   0, 252,   1, 
       0,   0, 120,   2,   0,   0, 
     248,   4,   0,   0, 104,   5, 
       0,   0,  65, 111, 110,  57, 
     188,   0,   0,   0, 188,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -3921,19 +3877,19 @@ const BYTE RGBAShaderMask[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  50,  57, 
-     46,  57,  53,  50,  46,  51, 
-     49,  49,  49,   0, 171, 171, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78, 104,   0, 
       0,   0,   3,   0,   0,   0, 
       8,   0,   0,   0,  80,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  92,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -3955,21 +3911,17 @@ const BYTE RGBAShaderMask[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -ERGBAShaderMask3D
-//    -VnRGBAShaderMask3D -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -3993,28 +3945,28 @@ const BYTE RGBAShaderMask[] =
 // tRGB                              texture  float4          2d    0        1
 // tMask                             texture  float4          2d    3        1
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float   xy  
-// TEXCOORD                 1   xyz         2     NONE  float   xyz 
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1   xyz         2     NONE   float   xyz 
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
+// 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             1         1  ( FLT, FLT, FLT, FLT)
 //
@@ -4059,20 +4011,20 @@ sample r1.xyzw, v1.xyxx, t0.xyzw, s0
 mul r1.xyzw, r1.xyzw, cb0[1].xxxx
 mul o0.xyzw, r0.xxxx, r1.xyzw
 ret 
 // Approximately 6 instruction slots used
 #endif
 
 const BYTE RGBAShaderMask3D[] =
 {
-     68,  88,  66,  67,   4, 135, 
-     55,   9, 144, 137,  25,  77, 
-     92, 150, 209,   2,  32, 225, 
-     75, 182,   1,   0,   0,   0, 
+     68,  88,  66,  67, 216,  42, 
+    250, 215, 154,  11,  43,  24, 
+     15, 254,  10,  66,  72, 210, 
+    238, 215,   1,   0,   0,   0, 
      24,   6,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      24,   1,   0,   0,  64,   2, 
       0,   0, 188,   2,   0,   0, 
     116,   5,   0,   0, 228,   5, 
       0,   0,  65, 111, 110,  57, 
     216,   0,   0,   0, 216,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -4289,19 +4241,19 @@ const BYTE RGBAShaderMask3D[] =
      97, 100,   0, 118,  77,  97, 
     115, 107,  81, 117,  97, 100, 
       0,  77, 105,  99, 114, 111, 
     115, 111, 102, 116,  32,  40, 
      82,  41,  32,  72,  76,  83, 
      76,  32,  83, 104,  97, 100, 
     101, 114,  32,  67, 111, 109, 
     112, 105, 108, 101, 114,  32, 
-     57,  46,  50,  57,  46,  57, 
-     53,  50,  46,  51,  49,  49, 
-     49,   0, 171, 171,  73,  83, 
+     54,  46,  51,  46,  57,  54, 
+     48,  48,  46,  49,  54,  51, 
+     56,  52,   0, 171,  73,  83, 
      71,  78, 104,   0,   0,   0, 
       3,   0,   0,   0,   8,   0, 
       0,   0,  80,   0,   0,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  92,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -4322,21 +4274,17 @@ const BYTE RGBAShaderMask3D[] =
       0,   0,   0,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,  15,   0,   0,   0, 
      83,  86,  95,  84,  97, 114, 
     103, 101, 116,   0, 171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl -EYCbCrShaderMask
-//    -VnYCbCrShaderMask -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -4361,28 +4309,28 @@ const BYTE RGBAShaderMask3D[] =
 // tCr                               texture  float4          2d    2        1
 // tMask                             texture  float4          2d    3        1
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float   xy  
