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Current File : C:/Program Files/paint.net/ComputeSharp.D2D1.dll
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�c�qM�!��T�WX�@��lib_4_0Executelib_4_0_level_9_3lib_4_1D2D_ENTRYps_4_0_level_9_1D2D_FULL_SHADERlib_4_0_level_9_1d2d1effecthelpers.hlslips_4_0D2D_FUNCTIONps_4_0_level_9_3ps_4_1//--------------------------------------------------------------------------- 
// Copyright (c) Microsoft Corporation.  All rights reserved. 
// 
// This file is automatically generated.  Please do not edit it directly.  
//  
//---------------------------------------------------------------------------  

// File contents: 
// - Helpers methods for authoring D2D Effect shader code.  
//   These are located at the end of the file (D2DGetInput, etc.). 
// - The top portion contains definitions and initialization required by the helpers. 
//   These elements are prefaced with "__D2D" and can be safely ignored. 
// 
// To use these helpers, the following values must be defined before inclusion: 
//   D2D_INPUT_COUNT - The number of texture inputs to the effect. 
//   D2D_INPUT[N]_SIMPLE or D2D_INPUT[N]_COMPLEX - How the effect will sample each input. (If unspecificed, defaults to _COMPLEX.) 
//   D2D_ENTRY - The name of the entry point being compiled. This will usually be defined on the command line at compilation time. 
// 
// The following values can be optionally defined: 
//   D2D_FUNCTION - Compile the entry point as an export function. This will usually be defined on the command line at compilation time. 
//   D2D_FULL_SHADER - Compile the entry point as a full shader. This will usually be defined on the command line at compilation time. 
//   D2D_FULL_SHADER_ONLY - Only compile the in-scope entry points to full shaders, never to export functions. 
// 

#define __D2D_DEFINE_PS_GLOBALS(inputIndex)     \
Texture2D<float4> InputTexture##inputIndex : register(t##inputIndex); \
SamplerState InputSampler##inputIndex : register(s##inputIndex); \

// Define a texture and sampler pair for each D2D effect input.
#if (D2D_INPUT_COUNT >= 1) 
__D2D_DEFINE_PS_GLOBALS(0)
#endif
#if (D2D_INPUT_COUNT >= 2)
__D2D_DEFINE_PS_GLOBALS(1)
#endif       
#if (D2D_INPUT_COUNT >= 3)
__D2D_DEFINE_PS_GLOBALS(2)
#endif        
#if (D2D_INPUT_COUNT >= 4)
__D2D_DEFINE_PS_GLOBALS(3)
#endif        
#if (D2D_INPUT_COUNT >= 5)
__D2D_DEFINE_PS_GLOBALS(4)
#endif        
#if (D2D_INPUT_COUNT >= 6)
__D2D_DEFINE_PS_GLOBALS(5)
#endif        
#if (D2D_INPUT_COUNT >= 7)
__D2D_DEFINE_PS_GLOBALS(6)
#endif        
#if (D2D_INPUT_COUNT >= 8)
__D2D_DEFINE_PS_GLOBALS(7)
#endif         

#define __D2D_MAXIMUM_INPUT_COUNT 8

// Validate that all required shader information has been defined. 
#ifndef D2D_INPUT_COUNT
#error D2D_INPUT_COUNT is undefined. 
#endif 

#if (D2D_INPUT_COUNT > __D2D_MAXIMUM_INPUT_COUNT)
#error D2D_INPUT_COUNT exceeds the maximum input count.
#endif

// Define global statics to hold the values needed by intrinsic methods.
// These values are initialized by the entry point wrapper before calling into the 
// effect's shader implementation. 
#if !defined(D2D_FUNCTION) || defined(D2D_REQUIRES_SCENE_POSITION)
static float4 __d2dstatic_scenePos = float4(0, 0, 0, 0);
#endif

#define __D2D_DEFINE_INPUT_STATICS(inputIndex)       \
static float4 __d2dstatic_input##inputIndex = float4(0, 0, 0, 0); \
static float4 __d2dstatic_uv##inputIndex = float4(0, 0, 0, 0);    \

#if (D2D_INPUT_COUNT >= 1)
__D2D_DEFINE_INPUT_STATICS(0)
#endif
#if (D2D_INPUT_COUNT >= 2)
__D2D_DEFINE_INPUT_STATICS(1)
#endif
#if (D2D_INPUT_COUNT >= 3)
__D2D_DEFINE_INPUT_STATICS(2)
#endif
#if (D2D_INPUT_COUNT >= 4)
__D2D_DEFINE_INPUT_STATICS(3)
#endif
#if (D2D_INPUT_COUNT >= 5)
__D2D_DEFINE_INPUT_STATICS(4)
#endif
#if (D2D_INPUT_COUNT >= 6)
__D2D_DEFINE_INPUT_STATICS(5)
#endif
#if (D2D_INPUT_COUNT >= 7)
__D2D_DEFINE_INPUT_STATICS(6)
#endif
#if (D2D_INPUT_COUNT >= 8)
__D2D_DEFINE_INPUT_STATICS(7)
#endif

// Define the scene position parameter according to whether the shader requires it,
// and whether it is the only parameter.
// The scene position input always needs to be defined for full shaders.
#if (!defined(D2D_FUNCTION) || defined(D2D_REQUIRES_SCENE_POSITION))
#if (D2D_INPUT_COUNT == 0)
#define __D2D_SCENE_POS                 float4 __d2dinput_scenePos : SCENE_POSITION
#define __D2D_INIT_STATIC_SCENE_POS     __d2dstatic_scenePos = __d2dinput_scenePos
#else
#define __D2D_SCENE_POS                 float4 __d2dinput_scenePos : SCENE_POSITION, 
#define __D2D_INIT_STATIC_SCENE_POS     __d2dstatic_scenePos = __d2dinput_scenePos;
    #endif
#else
    #define __D2D_SCENE_POS
    #define __D2D_INIT_STATIC_SCENE_POS
#endif

