gfx/layers/d3d9/LayerManagerD3D9Shaders.h
author Jeff Muizelaar <jmuizelaar@mozilla.com>
Fri, 13 Apr 2012 14:56:51 -0400
changeset 91758 773b2db48d0cbb43eb33896b2073e27cf8dfbecb
parent 89896 c3d27335a1f22050946672ac8e9df673a6b8b0c5
child 92933 01ac1ce7d926c2d622fa76a763b56896e2a12fed
permissions -rw-r--r--
Bug 735262. Make leaf address printing saner. r=bgirard We don't need to store an mLeafAddress field for each profile entry. Instead just add a 'l' tag for the leaf entries.

#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   fxc LayerManagerD3D9Shaders.hlsl -ELayerQuadVS -nologo -FhtmpShaderHeader
//    -VnLayerQuadVS
//
//
// Parameters:
//
//   float4x4 mLayerTransform;
//   float4x4 mProjection;
//   float4 vLayerQuad;
//   float4 vRenderTargetOffset;
//   float4 vTextureCoords;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   mLayerTransform     c0       4
//   mProjection         c4       4
//   vRenderTargetOffset c8       1
//   vTextureCoords      c9       1
//   vLayerQuad          c10      1
//

    vs_2_0
    def c11, -0.5, 0, 0, 0
    dcl_position v0
    mad r0.xy, v0, c10.zwzw, c10
    mul r1, r0.y, c1
    mad r0, c0, r0.x, r1
    mad r0, c2, v0.z, r0
    mad r0, c3, v0.w, r0
    rcp r1.x, r0.w
    mul r0.xyz, r0, r1.x
    add r0, r0, -c8
    mad r0.xy, r0, r0.w, c11.x
    mul r1, r0.y, c5
    mad r1, c4, r0.x, r1
    mul r0.x, r0.w, r0.z
    mad r1, c6, r0.x, r1
    mad oPos, c7, r0.w, r1
    mad oT0.xy, v0, c9.zwzw, c9