-// TEXCOORD                 1     zw        1     NONE  float     zw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1     zw        1     NONE   float     zw
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
+// 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             1         1  ( FLT, FLT, FLT, FLT)
 //
@@ -4455,20 +4403,20 @@ mul r0.xyzw, r1.xyzw, cb0[1].xxxx
 sample r1.xyzw, v1.zwzz, t3.xyzw, s0
 mul o0.xyzw, r0.xyzw, r1.xxxx
 ret 
 // Approximately 17 instruction slots used
 #endif
 
 const BYTE YCbCrShaderMask[] =
 {
-     68,  88,  66,  67,  74,  33, 
-    155, 235,  22, 178,  84, 169, 
-    113,  91, 240,  98, 157, 143, 
-    221,  19,   1,   0,   0,   0, 
+     68,  88,  66,  67, 154,  30, 
+    246, 171,  67, 224, 184,  33, 
+     20, 150, 106, 233, 226, 126, 
+     80, 130,   1,   0,   0,   0, 
     168,   8,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      24,   2,   0,   0, 196,   4, 
       0,   0,  64,   5,   0,   0, 
       4,   8,   0,   0, 116,   8, 
       0,   0,  65, 111, 110,  57, 
     216,   1,   0,   0, 216,   1, 
       0,   0,   0,   2, 255, 255, 
@@ -4662,17 +4610,17 @@ const BYTE YCbCrShaderMask[] =
      16,   0,   0,   0,   0,   0, 
      70,  14,  16,   0,   0,   0, 
       0,   0,   6,   0,  16,   0, 
       1,   0,   0,   0,  62,   0, 
       0,   1,  83,  84,  65,  84, 
     116,   0,   0,   0,  17,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   3,   0, 
-      0,   0,   7,   0,   0,   0, 
+      0,   0,  11,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       4,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -4794,19 +4742,19 @@ const BYTE YCbCrShaderMask[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  50,  57, 
-     46,  57,  53,  50,  46,  51, 
-     49,  49,  49,   0, 171, 171, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78, 104,   0, 
       0,   0,   3,   0,   0,   0, 
       8,   0,   0,   0,  80,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  92,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -4828,22 +4776,17 @@ const BYTE YCbCrShaderMask[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11.hlsl
-//    -EComponentAlphaShaderMask -VnComponentAlphaShaderMask
-//    -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -4867,29 +4810,29 @@ const BYTE YCbCrShaderMask[] =
 // tRGBWhite                         texture  float4          2d    1        1
 // tMask                             texture  float4          2d    3        1
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xy          1     NONE  float   xy  
-// TEXCOORD                 1     zw        1     NONE  float     zw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1     zw        1     NONE   float     zw
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
-// SV_Target                1   xyzw        1   TARGET  float   xyzw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Target                0   xyzw        0   TARGET   float   xyzw
+// SV_Target                1   xyzw        1   TARGET   float   xyzw
 //
 //
 // Constant buffer to DX9 shader constant mappings:
 //
 // Target Reg Buffer  Start Reg # of Regs        Data Conversion
 // ---------- ------- --------- --------- ----------------------
 // c0         cb0             1         1  ( FLT, FLT, FLT, FLT)
 //
@@ -4946,20 +4889,20 @@ mul r2.x, r2.x, cb0[1].x
 mul o0.xyzw, r1.xyzw, r2.xxxx
 mul o1.xyzw, r0.xyzw, r2.xxxx
 ret 
 // Approximately 10 instruction slots used
 #endif
 
 const BYTE ComponentAlphaShaderMask[] =
 {
-     68,  88,  66,  67, 214,  67, 
-    206,  69,  12, 117, 144,  46, 
-    127, 133, 145, 240,  56, 186, 
-    119, 195,   1,   0,   0,   0, 
+     68,  88,  66,  67, 102,   2, 
+     84, 222,  33, 141, 105, 188, 
+    152,  82,  64, 100,  57, 101, 