// When compiling a function version, simple and complex inputs have different definitions.
// When compiling a full shader, they have the same definition.
// Access to input parameters also differs between functions and full shaders.
#if defined(D2D_FUNCTION)
#define __D2D_SIMPLE_INPUT(index)           float4 __d2dinput_color##index : INPUT##index
#define __D2D_INIT_SIMPLE_STATIC(index)     __d2dstatic_input##index = __d2dinput_color##index
#else
#define __D2D_SIMPLE_INPUT(index)           float4 __d2dinput_uv##index : TEXCOORD##index
#define __D2D_INIT_SIMPLE_STATIC(index)     __d2dstatic_uv##index = __d2dinput_uv##index
#endif

#define __D2D_COMPLEX_INPUT(index)          float4 __d2dinput_uv##index : TEXCOORD##index
#define __D2D_INIT_COMPLEX_STATIC(index)    __d2dstatic_uv##index = __d2dinput_uv##index

#define __D2D_SAMPLE_INPUT(index)           InputTexture##index.Sample(InputSampler##index, __d2dstatic_uv##index.xy)

// Define each input as either simple or complex.
#if defined(D2D_INPUT0_SIMPLE)
#define __D2D_INPUT0 __D2D_SIMPLE_INPUT(0)
#define __D2D_INIT_STATIC0 __D2D_INIT_SIMPLE_STATIC(0)
#define __D2D_GET_INPUT0 __d2dstatic_input0 
#else 
#define __D2D_INPUT0 __D2D_COMPLEX_INPUT(0)
#define __D2D_INIT_STATIC0 __D2D_INIT_COMPLEX_STATIC(0)
#define __D2D_GET_INPUT0 __D2D_SAMPLE_INPUT(0)
#endif
#if defined(D2D_INPUT1_SIMPLE)
#define __D2D_INPUT1 __D2D_SIMPLE_INPUT(1)
#define __D2D_INIT_STATIC1 __D2D_INIT_SIMPLE_STATIC(1)
#define __D2D_GET_INPUT1 __d2dstatic_input1 
#else 
#define __D2D_INPUT1 __D2D_COMPLEX_INPUT(1)
#define __D2D_INIT_STATIC1 __D2D_INIT_COMPLEX_STATIC(1)
#define __D2D_GET_INPUT1 __D2D_SAMPLE_INPUT(1)
#endif
#if defined(D2D_INPUT2_SIMPLE)
#define __D2D_INPUT2 __D2D_SIMPLE_INPUT(2)
#define __D2D_INIT_STATIC2 __D2D_INIT_SIMPLE_STATIC(2)
#define __D2D_GET_INPUT2 __d2dstatic_input2 
#else 
#define __D2D_INPUT2 __D2D_COMPLEX_INPUT(2)
#define __D2D_INIT_STATIC2 __D2D_INIT_COMPLEX_STATIC(2)
#define __D2D_GET_INPUT2 __D2D_SAMPLE_INPUT(2)
#endif
#if defined(D2D_INPUT3_SIMPLE)
#define __D2D_INPUT3 __D2D_SIMPLE_INPUT(3)
#define __D2D_INIT_STATIC3 __D2D_INIT_SIMPLE_STATIC(3)
#define __D2D_GET_INPUT3 __d2dstatic_input3 
#else 
#define __D2D_INPUT3 __D2D_COMPLEX_INPUT(3)
#define __D2D_INIT_STATIC3 __D2D_INIT_COMPLEX_STATIC(3)
#define __D2D_GET_INPUT3 __D2D_SAMPLE_INPUT(3)
#endif
#if defined(D2D_INPUT4_SIMPLE)
#define __D2D_INPUT4 __D2D_SIMPLE_INPUT(4)
#define __D2D_INIT_STATIC4 __D2D_INIT_SIMPLE_STATIC(4)
#define __D2D_GET_INPUT4 __d2dstatic_input4 
#else 
#define __D2D_INPUT4 __D2D_COMPLEX_INPUT(4)
#define __D2D_INIT_STATIC4 __D2D_INIT_COMPLEX_STATIC(4)
#define __D2D_GET_INPUT4 __D2D_SAMPLE_INPUT(4)
#endif
#if defined(D2D_INPUT5_SIMPLE)
#define __D2D_INPUT5 __D2D_SIMPLE_INPUT(5)
#define __D2D_INIT_STATIC5 __D2D_INIT_SIMPLE_STATIC(5)
#define __D2D_GET_INPUT5 __d2dstatic_input5 
#else 
#define __D2D_INPUT5 __D2D_COMPLEX_INPUT(5)
#define __D2D_INIT_STATIC5 __D2D_INIT_COMPLEX_STATIC(5)
#define __D2D_GET_INPUT5 __D2D_SAMPLE_INPUT(5)
#endif
#if defined(D2D_INPUT6_SIMPLE)
#define __D2D_INPUT6 __D2D_SIMPLE_INPUT(6)
#define __D2D_INIT_STATIC6 __D2D_INIT_SIMPLE_STATIC(6)
#define __D2D_GET_INPUT6 __d2dstatic_input6 
#else 
#define __D2D_INPUT6 __D2D_COMPLEX_INPUT(6)
#define __D2D_INIT_STATIC6 __D2D_INIT_COMPLEX_STATIC(6)
#define __D2D_GET_INPUT6 __D2D_SAMPLE_INPUT(6)
#endif
#if defined(D2D_INPUT7_SIMPLE)
#define __D2D_INPUT7 __D2D_SIMPLE_INPUT(7)
#define __D2D_INIT_STATIC7 __D2D_INIT_SIMPLE_STATIC(7)
#define __D2D_GET_INPUT7 __d2dstatic_input7 
#else 
#define __D2D_INPUT7 __D2D_COMPLEX_INPUT(7)
#define __D2D_INIT_STATIC7 __D2D_INIT_COMPLEX_STATIC(7)
#define __D2D_GET_INPUT7 __D2D_SAMPLE_INPUT(7)
#endif
#if defined(D2D_INPUT8_SIMPLE)
#define __D2D_INPUT8 __D2D_SIMPLE_INPUT(8)
#define __D2D_INIT_STATIC8 __D2D_INIT_SIMPLE_STATIC(8)
#define __D2D_GET_INPUT8 __d2dstatic_input8
#else 
#define __D2D_INPUT8 __D2D_COMPLEX_INPUT(8)
#define __D2D_INIT_STATIC8 __D2D_INIT_COMPLEX_STATIC(8)
#define __D2D_GET_INPUT8 __D2D_SAMPLE_INPUT(8)
#endif