// approximately 15 instruction slots used
#endif

const BYTE LayerQuadVS[] =
{
      0,   2, 254, 255, 254, 255, 
     78,   0,  67,  84,  65,  66, 
     28,   0,   0,   0,   2,   1, 
      0,   0,   0,   2, 254, 255, 
      5,   0,   0,   0,  28,   0, 
      0,   0,   0,   1,   0,   0, 
    251,   0,   0,   0, 128,   0, 
      0,   0,   2,   0,   0,   0, 
      4,   0,   0,   0, 144,   0, 
      0,   0,   0,   0,   0,   0, 
    160,   0,   0,   0,   2,   0, 
      4,   0,   4,   0,   0,   0, 
    144,   0,   0,   0,   0,   0, 
      0,   0, 172,   0,   0,   0, 
      2,   0,  10,   0,   1,   0, 
      0,   0, 184,   0,   0,   0, 
      0,   0,   0,   0, 200,   0, 
      0,   0,   2,   0,   8,   0, 
      1,   0,   0,   0, 220,   0, 
      0,   0,   0,   0,   0,   0, 
    236,   0,   0,   0,   2,   0, 
      9,   0,   1,   0,   0,   0, 
    184,   0,   0,   0,   0,   0, 
      0,   0, 109,  76,  97, 121, 
    101, 114,  84, 114,  97, 110, 
    115, 102, 111, 114, 109,   0, 
      3,   0,   3,   0,   4,   0, 
      4,   0,   1,   0,   0,   0, 
      0,   0,   0,   0, 109,  80, 
    114, 111, 106, 101,  99, 116, 
    105, 111, 110,   0, 118,  76, 
     97, 121, 101, 114,  81, 117, 
     97, 100,   0, 171,   1,   0, 
      3,   0,   1,   0,   4,   0, 
      1,   0,   0,   0,   0,   0, 
      0,   0, 118,  82, 101, 110, 
    100, 101, 114,  84,  97, 114, 
    103, 101, 116,  79, 102, 102, 
    115, 101, 116,   0,   1,   0, 
      3,   0,   1,   0,   4,   0, 
      1,   0,   0,   0,   0,   0, 
      0,   0, 118,  84, 101, 120, 
    116, 117, 114, 101,  67, 111, 
    111, 114, 100, 115,   0, 118, 
    115,  95,  50,  95,  48,   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,  81,   0,   0,   5, 
     11,   0,  15, 160,   0,   0, 
      0, 191,   0,   0,   0,   0, 
      0,   0,   0,   0,   0,   0, 
      0,   0,  31,   0,   0,   2, 
      0,   0,   0, 128,   0,   0, 
     15, 144,   4,   0,   0,   4, 
      0,   0,   3, 128,   0,   0, 
    228, 144,  10,   0, 238, 160, 
     10,   0, 228, 160,   5,   0, 
      0,   3,   1,   0,  15, 128, 
      0,   0,  85, 128,   1,   0, 
    228, 160,   4,   0,   0,   4, 
      0,   0,  15, 128,   0,   0, 
    228, 160,   0,   0,   0, 128, 
      1,   0, 228, 128,   4,   0, 
      0,   4,   0,   0,  15, 128, 
      2,   0, 228, 160,   0,   0, 
    170, 144,   0,   0, 228, 128, 
      4,   0,   0,   4,   0,   0, 
     15, 128,   3,   0, 228, 160, 
      0,   0, 255, 144,   0,   0, 
    228, 128,   6,   0,   0,   2, 
      1,   0,   1, 128,   0,   0, 
    255, 128,   5,   0,   0,   3, 
      0,   0,   7, 128,   0,   0, 
    228, 128,   1,   0,   0, 128, 
      2,   0,   0,   3,   0,   0, 
     15, 128,   0,   0, 228, 128, 
      8,   0, 228, 161,   4,   0, 
      0,   4,   0,   0,   3, 128, 
      0,   0, 228, 128,   0,   0, 
    255, 128,  11,   0,   0, 160, 
      5,   0,   0,   3,   1,   0, 
     15, 128,   0,   0,  85, 128, 
      5,   0, 228, 160,   4,   0, 
      0,   4,   1,   0,  15, 128, 
      4,   0, 228, 160,   0,   0, 
      0, 128,   1,   0, 228, 128, 
      5,   0,   0,   3,   0,   0, 
      1, 128,   0,   0, 255, 128, 
      0,   0, 170, 128,   4,   0, 
      0,   4,   1,   0,  15, 128, 
      6,   0, 228, 160,   0,   0, 
      0, 128,   1,   0, 228, 128, 
      4,   0,   0,   4,   0,   0, 
     15, 192,   7,   0, 228, 160, 
      0,   0, 255, 128,   1,   0, 
    228, 128,   4,   0,   0,   4, 
      0,   0,   3, 224,   0,   0, 
    228, 144,   9,   0, 238, 160, 
      9,   0, 228, 160, 255, 255, 
      0,   0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   fxc LayerManagerD3D9Shaders.hlsl -ERGBAShader -nologo -Tps_2_0
//    -FhtmpShaderHeader -VnRGBAShaderPS
//
//
// Parameters:
//
//   float fLayerOpacity;
//   sampler2D s2D;
//
//
// Registers:
//
//   Name          Reg   Size
//   ------------- ----- ----
//   fLayerOpacity c0       1
//   s2D           s0       1
//

    ps_2_0
    dcl t0.xy
    dcl_2d s0
    texld r0, t0, s0
    mul r0, r0, c0.x
    mov oC0, r0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)
#endif

