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Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs
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min16float4 main(ShaderInput input) : SV_TARGET
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{
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// Clamp the texcoords to avoid sampling the row of texels adjacent to the alignment padding
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min16float3 yuv = swizzle(videoTex.Sample(theSampler, min(input.tex, chromaTexMax.rg)));
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// Subtract the YUV offset for limited vs full range
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yuv -= offsets;
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// Multiply by the conversion matrix for this colorspace
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yuv = mul(yuv, cscMatrix);
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return min16float4(yuv, 1.0);
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}
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