// Define the export function inputs based on the defined input count and types.
#if (D2D_INPUT_COUNT == 0)
#define __D2D_FUNCTION_INPUTS     __D2D_SCENE_POS
#define __D2D_INIT_STATICS        __D2D_INIT_STATIC_SCENE_POS
#elif (D2D_INPUT_COUNT == 1)
#define __D2D_FUNCTION_INPUTS     __D2D_SCENE_POS __D2D_INPUT0
#define __D2D_INIT_STATICS        __D2D_INIT_STATIC_SCENE_POS __D2D_INIT_STATIC0
#elif (D2D_INPUT_COUNT == 2)
#define __D2D_FUNCTION_INPUTS     __D2D_SCENE_POS __D2D_INPUT0, __D2D_INPUT1
#define __D2D_INIT_STATICS        __D2D_INIT_STATIC_SCENE_POS __D2D_INIT_STATIC0; __D2D_INIT_STATIC1
#elif (D2D_INPUT_COUNT == 3)
#define __D2D_FUNCTION_INPUTS     __D2D_SCENE_POS __D2D_INPUT0, __D2D_INPUT1, __D2D_INPUT2
#define __D2D_INIT_STATICS        __D2D_INIT_STATIC_SCENE_POS __D2D_INIT_STATIC0; __D2D_INIT_STATIC1; __D2D_INIT_STATIC2
#elif (D2D_INPUT_COUNT == 4)
#define __D2D_FUNCTION_INPUTS     __D2D_SCENE_POS __D2D_INPUT0, __D2D_INPUT1, __D2D_INPUT2, __D2D_INPUT3
#define __D2D_INIT_STATICS        __D2D_INIT_STATIC_SCENE_POS __D2D_INIT_STATIC0; __D2D_INIT_STATIC1; __D2D_INIT_STATIC2; __D2D_INIT_STATIC3
#elif (D2D_INPUT_COUNT == 5)
#define __D2D_FUNCTION_INPUTS     __D2D_SCENE_POS __D2D_INPUT0, __D2D_INPUT1, __D2D_INPUT2, __D2D_INPUT3, __D2D_INPUT4
#define __D2D_INIT_STATICS        __D2D_INIT_STATIC_SCENE_POS __D2D_INIT_STATIC0; __D2D_INIT_STATIC1; __D2D_INIT_STATIC2; __D2D_INIT_STATIC3; __D2D_INIT_STATIC4
#elif (D2D_INPUT_COUNT == 6)
#define __D2D_FUNCTION_INPUTS     __D2D_SCENE_POS __D2D_INPUT0, __D2D_INPUT1, __D2D_INPUT2, __D2D_INPUT3, __D2D_INPUT4, __D2D_INPUT5
#define __D2D_INIT_STATICS        __D2D_INIT_STATIC_SCENE_POS __D2D_INIT_STATIC0; __D2D_INIT_STATIC1; __D2D_INIT_STATIC2; __D2D_INIT_STATIC3; __D2D_INIT_STATIC4; __D2D_INIT_STATIC5
#elif (D2D_INPUT_COUNT == 7)
#define __D2D_FUNCTION_INPUTS     __D2D_SCENE_POS __D2D_INPUT0, __D2D_INPUT1, __D2D_INPUT2, __D2D_INPUT3, __D2D_INPUT4, __D2D_INPUT5, __D2D_INPUT6
#define __D2D_INIT_STATICS        __D2D_INIT_STATIC_SCENE_POS __D2D_INIT_STATIC0; __D2D_INIT_STATIC1; __D2D_INIT_STATIC2; __D2D_INIT_STATIC3; __D2D_INIT_STATIC4; __D2D_INIT_STATIC5; __D2D_INIT_STATIC6
#elif (D2D_INPUT_COUNT == 8)
#define __D2D_FUNCTION_INPUTS     __D2D_SCENE_POS __D2D_INPUT0, __D2D_INPUT1, __D2D_INPUT2, __D2D_INPUT3, __D2D_INPUT4, __D2D_INPUT5, __D2D_INPUT6, __D2D_INPUT7
#define __D2D_INIT_STATICS        __D2D_INIT_STATIC_SCENE_POS __D2D_INIT_STATIC0; __D2D_INIT_STATIC1; __D2D_INIT_STATIC2; __D2D_INIT_STATIC3; __D2D_INIT_STATIC4; __D2D_INIT_STATIC5; __D2D_INIT_STATIC6; __D2D_INIT_STATIC7
#endif

#if !defined(CONCAT)
#define CONCAT(str1, str2)      str1##str2
#endif 

// Rename the entry point target function so that the actual entry point can use the name.
// This expansion is the same for both full shaders and functions.
#define D2D_PS_ENTRY(name)      float4 CONCAT(name, _Impl)()

// If neither D2D_FUNCTION or D2D_FULL_SHADER is defined, behave as if D2D_FULL_SHADER is defined. 
#if defined(D2D_FUNCTION) && !defined(D2D_FULL_SHADER_ONLY)

    // Replaces simple samples with either static variable or an actual sample, 
    // depending on whether the input is declared as simple or complex.
    #define D2DGetInput(index)          __D2D_GET_INPUT##index

    #if !defined(D2D_CUSTOM_ENTRY)
        // Declare function prototype for the target function so that it can be referenced before definition.
        // D2D_ENTRY is a macro whose actual name resolves to the effect's target "entry point" function.
        float4 CONCAT(D2D_ENTRY, _Impl)();