const BYTE RGBAShaderPS[] =
{
      0,   2, 255, 255, 254, 255, 
     45,   0,  67,  84,  65,  66, 
     28,   0,   0,   0, 127,   0, 
      0,   0,   0,   2, 255, 255, 
      2,   0,   0,   0,  28,   0, 
      0,   0,   0,   1,   0,   0, 
    120,   0,   0,   0,  68,   0, 
      0,   0,   2,   0,   0,   0, 
      1,   0,   0,   0,  84,   0, 
      0,   0,   0,   0,   0,   0, 
    100,   0,   0,   0,   3,   0, 
      0,   0,   1,   0,   0,   0, 
    104,   0,   0,   0,   0,   0, 
      0,   0, 102,  76,  97, 121, 
    101, 114,  79, 112,  97,  99, 
    105, 116, 121,   0, 171, 171, 
      0,   0,   3,   0,   1,   0, 
      1,   0,   1,   0,   0,   0, 
      0,   0,   0,   0, 115,  50, 
     68,   0,   4,   0,  12,   0, 
      1,   0,   1,   0,   1,   0, 
      0,   0,   0,   0,   0,   0, 
    112, 115,  95,  50,  95,  48, 
      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,  31,   0,   0,   2, 
      0,   0,   0, 128,   0,   0, 
      3, 176,  31,   0,   0,   2, 
      0,   0,   0, 144,   0,   8, 
     15, 160,  66,   0,   0,   3, 
      0,   0,  15, 128,   0,   0, 
    228, 176,   0,   8, 228, 160, 
      5,   0,   0,   3,   0,   0, 
     15, 128,   0,   0, 228, 128, 
      0,   0,   0, 160,   1,   0, 
      0,   2,   0,   8,  15, 128, 
      0,   0, 228, 128, 255, 255, 
      0,   0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   fxc LayerManagerD3D9Shaders.hlsl -EComponentPass1Shader -nologo -Tps_2_0
//    -FhtmpShaderHeader -VnComponentPass1ShaderPS
//
//
// Parameters:
//
//   float fLayerOpacity;
//   sampler2D s2D;
//   sampler2D s2DWhite;
//
//
// Registers:
//
//   Name          Reg   Size
//   ------------- ----- ----
//   fLayerOpacity c0       1
//   s2D           s0       1
//   s2DWhite      s1       1
//

    ps_2_0
    def c1, 1, 0, 0, 0
    dcl t0.xy
    dcl_2d s0
    dcl_2d s1
    texld r0, t0, s0
    texld r1, t0, s1
    add r0.xyz, r0, -r1
    add r0.xyz, r0, c1.x
    mul r0.xyz, r0, c0.x
    mov r1.xyz, r0
    mov r1.w, r0.y
    mov oC0, r1

