✨ Add water shader by Atlas and, flip some faces and experiment with animations
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1764 changed files with 303341 additions and 66722 deletions
107
Assets/Editor/x64/Bakery/denoiseFinishOIDN.ptx
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107
Assets/Editor/x64/Bakery/denoiseFinishOIDN.ptx
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//
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// Generated by NVIDIA NVVM Compiler
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//
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// Compiler Build ID: CL-23083092
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// Cuda compilation tools, release 9.1, V9.1.85
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// Based on LLVM 3.4svn
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//
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.version 6.1
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.target sm_30
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.address_size 64
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// .globl _Z6oxMainv
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.global .align 8 .b8 pixelID[8];
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.global .align 8 .b8 resolution[8];
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.global .align 1 .b8 output_buffer[1];
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.global .align 1 .b8 image2[1];
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.global .align 4 .b8 _ZN21rti_internal_typeinfo7pixelIDE[8] = {82, 97, 121, 0, 8, 0, 0, 0};
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.global .align 4 .b8 _ZN21rti_internal_typeinfo10resolutionE[8] = {82, 97, 121, 0, 8, 0, 0, 0};
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.global .align 8 .u64 _ZN21rti_internal_register20reg_bitness_detectorE;
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.global .align 8 .u64 _ZN21rti_internal_register24reg_exception_64_detail0E;
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.global .align 8 .u64 _ZN21rti_internal_register24reg_exception_64_detail1E;
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.global .align 8 .u64 _ZN21rti_internal_register24reg_exception_64_detail2E;
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.global .align 8 .u64 _ZN21rti_internal_register24reg_exception_64_detail3E;
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.global .align 8 .u64 _ZN21rti_internal_register24reg_exception_64_detail4E;
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.global .align 8 .u64 _ZN21rti_internal_register24reg_exception_64_detail5E;
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.global .align 8 .u64 _ZN21rti_internal_register24reg_exception_64_detail6E;
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.global .align 8 .u64 _ZN21rti_internal_register24reg_exception_64_detail7E;
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.global .align 8 .u64 _ZN21rti_internal_register24reg_exception_64_detail8E;
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.global .align 8 .u64 _ZN21rti_internal_register24reg_exception_64_detail9E;
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.global .align 4 .u32 _ZN21rti_internal_register21reg_exception_detail0E;
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.global .align 4 .u32 _ZN21rti_internal_register21reg_exception_detail1E;
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.global .align 4 .u32 _ZN21rti_internal_register21reg_exception_detail2E;
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.global .align 4 .u32 _ZN21rti_internal_register21reg_exception_detail3E;
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.global .align 4 .u32 _ZN21rti_internal_register21reg_exception_detail4E;
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.global .align 4 .u32 _ZN21rti_internal_register21reg_exception_detail5E;
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.global .align 4 .u32 _ZN21rti_internal_register21reg_exception_detail6E;
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.global .align 4 .u32 _ZN21rti_internal_register21reg_exception_detail7E;
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.global .align 4 .u32 _ZN21rti_internal_register21reg_exception_detail8E;
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.global .align 4 .u32 _ZN21rti_internal_register21reg_exception_detail9E;
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.global .align 4 .u32 _ZN21rti_internal_register14reg_rayIndex_xE;
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.global .align 4 .u32 _ZN21rti_internal_register14reg_rayIndex_yE;
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.global .align 4 .u32 _ZN21rti_internal_register14reg_rayIndex_zE;
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.global .align 8 .b8 _ZN21rti_internal_typename7pixelIDE[6] = {117, 105, 110, 116, 50, 0};
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.global .align 8 .b8 _ZN21rti_internal_typename10resolutionE[6] = {117, 105, 110, 116, 50, 0};
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.global .align 4 .u32 _ZN21rti_internal_typeenum7pixelIDE = 4919;
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.global .align 4 .u32 _ZN21rti_internal_typeenum10resolutionE = 4919;
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.global .align 16 .b8 _ZN21rti_internal_semantic7pixelIDE[14] = {114, 116, 76, 97, 117, 110, 99, 104, 73, 110, 100, 101, 120, 0};
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.global .align 16 .b8 _ZN21rti_internal_semantic10resolutionE[12] = {114, 116, 76, 97, 117, 110, 99, 104, 68, 105, 109, 0};
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.global .align 1 .b8 _ZN23rti_internal_annotation7pixelIDE[1];
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.global .align 1 .b8 _ZN23rti_internal_annotation10resolutionE[1];
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.visible .entry _Z6oxMainv(
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)
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{
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.reg .b16 %rs<5>;
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.reg .f32 %f<5>;
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.reg .b32 %r<13>;
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.reg .b64 %rd<15>;
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ld.global.v2.u32 {%r5, %r6}, [pixelID];
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cvt.u64.u32 %rd3, %r5;
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cvt.u64.u32 %rd4, %r6;
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mov.u64 %rd13, output_buffer;
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cvta.global.u64 %rd2, %rd13;
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mov.u32 %r3, 2;
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mov.u32 %r2, 12;
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mov.u64 %rd12, 0;
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// inline asm
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call (%rd1), _rt_buffer_get_64, (%rd2, %r3, %r2, %rd3, %rd4, %rd12, %rd12);
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// inline asm
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ld.f32 %f1, [%rd1];
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ld.f32 %f2, [%rd1+4];
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ld.f32 %f3, [%rd1+8];
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ld.global.v2.u32 {%r9, %r10}, [pixelID];
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cvt.u64.u32 %rd9, %r9;
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cvt.u64.u32 %rd10, %r10;
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mov.u64 %rd14, image2;
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cvta.global.u64 %rd8, %rd14;
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mov.u32 %r4, 8;
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// inline asm
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call (%rd7), _rt_buffer_get_64, (%rd8, %r3, %r4, %rd9, %rd10, %rd12, %rd12);
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// inline asm
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// inline asm
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{ cvt.rn.f16.f32 %rs3, %f3;}
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// inline asm
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// inline asm
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{ cvt.rn.f16.f32 %rs2, %f2;}
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// inline asm
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// inline asm
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{ cvt.rn.f16.f32 %rs1, %f1;}
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// inline asm
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mov.f32 %f4, 0f3F800000;
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// inline asm
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{ cvt.rn.f16.f32 %rs4, %f4;}
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// inline asm
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st.v4.u16 [%rd7], {%rs1, %rs2, %rs3, %rs4};
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ret;
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}
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