        // This is the actual entry point definition, which forwards the call to the target function.   
        export float4 D2D_func_entry(__D2D_FUNCTION_INPUTS) 
        { 
            __D2D_INIT_STATICS; 
            return CONCAT(D2D_ENTRY, _Impl)(); 
        }

    #endif

#else // !defined(D2D_FUNCTION)

    // Replaces simple samples with actual samples.
    #define D2DGetInput(index)           __D2D_SAMPLE_INPUT(index)

    #if !defined(D2D_CUSTOM_ENTRY)
        // Declare function prototype for the target function so that it can be referenced before definition.
        // D2D_ENTRY is a macro whose actual name resolves to the effect's target "entry point" function.
        float4 CONCAT(D2D_ENTRY, _Impl)();

        // This is the actual entry point definition, which forwards the call to the target function.   
        float4 D2D_ENTRY (float4 pos : SV_POSITION, __D2D_FUNCTION_INPUTS) : SV_TARGET
        { 
            __D2D_INIT_STATICS; 
            return CONCAT(D2D_ENTRY, _Impl)(); 
        }

    #endif

#endif  // D2D_FUNCTION

//===============================================================
// Along with D2DGetInput defined above, the following macros and 
// methods define D2D intrinsics for use in effect shader code. 
//===============================================================

#if !defined(D2D_FUNCTION) || defined(D2D_REQUIRES_SCENE_POSITION)
inline float4 D2DGetScenePosition()
{
    return __d2dstatic_scenePos;
}
#endif

#define D2DGetInputCoordinate(index)                  __d2dstatic_uv##index   

#define D2DSampleInput(index, position)               InputTexture##index.Sample(InputSampler##index, position)

#define D2DSampleInputAtOffset(index, offset)         InputTexture##index.Sample(InputSampler##index, __d2dstatic_uv##index.xy + offset * __d2dstatic_uv##index.zw)