// approximately 8 instruction slots used (2 texture, 6 arithmetic)
#endif

const BYTE ComponentPass1ShaderPS[] =
{
      0,   2, 255, 255, 254, 255, 
     57,   0,  67,  84,  65,  66, 
     28,   0,   0,   0, 175,   0, 
      0,   0,   0,   2, 255, 255, 
      3,   0,   0,   0,  28,   0, 
      0,   0,   0,   1,   0,   0, 
    168,   0,   0,   0,  88,   0, 
      0,   0,   2,   0,   0,   0, 
      1,   0,   0,   0, 104,   0, 
      0,   0,   0,   0,   0,   0, 
    120,   0,   0,   0,   3,   0, 
      0,   0,   1,   0,   0,   0, 
    124,   0,   0,   0,   0,   0, 
      0,   0, 140,   0,   0,   0, 
      3,   0,   1,   0,   1,   0, 
      0,   0, 152,   0,   0,   0, 
      0,   0,   0,   0, 102,  76, 
     97, 121, 101, 114,  79, 112, 
     97,  99, 105, 116, 121,   0, 
    171, 171,   0,   0,   3,   0, 
      1,   0,   1,   0,   1,   0, 
      0,   0,   0,   0,   0,   0, 
    115,  50,  68,   0,   4,   0, 
     12,   0,   1,   0,   1,   0, 
      1,   0,   0,   0,   0,   0, 
      0,   0, 115,  50,  68,  87, 
    104, 105, 116, 101,   0, 171, 
    171, 171,   4,   0,  12,   0, 
      1,   0,   1,   0,   1,   0, 
      0,   0,   0,   0,   0,   0, 
    112, 115,  95,  50,  95,  48, 
      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,  81,   0,   0,   5, 
      1,   0,  15, 160,   0,   0, 
    128,  63,   0,   0,   0,   0, 
      0,   0,   0,   0,   0,   0, 
      0,   0,  31,   0,   0,   2, 
      0,   0,   0, 128,   0,   0, 
      3, 176,  31,   0,   0,   2, 
      0,   0,   0, 144,   0,   8, 
     15, 160,  31,   0,   0,   2, 
      0,   0,   0, 144,   1,   8, 
     15, 160,  66,   0,   0,   3, 
      0,   0,  15, 128,   0,   0, 
    228, 176,   0,   8, 228, 160, 
     66,   0,   0,   3,   1,   0, 
     15, 128,   0,   0, 228, 176, 
      1,   8, 228, 160,   2,   0, 
      0,   3,   0,   0,   7, 128, 
      0,   0, 228, 128,   1,   0, 
    228, 129,   2,   0,   0,   3, 
      0,   0,   7, 128,   0,   0, 
    228, 128,   1,   0,   0, 160, 
      5,   0,   0,   3,   0,   0, 
      7, 128,   0,   0, 228, 128, 
      0,   0,   0, 160,   1,   0, 
      0,   2,   1,   0,   7, 128, 
      0,   0, 228, 128,   1,   0, 
      0,   2,   1,   0,   8, 128, 
      0,   0,  85, 128,   1,   0, 
      0,   2,   0,   8,  15, 128, 
      1,   0, 228, 128, 255, 255, 
      0,   0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   fxc LayerManagerD3D9Shaders.hlsl -EComponentPass2Shader -nologo -Tps_2_0
//    -FhtmpShaderHeader -VnComponentPass2ShaderPS
//
//
// Parameters:
//
//   float fLayerOpacity;
//   sampler2D s2D;
//   sampler2D s2DWhite;
//
//
// Registers:
//
//   Name          Reg   Size
//   ------------- ----- ----
//   fLayerOpacity c0       1
//   s2D           s0       1
//   s2DWhite      s1       1
//

    ps_2_0
    def c1, 1, 0, 0, 0
    dcl t0.xy
    dcl_2d s0
    dcl_2d s1
    texld r0, t0, s1
    texld r1, t0, s0
    add r0.x, -r0.y, r1.y
    add r1.w, r0.x, c1.x
    mul r0, r1, c0.x
    mov oC0, r0