+    192, 110,   1,   0,   0,   0, 
      20,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     124,   1,   0,   0,  52,   3, 
       0,   0, 176,   3,   0,   0, 
      88,   6,   0,   0, 200,   6, 
       0,   0,  65, 111, 110,  57, 
      60,   1,   0,   0,  60,   1, 
       0,   0,   0,   2, 255, 255, 
@@ -5096,17 +5039,17 @@ const BYTE ComponentAlphaShaderMask[] =
       0,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   2,   0, 
+      0,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  82,  68,  69,  70, 
     160,   2,   0,   0,   1,   0, 
@@ -5214,19 +5157,19 @@ const BYTE ComponentAlphaShaderMask[] =
      97, 100,   0, 118,  77,  97, 
     115, 107,  81, 117,  97, 100, 
       0,  77, 105,  99, 114, 111, 
     115, 111, 102, 116,  32,  40, 
      82,  41,  32,  72,  76,  83, 
      76,  32,  83, 104,  97, 100, 
     101, 114,  32,  67, 111, 109, 
     112, 105, 108, 101, 114,  32, 
-     57,  46,  50,  57,  46,  57, 
-     53,  50,  46,  51,  49,  49, 
-     49,   0, 171, 171,  73,  83, 
+     54,  46,  51,  46,  57,  54, 
+     48,  48,  46,  49,  54,  51, 
+     56,  52,   0, 171,  73,  83, 
      71,  78, 104,   0,   0,   0, 
       3,   0,   0,   0,   8,   0, 
       0,   0,  80,   0,   0,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  92,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
--- a/gfx/layers/d3d11/CompositorD3D11ShadersVR.h
+++ b/gfx/layers/d3d11/CompositorD3D11ShadersVR.h
@@ -1,15 +1,11 @@
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tvs_4_0_level_9_3 CompositorD3D11VR.hlsl
-//    -EOculusVRDistortionVS -VnOculusVRDistortionVS -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 VREyeToSource;              // Offset:    0 Size:    16
@@ -23,34 +19,34 @@
 // Name                                 Type  Format         Dim Slot Elements
 // ------------------------------ ---------- ------- ----------- ---- --------
 // $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// POSITION                 0   xy          0     NONE  float   xy  
-// TEXCOORD                 0   xy          1     NONE  float   xy  
-// TEXCOORD                 1   xy          2     NONE  float   xy  
-// TEXCOORD                 2   xy          3     NONE  float   xy  
-// COLOR                    0   xyzw        4     NONE  float   xyzw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// POSITION                 0   xy          0     NONE   float   xy  
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1   xy          2     NONE   float   xy  
+// TEXCOORD                 2   xy          3     NONE   float   xy  
+// COLOR                    0   xyzw        4     NONE   float   xyzw
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float   xyzw
-// TEXCOORD                 0   xyz         1     NONE  float   xyz 
-// TEXCOORD                 1   xyz         2     NONE  float   xyz 
-// TEXCOORD                 2   xyz         3     NONE  float   xyz 
-// COLOR                    0   xyzw        4     NONE  float   xyzw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float   xyzw
+// TEXCOORD                 0   xyz         1     NONE   float   xyz 
+// TEXCOORD                 1   xyz         2     NONE   float   xyz 
+// TEXCOORD                 2   xyz         3     NONE   float   xyz 
+// COLOR                    0   xyzw        4     NONE   float   xyzw
 //
 //
 // Constant buffer to DX9 shader constant mappings:
 //
 // Target Reg Buffer  Start Reg # of Regs        Data Conversion
 // ---------- ------- --------- --------- ----------------------
 // c1         cb0             0         2  ( FLT, FLT, FLT, FLT)
 //
@@ -105,20 +101,20 @@ mad o3.xy, v3.xyxx, cb0[0].zwzz, cb0[0].