#define D2DSampleInputAtPosition(index, pos)          InputTexture##index.Sample(InputSampler##index, __d2dstatic_uv##index.xy + __d2dstatic_uv##index.zw * (pos - __d2dstatic_scenePos.xy))
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%$%%%%(%��__StaticArrayInitTypeSize=10PixelShader40PixelShader50DCC2C89CF71AAEAFFF9BAA01EDBB397A7C3DB89F3418D9F7537D08C75E6C30705428DB064C7CA5B590C3DEC7D8620041DA2C25722A1081EC55339711A29276A0D3D_FEATURE_LEVEL_10_0FeatureLevel10_0D3D_FEATURE_LEVEL_11_0FeatureLevel11_0D3D_FEATURE_LEVEL_12_0FeatureLevel12_0OptimizationLevel0PixelShader41PixelShader40Level91ComputeSharp.D2D11423FADEBD2AA9B9B88969AEE0AAAAF0F891CDB82BB100F2FC6D79F4CF6835D106C9E85A0E340D14FE5A609386A3FA44798E3465B955EB426E844F983DB3C6E1V1D3D_FEATURE_LEVEL_10_1FeatureLevel10_1D3D_FEATURE_LEVEL_11_1FeatureLevel11_1D3D_FEATURE_LEVEL_12_1FeatureLevel12_1D3D_FEATURE_LEVEL_9_1FeatureLevel9_1D2D1ResourceTexture1D`1UUID`1Nullable`1IComparable`1IEquatable`1ArrayPool`1ReadOnlySpan`1MemoryManager`1EqualityComparer`1For`1ComPtr`1ReadOnlyMemory`1OptimizationLevel1Float32UInt32D88B908B3AB74DAE0A3B24B26B6F51AEF2C8C327320F1C76CEB5F2636A2488B2D3D11_TESSELLATOR_PARTITIONING_POW2D3D_TESSELLATOR_PARTITIONING_POW2D3D_FEATURE_LEVEL_12_2FeatureLevel12_2D3D_FEATURE_LEVEL_9_2FeatureLevel9_2OptimizationLevel2Float2__StaticArrayInitTypeSize=13C93B21234F93FB98707EDE93ECC2E969144EF5DE77DCA34E3D5C62518EB76563PixelShader40Level93D3D_FEATURE_LEVEL_9_3FeatureLevel9_3OptimizationLevel3__StaticArrayInitTypeSize=24Float4__StaticArrayInitTypeSize=16Float16__StaticArrayInitTypeSize=138868142EDC3605B31FCAAB62B94F6E0B08DBCC56D089EE40003A89EFC049B6CFEF6__StaticArrayInitTypeSize=17d3dcompiler_47CEFB83B2EE5118A02C28B210BFC9D30C778080D3DDD00CF4AF300A42EF95E957__StaticArrayInitTypeSize=7__StaticArrayInitTypeSize=18get_UTF8get_TextUtf8785BD763B8615B5B62F42C2E99CEF6ED682DB95B8FC6F709440E0DC032218709<Module><PrivateImplementationDetails>D3D_BLOB_PRIVATE_DATAF627F96F5033D8D00EEDC84DA3C159931EC324DB9291C1990A4A851584EDDA1BBD228AEE467169496C059693AE4D4D46F8C587896349C3C3855E9117C443DEDBD3D_BLOB_PDBD3D_BLOB_ALL_SIGNATURE_BLOBD3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOBD3D_BLOB_INPUT_SIGNATURE_BLOBD3D_BLOB_OUTPUT_SIGNATURE_BLOBD3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOBD3D11_SHADER_DESC6E340B9CFFB37A989CA544E6BB780A2C78901D3FB33738768511A30617AFA01DD2DDDA5AC430AF1D9E2EA606C301623078E639E8D602503988DADA312E9B6510A3D8144734D9FF5D234CA67A7A59D1A7C96D475467C55F9671272A46CCE7CBC5B8DD3D11_TESSELLATOR_DOMAIN_QUADD3D_TESSELLATOR_DOMAIN_QUADD3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODDD3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODDD3D10_PRIMITIVE_UNDEFINEDD3D11_PRIMITIVE_UNDEFINEDD3D_PRIMITIVE_UNDEFINEDD3D11_TESSELLATOR_PARTITIONING_UNDEFINEDD3D_TESSELLATOR_PARTITIONING_UNDEFINEDD3D11_TESSELLATOR_DOMAIN_UNDEFINEDD3D_TESSELLATOR_DOMAIN_UNDEFINEDD3D11_TESSELLATOR_OUTPUT_UNDEFINEDD3D_TESSELLATOR_OUTPUT_UNDEFINEDD3D10_PRIMITIVE_TOPOLOGY_UNDEFINEDD3D11_PRIMITIVE_TOPOLOGY_UNDEFINEDD3D_PRIMITIVE_TOPOLOGY_UNDEFINEDCreateRIIDget_GUIDD3D_INCLUDE_FORCE_DWORDD7D5825F5E5CEAB04114320B85DA396867814C2073F16BDA8D82C4B8427F66CED3D10_PRIMITIVE_TRIANGLED3D11_PRIMITIVE_TRIANGLED3D_PRIMITIVE_TRIANGLED3D_BLOB_DEBUG_NAMED3D11_TESSELLATOR_DOMAIN_ISOLINED3D_TESSELLATOR_DOMAIN_ISOLINED3D10_PRIMITIVE_LINED3D11_PRIMITIVE_LINED3D_PRIMITIVE_LINED3D11_TESSELLATOR_OUTPUT_LINED3D_TESSELLATOR_OUTPUT_LINED3D_INCLUDE_TYPED3D_FEATURE_LEVEL_1_0_CORED3D_BLOB_ROOT_SIGNATURED3D_PRIMITIVED3D_TESSELLATOR_OUTPUT_PRIMITIVE48E6196C3DE6CCDF6C9FA369C46049DA74C1959F347D7F2CAB7A15384A06F81F5A6D1E0F84B9318D2A577E42BF82CD8E416C64FB3E76E93B6A530EC557AF378FD3D_BLOB_TEST_COMPILE_PERFD3D_TESSELLATOR_PARTITIONINGD3D11_PRIMITIVE_10_CONTROL_POINT_PATCHD3D_PRIMITIVE_10_CONTROL_POINT_PATCHD3D11_PRIMITIVE_20_CONTROL_POINT_PATCHD3D_PRIMITIVE_20_CONTROL_POINT_PATCHD3D11_PRIMITIVE_30_CONTROL_POINT_PATCHD3D_PRIMITIVE_30_CONTROL_POINT_PATCHD3D11_PRIMITIVE_11_CONTROL_POINT_PATCHD3D_PRIMITIVE_11_CONTROL_POINT_PATCHD3D11_PRIMITIVE_21_CONTROL_POINT_PATCHD3D_PRIMITIVE_21_CONTROL_POINT_PATCHD3D11_PRIMITIVE_31_CONTROL_POINT_PATCHD3D_PRIMITIVE_31_CONTROL_POINT_PATCHD3D11_PRIMITIVE_1_CONTROL_POINT_PATCHD3D_PRIMITIVE_1_CONTROL_POINT_PATCHD3D11_PRIMITIVE_12_CONTROL_POINT_PATCHD3D_PRIMITIVE_12_CONTROL_POINT_PATCHD3D11_PRIMITIVE_22_CONTROL_POINT_PATCHD3D_PRIMITIVE_22_CONTROL_POINT_PATCHD3D11_PRIMITIVE_32_CONTROL_POINT_PATCHD3D_PRIMITIVE_32_CONTROL_POINT_PATCHD3D11_PRIMITIVE_2_CONTROL_POINT_PATCHD3D_PRIMITIVE_2_CONTROL_POINT_PATCHD3D11_PRIMITIVE_13_CONTROL_POINT_PATCHD3D_PRIMITIVE_13_CONTROL_POINT_PATCHD3D11_PRIMITIVE_23_CONTROL_POINT_PATCHD3D_PRIMITIVE_23_CONTROL_POINT_PATCHD3D11_PRIMITIVE_3_CONTROL_POINT_PATCHD3D_PRIMITIVE_3_CONTROL_POINT_PATCHD3D11_PRIMITIVE_14_CONTROL_POINT_PATCHD3D_PRIMITIVE_14_CONTROL_POINT_PATCHD3D11_PRIMITIVE_24_CONTROL_POINT_PATCHD3D_PRIMITIVE_24_CONTROL_POINT_PATCHD3D11_PRIMITIVE_4_CONTROL_POINT_PATCHD3D_PRIMITIVE_4_CONTROL_POINT_PATCHD3D11_PRIMITIVE_15_CONTROL_POINT_PATCHD3D_PRIMITIVE_15_CONTROL_POINT_PATCHD3D11_PRIMITIVE_25_CONTROL_POINT_PATCHD3D_PRIMITIVE_25_CONTROL_POINT_PATCHD3D11_PRIMITIVE_5_CONTROL_POINT_PATCHD3D_PRIMITIVE_5_CONTROL_POINT_PATCHD3D11_PRIMITIVE_16_CONTROL_POINT_PATCHD3D_PRIMITIVE_16_CONTROL_POINT_PATCHD3D11_PRIMITIVE_26_CONTROL_POINT_PATCHD3D_PRIMITIVE_26_CONTROL_POINT_PATCHD3D11_PRIMITIVE_6_CONTROL_POINT_PATCHD3D_PRIMITIVE_6_CONTROL_POINT_PATCHD3D11_PRIMITIVE_17_CONTROL_POINT_PATCHD3D_PRIMITIVE_17_CONTROL_POINT_PATCHD3D11_PRIMITIVE_27_CONTROL_POINT_PATCHD3D_PRIMITIVE_27_CONTROL_POINT_PATCHD3D11_PRIMITIVE_7_CONTROL_POINT_PATCHD3D_PRIMITIVE_7_CONTROL_POINT_PATCHD3D11_PRIMITIVE_18_CONTROL_POINT_PATCHD3D_PRIMITIVE_18_CONTROL_POINT_PATCHD3D11_PRIMITIVE_28_CONTROL_POINT_PATCHD3D_PRIMITIVE_28_CONTROL_POINT_PATCHD3D11_PRIMITIVE_8_CONTROL_POINT_PATCHD3D_PRIMITIVE_8_CONTROL_POINT_PATCHD3D11_PRIMITIVE_19_CONTROL_POINT_PATCHD3D_PRIMITIVE_19_CONTROL_POINT_PATCHD3D11_PRIMITIVE_29_CONTROL_POINT_PATCHD3D_PRIMITIVE_29_CONTROL_POINT_PATCHD3D11_PRIMITIVE_9_CONTROL_POINT_PATCHD3D_PRIMITIVE_9_CONTROL_POINT_PATCHget_ASCIID3D11_TESSELLATOR_DOMAIN_TRID3D_TESSELLATOR_DOMAIN_TRID3D10_PRIMITIVE_TRIANGLE_ADJD3D11_PRIMITIVE_TRIANGLE_ADJD3D_PRIMITIVE_TRIANGLE_ADJD3D10_PRIMITIVE_LINE_ADJD3D11_PRIMITIVE_LINE_ADJD3D_PRIMITIVE_LINE_ADJD3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJD3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJD3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJD3D10_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJD3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJD3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJD3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJD3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJD3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJD3D10_PRIMITIVE_TOPOLOGY_LINELIST_ADJD3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJD3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJD3D10_INCLUDE_LOCALD3D_INCLUDE_LOCALD3D_FEATURE_LEVELD3D10_INCLUDE_SYSTEMD3D_INCLUDE_SYSTEMD3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEND3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEND3D_TESSELLATOR_DOMAINget_D2D_FUNCTIOND3D_BLOB_DEBUG_INFOD3D_SHADER_MACROD3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIPD3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIPD3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIPD3D10_PRIMITIVE_TOPOLOGY_LINESTRIPD3D11_PRIMITIVE_TOPOLOGY_LINESTRIPD3D_PRIMITIVE_TOPOLOGY_LINESTRIPD3D_BLOB_XNA_SHADERD3D_BLOB_TEST_ALTERNATE_SHADERget_D2D_FULL_SHADERD3D_BLOB_XNA_PREPASS_SHADERD3D_BLOB_LEGACY_SHADERD3D11_TESSELLATOR_PARTITIONING_INTEGERD3D_TESSELLATOR_PARTITIONING_INTEGERD3D_BLOB_TEST_COMPILE_DETAILSHRESULTD3D10_PRIMITIVE_POINTD3D11_PRIMITIVE_POINTD3D_PRIMITIVE_POINTD3D11_TESSELLATOR_OUTPUT_POINTD3D_TESSELLATOR_OUTPUT_POINTD3D_BLOB_PARTD3D_BLOB_TEST_COMPILE_REPORTD3D10_PRIMITIVE_TOPOLOGY_TRIANGLELISTD3D11_PRIMITIVE_TOPOLOGY_TRIANGLELISTD3D_PRIMITIVE_TOPOLOGY_TRIANGLELISTD3D10_PRIMITIVE_TOPOLOGY_LINELISTD3D11_PRIMITIVE_TOPOLOGY_LINELISTD3D_PRIMITIVE_TOPOLOGY_LINELISTD3D11_PRIMITIVE_TOPOLOGY_10_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_10_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_20_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_20_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_30_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_30_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_11_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_11_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_21_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_21_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_31_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_31_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_12_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_12_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_22_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_22_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_2_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_2_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_13_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_13_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_23_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_23_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_14_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_14_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_24_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_24_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_15_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_15_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_25_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_25_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_5_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_5_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_26_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_26_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_6_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_6_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_17_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_17_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_27_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_27_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_7_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_7_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_18_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_18_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_28_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_28_