// approximately 6 instruction slots used (2 texture, 4 arithmetic)
#endif

const BYTE ComponentPass2ShaderPS[] =
{
      0,   2, 255, 255, 254, 255, 
     57,   0,  67,  84,  65,  66, 
     28,   0,   0,   0, 175,   0, 
      0,   0,   0,   2, 255, 255, 
      3,   0,   0,   0,  28,   0, 
      0,   0,   0,   1,   0,   0, 
    168,   0,   0,   0,  88,   0, 
      0,   0,   2,   0,   0,   0, 
      1,   0,   0,   0, 104,   0, 
      0,   0,   0,   0,   0,   0, 
    120,   0,   0,   0,   3,   0, 
      0,   0,   1,   0,   0,   0, 
    124,   0,   0,   0,   0,   0, 
      0,   0, 140,   0,   0,   0, 
      3,   0,   1,   0,   1,   0, 
      0,   0, 152,   0,   0,   0, 
      0,   0,   0,   0, 102,  76, 
     97, 121, 101, 114,  79, 112, 
     97,  99, 105, 116, 121,   0, 
    171, 171,   0,   0,   3,   0, 
      1,   0,   1,   0,   1,   0, 
      0,   0,   0,   0,   0,   0, 
    115,  50,  68,   0,   4,   0, 
     12,   0,   1,   0,   1,   0, 
      1,   0,   0,   0,   0,   0, 
      0,   0, 115,  50,  68,  87, 
    104, 105, 116, 101,   0, 171, 
    171, 171,   4,   0,  12,   0, 
      1,   0,   1,   0,   1,   0, 
      0,   0,   0,   0,   0,   0, 
    112, 115,  95,  50,  95,  48, 
      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,  81,   0,   0,   5, 
      1,   0,  15, 160,   0,   0, 
    128,  63,   0,   0,   0,   0, 
      0,   0,   0,   0,   0,   0, 
      0,   0,  31,   0,   0,   2, 
      0,   0,   0, 128,   0,   0, 
      3, 176,  31,   0,   0,   2, 
      0,   0,   0, 144,   0,   8, 
     15, 160,  31,   0,   0,   2, 
      0,   0,   0, 144,   1,   8, 
     15, 160,  66,   0,   0,   3, 
      0,   0,  15, 128,   0,   0, 
    228, 176,   1,   8, 228, 160, 
     66,   0,   0,   3,   1,   0, 
     15, 128,   0,   0, 228, 176, 
      0,   8, 228, 160,   2,   0, 
      0,   3,   0,   0,   1, 128, 
      0,   0,  85, 129,   1,   0, 
     85, 128,   2,   0,   0,   3, 
      1,   0,   8, 128,   0,   0, 
      0, 128,   1,   0,   0, 160, 
      5,   0,   0,   3,   0,   0, 
     15, 128,   1,   0, 228, 128, 
      0,   0,   0, 160,   1,   0, 
      0,   2,   0,   8,  15, 128, 
      0,   0, 228, 128, 255, 255, 
      0,   0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   fxc LayerManagerD3D9Shaders.hlsl -ERGBShader -nologo -Tps_2_0
//    -FhtmpShaderHeader -VnRGBShaderPS
//
//
// Parameters:
//
//   float fLayerOpacity;
//   sampler2D s2D;
//
//
// Registers:
//
//   Name          Reg   Size
//   ------------- ----- ----
//   fLayerOpacity c0       1
//   s2D           s0       1
//

    ps_2_0
    def c1, 1, 0, 0, 0
    dcl t0.xy
    dcl_2d s0
    texld r0, t0, s0
    mov r0.w, c1.x
    mul r0, r0, c0.x
    mov oC0, r0

// approximately 4 instruction slots used (1 texture, 3 arithmetic)
#endif

const BYTE RGBShaderPS[] =
{
      0,   2, 255, 255, 254, 255, 
     45,   0,  67,  84,  65,  66, 
     28,   0,   0,   0, 127,   0, 
      0,   0,   0,   2, 255, 255, 
      2,   0,   0,   0,  28,   0, 
      0,   0,   0,   1,   0,   0, 
    120,   0,   0,   0,  68,   0, 
      0,   0,   2,   0,   0,   0, 
      1,   0,   0,   0,  84,   0, 
      0,   0,   0,   0,   0,   0, 
    100,   0,   0,   0,   3,   0, 
      0,   0,   1,   0,   0,   0, 
    104,   0,   0,   0,   0,   0, 
      0,   0, 102,  76,  97, 121, 
    101, 114,  79, 112,  97,  99, 
    105, 116, 121,   0, 171, 171, 
      0,   0,   3,   0,   1,   0, 
      1,   0,   1,   0,   0,   0, 
      0,   0,   0,   0, 115,  50, 
     68,   0,   4,   0,  12,   0, 
      1,   0,   1,   0,   1,   0, 
      0,   0,   0,   0,   0,   0, 
    112, 115,  95,  50,  95,  48, 
      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,  81,   0,   0,   5, 
      1,   0,  15, 160,   0,   0, 
    128,  63,   0,   0,   0,   0, 
      0,   0,   0,   0,   0,   0, 
      0,   0,  31,   0,   0,   2, 
      0,   0,   0, 128,   0,   0, 
      3, 176,  31,   0,   0,   2, 
      0,   0,   0, 144,   0,   8, 
     15, 160,  66,   0,   0,   3, 
      0,   0,  15, 128,   0,   0, 
    228, 176,   0,   8, 228, 160, 
      1,   0,   0,   2,   0,   0, 
      8, 128,   1,   0,   0, 160, 
      5,   0,   0,   3,   0,   0, 
     15, 128,   0,   0, 228, 128, 
      0,   0,   0, 160,   1,   0, 
      0,   2,   0,   8,  15, 128, 
      0,   0, 228, 128, 255, 255, 
      0,   0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   fxc LayerManagerD3D9Shaders.hlsl -EYCbCrShader -nologo -Tps_2_0
//    -FhtmpShaderHeader -VnYCbCrShaderPS
//
//
// Parameters:
//
//   float fLayerOpacity;
//   sampler2D s2DCb;
//   sampler2D s2DCr;
//   sampler2D s2DY;
//
//
// Registers:
//
//   Name          Reg   Size
//   ------------- ----- ----
//   fLayerOpacity c0       1
//   s2DY          s0       1
//   s2DCb         s1       1
//   s2DCr         s2       1
//