 mov o3.z, l(1.000000)
 mov o4.xyzw, v4.xyzw
 ret 
 // Approximately 10 instruction slots used
 #endif
 
 const BYTE Oculus050VRDistortionVS[] =
 {
-     68,  88,  66,  67, 206, 154, 
-    203,  64, 121,  47, 121, 169, 
-    222, 206, 108, 175, 167, 227, 
-    154,  37,   1,   0,   0,   0, 
+     68,  88,  66,  67,   3,  61, 
+    196, 122,  10,  53,  44, 234, 
+     18, 242, 195, 238,  42,  90, 
+     72, 193,   1,   0,   0,   0, 
     244,   5,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     108,   1,   0,   0,  44,   3, 
       0,   0, 168,   3,   0,   0, 
     176,   4,   0,   0,  80,   5, 
       0,   0,  65, 111, 110,  57, 
      44,   1,   0,   0,  44,   1, 
       0,   0,   0,   2, 254, 255, 
@@ -244,17 +240,17 @@ const BYTE Oculus050VRDistortionVS[] =
     128,  63,  54,   0,   0,   5, 
     242,  32,  16,   0,   4,   0, 
       0,   0,  70,  30,  16,   0, 
       4,   0,   0,   0,  62,   0, 
       0,   1,  83,  84,  65,  84, 
     116,   0,   0,   0,  10,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  10,   0, 
-      0,   0,   0,   0,   0,   0, 
+      0,   0,   4,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -302,19 +298,19 @@ const BYTE Oculus050VRDistortionVS[] =
      99,  97, 108, 101,  65, 110, 
     100,  79, 102, 102, 115, 101, 
     116,   0,  77, 105,  99, 114, 
     111, 115, 111, 102, 116,  32, 
      40,  82,  41,  32,  72,  76, 
      83,  76,  32,  83, 104,  97, 
     100, 101, 114,  32,  67, 111, 
     109, 112, 105, 108, 101, 114, 
-     32,  57,  46,  50,  57,  46, 
-     57,  53,  50,  46,  51,  49, 
-     49,  49,   0, 171, 171, 171, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
      73,  83,  71,  78, 152,   0, 
       0,   0,   5,   0,   0,   0, 
       8,   0,   0,   0, 128,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       3,   3,   0,   0, 137,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -362,48 +358,44 @@ const BYTE Oculus050VRDistortionVS[] =
       0,   0,  83,  86,  95,  80, 
     111, 115, 105, 116, 105, 111, 
     110,   0,  84,  69,  88,  67, 
      79,  79,  82,  68,   0,  67, 
      79,  76,  79,  82,   0, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-//
-//
-//   fxc -nologo -Tps_4_0_level_9_3 CompositorD3D11VR.hlsl
-//    -EOculusVRDistortionPS -VnOculusVRDistortionPS -FhtmpShaderHeader
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Resource Bindings:
 //
 // Name                                 Type  Format         Dim Slot Elements
 // ------------------------------ ---------- ------- ----------- ---- --------
 // Linear                            sampler      NA          NA    0        1
 // Texture                           texture  float4          2d    0        1
 //
 //
 //
 // Input signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Position              0   xyzw        0      POS  float       
-// TEXCOORD                 0   xyz         1     NONE  float   xy  
-// TEXCOORD                 1   xyz         2     NONE  float   xy  
-// TEXCOORD                 2   xyz         3     NONE  float   xy  
-// COLOR                    0   xyzw        4     NONE  float   x   
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xyz         1     NONE   float   xy  
+// TEXCOORD                 1   xyz         2     NONE   float   xy  
+// TEXCOORD                 2   xyz         3     NONE   float   xy  
+// COLOR                    0   xyzw        4     NONE   float   x   
 //
 //
 // Output signature:
 //
-// Name                 Index   Mask Register SysValue Format   Used
-// -------------------- ----- ------ -------- -------- ------ ------
-// SV_Target                0   xyzw        0   TARGET  float   xyzw
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Target                0   xyzw        0   TARGET   float   xyzw
 //
 //
 // Sampler/Resource to DX9 shader sampler mappings:
 //
 // Target Sampler Source Sampler  Source Resource
 // -------------- --------------- ----------------
 // s0             s0              t0               
 //
@@ -444,25 +436,25 @@ sample r0.xyzw, v3.xyxx, t0.xyzw, s0
 mul o0.z, r0.z, v4.x