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_8_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_8_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_19_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_19_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_29_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_29_CONTROL_POINT_PATCHLISTD3D11_PRIMITIVE_TOPOLOGY_9_CONTROL_POINT_PATCHLISTD3D_PRIMITIVE_TOPOLOGY_9_CONTROL_POINT_PATCHLISTD3D10_PRIMITIVE_TOPOLOGY_POINTLISTD3D11_PRIMITIVE_TOPOLOGY_POINTLISTD3D_PRIMITIVE_TOPOLOGY_POINTLISTD3D11_TESSELLATOR_OUTPUT_TRIANGLE_CCWD3D_TESSELLATOR_OUTPUT_TRIANGLE_CCWD3D11_TESSELLATOR_OUTPUT_TRIANGLE_CWD3D_TESSELLATOR_OUTPUT_TRIANGLE_CWTerraFX.Interop.DirectXD3D_PRIMITIVE_TOPOLOGYget_D2D_ENTRYvalue__ptr_SetD3DPrivateDataLoadDispatchDataGetResultingDispatchDataInitializeFromDispatchDataD2D1EffectRegistrationDatadataUInt8NormalizedSrgbSystem.Private.CoreLibID3DBlobd3DBlobAnisotropicSystem.Collections.GenericAllocGetDescBlobIdMismatchedBlobVersionIdget_ClassIdTryReadTryLoadThrowIfFailedget_SharedCreateReadOnlySpanFromNullTerminatedAppendFormattedUInt16NormalizedUInt8NormalizedriidGuid<ClassId>k__BackingField<HlslSource>k__BackingField<ShaderProfile>k__BackingField<PropertyName>k__BackingField<ConstantBufferSize>k__BackingField<ChannelDepth>k__BackingField<MinimumFeatureLevel>k__BackingField<PropertyXml>k__BackingField<BufferPrecision>k__BackingField<CompilerVersion>k__BackingField<GetFunction>k__BackingField<SetFunction>k__BackingField<Filter>k__BackingField<PropertyBindings>k__BackingField<TextureNormalInstructions>k__BackingField<Options>k__BackingField<NumberOfInputs>k__BackingField<Count>k__BackingField<BoundResourceCount>k__BackingField<ConstantDefineCount>k__BackingField<DeclarationCount>k__BackingField<InstructionCount>k__BackingField<MovcInstructionCount>k__BackingField<TextureLoadInstructionCount>k__BackingField<InterlockedInstructionCount>k__BackingField<TextureStoreInstructionCount>k__BackingField<BitwiseInstructionCount>k__BackingField<DynamicFlowControlInstructionCount>k__BackingField<StaticFlowControlInstructionCount>k__BackingField<BarrierInstructionCount>k__BackingField<FloatInstructionCount>k__BackingField<EmitInstructionCount>k__BackingField<IntInstructionCount>k__BackingField<UIntInstructionCount>k__BackingField<MovInstructionCount>k__BackingField<ConstantBufferCount>k__BackingField<TemporaryRegisterCount>k__BackingField<InterfaceSlotCount>k__BackingField<TemporaryArrayCount>k__BackingField<RequiresDoublePrecisionSupport>k__BackingField<Index>k__BackingField<EffectFactory>k__BackingFieldAppendSliceGetPinnableReferenceGetReferenceget_HlslSourceBuildHlslSourceGetHashCodeComputeSharp.D2D1.__Internals.ID2D1BytecodeLoader.LoadDynamicBytecodeLoadBytecodeComputeSharp.D2D1.__Internals.ID2D1BytecodeLoader.LoadEmbeddedBytecodeLoadOrCompileBytecodeGetResultingShaderBytecodeUnsafeGetExceptionMessageThrowIfNotInRangeIPinnableIComparableIDisposableIFormattableGCHandleRuntimeTypeHandleGetTypeFromHandleMemoryHandleSingleD2D1ShaderProfileGetPixelShaderProfileGetLibraryProfileD3DCompileSampleSimpleget_PropertyNameInvalidBindingPropertyNameOneAppendLineNoneUnmanagedTypeValueTypeUuidOfTypeD2D1PixelShaderInputTypeGetInputTypeComputeSharp.CoreFeatureLevel1_0_CoreReleaseCloseDisposeCreateEditorBrowsableStateAssemblyMetadataAttributeEmbeddedAttributeIsUnmanagedAttributeCompilerFeatureRequiredAttributeCompilerGeneratedAttributeGuidAttributeAttributeUsageAttributeIsByRefLikeAttributeDebuggableAttributeNullableAttributeEditorBrowsableAttributeD2DShaderProfileAttributeD2DInputSimpleAttributeAssemblyTitleAttributeObsoleteAttributeDebuggerStepThroughAttributeTargetFrameworkAttributeNotNullAttributeSupportedOSPlatformAttributeInAttributeExtensionAttributeAssemblyFileVersionAttributeAssemblyInformationalVersionAttributeAssemblyConfigurationAttributeD2DRequiresScenePositionAttributeD2DInputDescriptionAttributeAssemblyDescriptionAttributeDoesNotReturnAttributeDefaultMemberAttributeD2DOutputBufferAttributeNativeIntegerAttributeAutoConstructorBehaviorAttributeRefSafetyRulesAttributeFlagsAttributeCompilationRelaxationsAttributeD2DCompileOptionsAttributeD2DPixelOptionsAttributeAssemblyProductAttributeAssemblyCopyrightAttributeSkipLocalsInitAttributeD2DInputCountAttributeNullableContextAttributeD2DResourceTextureIndexAttributeD2DInputComplexAttributeIsReadOnlyAttributeUnmanagedCallersOnlyAttributeAssemblyCompanyAttributeRuntimeCompatibilityAttributeget_ExecuteByteValueInputPrimitiveHSOutputPrimitiveMoveembeddedBytecodeSizeGetBufferSizeget_ConstantBufferSizeGetConstantBufferSizesizeThrowIfGetVoidAddressOfGetAddressOfIndexOfInternalAddRefAsRef__uuidofFlagD2D1PropertyBindingEncodingEnableLinkingTrivialSamplingSystem.Runtime.VersioningHSPartitioningToStringGetStringBufferTooLongDebugget_Widthget_LengthlengthD2D1ChannelDepthGetOutputBufferChannelDepthEnsureSufficientExecutionStackMemoryMarshalAppendLiteralSequenceEqualop_GreaterThanOrEqualop_LessThanOrEquallpVtblInitVtblSystem.ComponentModelD3DFeatureLevelget_MinimumFeatureLevelGetMinFeatureLevelComputeSharp.D2D1.dllget_PropertyXmlInvalidPropertyXmlAvoidFlowControlget_ItemSystemTrimEnumBooleanop_GreaterThanop_LessThanget_SpanAsSpanGetSpanOpenPinTessellatorDomainJoinUnpinPartialPrecisionD2D1BufferPrecisionGetOutputBufferPrecisionget_CompilerVersionSkipValidationComputeSharp