    ps_2_0
    def c1, -0.5, -0.0625, 1.16400003, 1.59599996
    def c2, 0.813000023, 0.391000003, 2.01799989, 1
    dcl t0.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    texld r0, t0, s2
    texld r1, t0, s0
    texld r2, t0, s1
    add r0.x, r0.x, c1.x
    add r0.y, r1.x, c1.y
    mul r0.y, r0.y, c1.z
    mad r0.z, r0.x, -c2.x, r0.y
    mad r1.x, r0.x, c1.w, r0.y
    add r0.x, r2.x, c1.x
    mad r1.y, r0.x, -c2.y, r0.z
    mad r1.z, r0.x, c2.z, r0.y
    mov r1.w, c2.w
    mul r0, r1, c0.x
    mov oC0, r0

// approximately 14 instruction slots used (3 texture, 11 arithmetic)
#endif

const BYTE YCbCrShaderPS[] =
{
      0,   2, 255, 255, 254, 255, 
     68,   0,  67,  84,  65,  66, 
     28,   0,   0,   0, 219,   0, 
      0,   0,   0,   2, 255, 255, 
      4,   0,   0,   0,  28,   0, 
      0,   0,   0,   1,   0,   0, 
    212,   0,   0,   0, 108,   0, 
      0,   0,   2,   0,   0,   0, 
      1,   0,   0,   0, 124,   0, 
      0,   0,   0,   0,   0,   0, 
    140,   0,   0,   0,   3,   0, 
      1,   0,   1,   0,   0,   0, 
    148,   0,   0,   0,   0,   0, 
      0,   0, 164,   0,   0,   0, 
      3,   0,   2,   0,   1,   0, 
      0,   0, 172,   0,   0,   0, 
      0,   0,   0,   0, 188,   0, 
      0,   0,   3,   0,   0,   0, 
      1,   0,   0,   0, 196,   0, 
      0,   0,   0,   0,   0,   0, 
    102,  76,  97, 121, 101, 114, 
     79, 112,  97,  99, 105, 116, 
    121,   0, 171, 171,   0,   0, 
      3,   0,   1,   0,   1,   0, 
      1,   0,   0,   0,   0,   0, 
      0,   0, 115,  50,  68,  67, 
     98,   0, 171, 171,   4,   0, 
     12,   0,   1,   0,   1,   0, 
      1,   0,   0,   0,   0,   0, 
      0,   0, 115,  50,  68,  67, 
    114,   0, 171, 171,   4,   0, 
     12,   0,   1,   0,   1,   0, 
      1,   0,   0,   0,   0,   0, 
      0,   0, 115,  50,  68,  89, 
      0, 171, 171, 171,   4,   0, 
     12,   0,   1,   0,   1,   0, 
      1,   0,   0,   0,   0,   0, 
      0,   0, 112, 115,  95,  50, 
     95,  48,   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,  81,   0, 
      0,   5,   1,   0,  15, 160, 
      0,   0,   0, 191,   0,   0, 
    128, 189, 244, 253, 148,  63, 
    186,  73, 204,  63,  81,   0, 
      0,   5,   2,   0,  15, 160, 
    197,  32,  80,  63,  39,  49, 
    200,  62, 233,  38,   1,  64, 
      0,   0, 128,  63,  31,   0, 
      0,   2,   0,   0,   0, 128, 
      0,   0,   3, 176,  31,   0, 
      0,   2,   0,   0,   0, 144, 
      0,   8,  15, 160,  31,   0, 
      0,   2,   0,   0,   0, 144, 
      1,   8,  15, 160,  31,   0, 
      0,   2,   0,   0,   0, 144, 