 mov o0.w, l(1.000000)
 ret 
 // Approximately 8 instruction slots used
 #endif
 
 const BYTE Oculus050VRDistortionPS[] =
 {
-     68,  88,  66,  67,  48, 161, 
-    127, 216, 149, 107,  53,  57, 
-    164,  84,  84, 154,  58, 227, 
-    125,  61,   1,   0,   0,   0, 
-    124,   4,   0,   0,   6,   0, 
+     68,  88,  66,  67, 108, 219, 
+     61, 216,  27,   0,  27, 222, 
+    242, 132, 183,  21, 166, 141, 
+    130,  39,   1,   0,   0,   0, 
+    128,   4,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      60,   1,   0,   0, 132,   2, 
       0,   0,   0,   3,   0,   0, 
-    164,   3,   0,   0,  72,   4, 
+    168,   3,   0,   0,  76,   4, 
       0,   0,  65, 111, 110,  57, 
     252,   0,   0,   0, 252,   0, 
       0,   0,   0,   2, 255, 255, 
     212,   0,   0,   0,  40,   0, 
       0,   0,   0,   0,  40,   0, 
       0,   0,  40,   0,   0,   0, 
      40,   0,   1,   0,  36,   0, 
       0,   0,  40,   0,   0,   0, 
@@ -572,17 +564,17 @@ const BYTE Oculus050VRDistortionPS[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-     82,  68,  69,  70, 156,   0, 
+     82,  68,  69,  70, 160,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   2,   0, 
       0,   0,  28,   0,   0,   0, 
       0,   4, 255, 255,   0,   1, 
       0,   0, 107,   0,   0,   0, 
      92,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -597,48 +589,48 @@ const BYTE Oculus050VRDistortionPS[] =
     110, 101,  97, 114,   0,  84, 
     101, 120, 116, 117, 114, 101, 
       0,  77, 105,  99, 114, 111, 
     115, 111, 102, 116,  32,  40, 
      82,  41,  32,  72,  76,  83, 
      76,  32,  83, 104,  97, 100, 
     101, 114,  32,  67, 111, 109, 
     112, 105, 108, 101, 114,  32, 
-     57,  46,  50,  57,  46,  57, 
-     53,  50,  46,  51,  49,  49, 
-     49,   0,  73,  83,  71,  78, 
-    156,   0,   0,   0,   5,   0, 
+     54,  46,  51,  46,  57,  54, 
+     48,  48,  46,  49,  54,  51, 
+     56,  52,   0, 171, 171, 171, 
+     73,  83,  71,  78, 156,   0, 
+      0,   0,   5,   0,   0,   0, 
+      8,   0,   0,   0, 128,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+     15,   0,   0,   0, 140,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   1,   0,   0,   0, 
+      7,   3,   0,   0, 140,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   2,   0,   0,   0, 
+      7,   3,   0,   0, 140,   0, 
+      0,   0,   2,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   3,   0,   0,   0, 
+      7,   3,   0,   0, 149,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   4,   0,   0,   0, 
+     15,   1,   0,   0,  83,  86, 
+     95,  80, 111, 115, 105, 116, 
+    105, 111, 110,   0,  84,  69, 
+     88,  67,  79,  79,  82,  68, 
+      0,  67,  79,  76,  79,  82, 
+      0, 171,  79,  83,  71,  78, 
+     44,   0,   0,   0,   1,   0, 
       0,   0,   8,   0,   0,   0, 
-    128,   0,   0,   0,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
+     32,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,  15,   0,   0,   0, 
-    140,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      3,   0,   0,   0,   1,   0, 
-      0,   0,   7,   3,   0,   0, 
-    140,   0,   0,   0,   1,   0, 
-      0,   0,   0,   0,   0,   0, 
-      3,   0,   0,   0,   2,   0, 
-      0,   0,   7,   3,   0,   0, 
-    140,   0,   0,   0,   2,   0, 
-      0,   0,   0,   0,   0,   0, 
-      3,   0,   0,   0,   3,   0, 
-      0,   0,   7,   3,   0,   0, 
-    149,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      3,   0,   0,   0,   4,   0, 
-      0,   0,  15,   1,   0,   0, 
-     83,  86,  95,  80, 111, 115, 
-    105, 116, 105, 111, 110,   0, 
-     84,  69,  88,  67,  79,  79, 
-     82,  68,   0,  67,  79,  76, 
-     79,  82,   0, 171,  79,  83, 
-     71,  78,  44,   0,   0,   0, 
-      1,   0,   0,   0,   8,   0, 
-      0,   0,  32,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   3,   0,   0,   0, 
-      0,   0,   0,   0,  15,   0, 
-      0,   0,  83,  86,  95,  84, 
-     97, 114, 103, 101, 116,   0, 
-    171, 171
+     83,  86,  95,  84,  97, 114, 
+    103, 101, 116,   0, 171, 171
 };