.D2D1.Shaders.TranslationSkipOptimizationSystem.ReflectionID3D11ShaderReflectionget_GetFunctionget_SetFunctionDefinitionGetScenePositionSampleInputAtPositionWin32ExceptionNotSupportedExceptionArgumentOutOfRangeExceptionFxcCompilationExceptionThrowHslsCompilationExceptionInvalidOperationExceptionArgumentExceptionInvalidExecutionContextExceptionD2D1ResourceTextureDescriptionD2D1InputDescriptionReturnIUnknownCompareToTryCopyToD2D1ShaderInfoGetShaderInfoZeroSwapComputeSharp.D2D1.InteropComputeSharpToStringAndClearMinLinearMagPointMinLinearMinMagMipLinearMinPointMagMipLinearMinMagPointMipLinearCharID2D1ShaderCompileShaderID2D1PixelShaderTLoaderID2D1DispatchDataLoaderD2D1BufferSizeDispatchDataLoaderD2D1ByteBufferDispatchDataLoaderD2D1ByteArrayDispatchDataLoaderID2D1BytecodeLoaderD2D1ShaderBytecodeLoaderID2D1ResourceTextureDescriptionsLoaderD2D1ByteArrayResourceTextureDescriptionsLoaderID2D1InputDescriptionsLoaderD2D1ByteArrayInputDescriptionsLoaderIFormatProviderStringBuilderComputeSharp.D2D1.__Internals.ID2D1DispatchDataLoader.LoadConstantBufferTryGetConstantBufferGetOutputBufferEmptyBufferbufferPinnedBufferMemoryManagerDefaultInterpolatedStringHandlerD3DCompilerD2D1ShaderCompilerD2D1Filterget_FilterfilterGetBufferPointerAsPointerAutoConstructorBehaviorPackMatrixColumnMajorPackMatrixRowMajorCreatorget_NullTerminator.ctor.cctorembeddedBytecodePtrIntPtrFourSystem.DiagnosticsD2D1ReflectionServicesSystem.Runtime.InteropServicesSystem.Runtime.CompilerServicesBoundResourcesDebuggingModesTryGetWrittenByteswrittenBytesGetBytesNullableFlagsTransformFlagsGetRequiresFlagsInvalidNumberOfBindingsget_PropertyBindingsSystem.Diagnostics.CodeAnalysisMicrosoft.CodeAnalysisComputeSharp.D2D1.__InternalsEqualsdimensionsComputeSharp.D2D1.ExtensionsHRESULTExtensionsWin32ExceptionExtensionsNotSupportedExceptionExtensionsArgumentOutOfRangeExceptionExtensionsInvalidOperationExceptionExtensionsArgumentExceptionExtensionsComPtrExtensionsMemoryExtensionsTextureLoadInstructionscInterlockedInstructionscTextureStoreInstructionsget_TextureNormalInstructionsTextureCompInstructionscBarrierInstructionsTextureBiasInstructionsTextureGradientInstructionsD2D1CompileOptionsD2D1PixelOptionsGetPixelOptionsStringSplitOptionsComputeSharp.D2D1.ExceptionsComputeSharp.ExceptionsComputeSharp.D2D1.__Internals.ID2D1ResourceTextureDescriptionsLoader.LoadResourceTextureDescriptionsGetResultingResourceTextureDescriptionsGetResourceTextureDescriptionsresourceTextureDescriptionsComputeSharp.D2D1.__Internals.ID2D1InputDescriptionsLoader.LoadInputDescriptionsGetResultingInputDescriptionsGetInputDescriptionsinputDescriptionsget_CharsPrintMembersComputeSharp.D2D1.Shaders.LoadersSystem.BuffersComputeSharp.D2D1.Shaders.Interop.BuffersConstantBuffersID3DIncludeForD2DHelpersRuntimeHelpersD3DIncludeForD2D1EffectHelpersPatchConstantParametersInputParametersOutputParametersWarningsAreErrorsSuccessIeeeStrictnessEnableStrictnessAttributeTargetscControlPointsGetNumInterfaceSlotsInvalidNumberOfInputsTerraFX.Interop.WindowsConcatget_EqualityContractObjectD3DReflectGetSampleInputAtOffsetop_Implicitop_ExplicitSplitSkipInitget_DefaultGetValueOrDefaultLoadingResultTryLoadAndGetResultRentMinMagMipPointMinLinearMagMipPointMinMagLinearMipPointMinPointMagLinearMipPointcGSInstanceCountget_BoundResourceCountget_ConstantDefineCountGetMaxByteCountDefCountDclCountget_LevelOfDetailCountlevelOfDetailCountDynamicFlowControlCountStaticFlowControlCountget_DeclarationCountget_InstructionCountget_MovcInstructionCountGetMovcInstructionCountget_TextureLoadInstructionCountget_InterlockedInstructionCountget_TextureStoreInstructionCountget_BitwiseInstructionCountGetBitwiseInstructionCountget_DynamicFlowControlInstructionCountget_StaticFlowControlInstructionCountMacroInstructionCountget_BarrierInstructionCountget_FloatInstructionCountget_EmitInstructionCountget_UIntInstructionCountget_IntInstructionCountUintInstructionCountCutInstructionCountget_MovInstructionCountGetMovInstructionCountArrayInstructionCountget_ConstantBufferCountTempRegisterCountget_TemporaryRegisterCountget_InterfaceSlotCountGetInputCountGSMaxOutputVertexCountTempArrayCountget_TemporaryArrayCountD3DSetBlobPartTrimStartAssertBufferTooShortget_RequiresDoublePrecisionSupportCastGetInputSystem.TextThrowget_IndexindexComplexToArrayGSOutputTopologyget_MemoryAllocateTypeAssociatedMemoryNativeMemoryget_EffectFactoryop_Equalityop_InequalityEnableBackwardsCompatibilityget_IsEmptyEobj is not an instance of HRESULT.X8.GetInput()!GetScenePosition()'SampleInputAtOffset, +SampleInputAtPositionWidth[]
Sampleindex	spanD2D1ShaderInfo { %CompilerVersion = , HlslSource = 1, ConstantBufferCount = /, BoundResourceCount = +, InstructionCount = 7, TemporaryRegisterCount = 1, TemporaryArrayCount = 1, ConstantDefineCount = +, DeclarationCount = =, TextureNormalInstructions = A, TextureLoadInstructionCount = C, TextureStoreInstructionCount = 5, FloatInstructionCount = 1, IntInstructionCount = 3, UIntInstructionCount = M, StaticFlowControlInstructionCount = O, DynamicFlowControlInstructionCount = 3, EmitInstructionCount = 9, BarrierInstructionCount = A, InterlockedInstructionCount = 9, BitwiseInstructionCount = 3, MovcInstructionCount = 1, MovInstructionCount = /, InterfaceSlotCount = G, RequiresDoublePrecisionSupport = 1, MinimumFeatureLevel = 

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