      2,   8,  15, 160,  66,   0, 
      0,   3,   0,   0,  15, 128, 
      0,   0, 228, 176,   2,   8, 
    228, 160,  66,   0,   0,   3, 
      1,   0,  15, 128,   0,   0, 
    228, 176,   0,   8, 228, 160, 
     66,   0,   0,   3,   2,   0, 
     15, 128,   0,   0, 228, 176, 
      1,   8, 228, 160,   2,   0, 
      0,   3,   0,   0,   1, 128, 
      0,   0,   0, 128,   1,   0, 
      0, 160,   2,   0,   0,   3, 
      0,   0,   2, 128,   1,   0, 
      0, 128,   1,   0,  85, 160, 
      5,   0,   0,   3,   0,   0, 
      2, 128,   0,   0,  85, 128, 
      1,   0, 170, 160,   4,   0, 
      0,   4,   0,   0,   4, 128, 
      0,   0,   0, 128,   2,   0, 
      0, 161,   0,   0,  85, 128, 
      4,   0,   0,   4,   1,   0, 
      1, 128,   0,   0,   0, 128, 
      1,   0, 255, 160,   0,   0, 
     85, 128,   2,   0,   0,   3, 
      0,   0,   1, 128,   2,   0, 
      0, 128,   1,   0,   0, 160, 
      4,   0,   0,   4,   1,   0, 
      2, 128,   0,   0,   0, 128, 
      2,   0,  85, 161,   0,   0, 
    170, 128,   4,   0,   0,   4, 
      1,   0,   4, 128,   0,   0, 
      0, 128,   2,   0, 170, 160, 
      0,   0,  85, 128,   1,   0, 
      0,   2,   1,   0,   8, 128, 
      2,   0, 255, 160,   5,   0, 
      0,   3,   0,   0,  15, 128, 
      1,   0, 228, 128,   0,   0, 
      0, 160,   1,   0,   0,   2, 
      0,   8,  15, 128,   0,   0, 
    228, 128, 255, 255,   0,   0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   fxc LayerManagerD3D9Shaders.hlsl -ESolidColorShader -nologo -Tps_2_0
//    -FhtmpShaderHeader -VnSolidColorShaderPS
//
//
// Parameters:
//
//   float4 fLayerColor;
//
//
// Registers:
//
//   Name         Reg   Size
//   ------------ ----- ----
//   fLayerColor  c0       1
//

    ps_2_0
    mov oC0, c0

// approximately 1 instruction slot used
#endif

const BYTE SolidColorShaderPS[] =
{
      0,   2, 255, 255, 254, 255, 
     34,   0,  67,  84,  65,  66, 
     28,   0,   0,   0,  83,   0, 
      0,   0,   0,   2, 255, 255, 
      1,   0,   0,   0,  28,   0, 
      0,   0,   0,   1,   0,   0, 
     76,   0,   0,   0,  48,   0, 
      0,   0,   2,   0,   0,   0, 
      1,   0,   0,   0,  60,   0, 
      0,   0,   0,   0,   0,   0, 
    102,  76,  97, 121, 101, 114, 
     67, 111, 108, 111, 114,   0, 
      1,   0,   3,   0,   1,   0, 
      4,   0,   1,   0,   0,   0, 
      0,   0,   0,   0, 112, 115, 
     95,  50,  95,  48,   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, 
      1,   0,   0,   2,   0,   8, 
     15, 128,   0,   0, 228, 160, 
    255, 255,   0,   0
};