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https://github.com/moonlight-stream/moonlight-qt.git
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Revert "Use a Texture2DArray in HLSL to match the SRVs"
This reverts commit d389f9a6e9bc0e06dec1b299a330be0640b75652.
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@ -1,6 +1,6 @@
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fxc /T vs_4_0 /Fo d3d11_vertex.fxc d3d11_vertex.hlsl
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fxc /T vs_4_0_level_9_3 /Fo d3d11_vertex.fxc d3d11_vertex.hlsl
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fxc /T ps_4_0 /Fo d3d11_overlay_pixel.fxc d3d11_overlay_pixel.hlsl
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fxc /T ps_4_0_level_9_3 /Fo d3d11_overlay_pixel.fxc d3d11_overlay_pixel.hlsl
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fxc /T ps_4_0 /Fo d3d11_genyuv_pixel.fxc d3d11_genyuv_pixel.hlsl
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fxc /T ps_4_0_level_9_3 /Fo d3d11_genyuv_pixel.fxc d3d11_genyuv_pixel.hlsl
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fxc /T ps_4_0 /Fo d3d11_bt601lim_pixel.fxc d3d11_bt601lim_pixel.hlsl
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fxc /T ps_4_0_level_9_3 /Fo d3d11_bt601lim_pixel.fxc d3d11_bt601lim_pixel.hlsl
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fxc /T ps_4_0 /Fo d3d11_bt2020lim_pixel.fxc d3d11_bt2020lim_pixel.hlsl
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fxc /T ps_4_0_level_9_3 /Fo d3d11_bt2020lim_pixel.fxc d3d11_bt2020lim_pixel.hlsl
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@ -1,13 +1,13 @@
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struct ShaderInput
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struct ShaderInput
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{
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{
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float2 pos : POSITION;
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float2 pos : POSITION;
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float3 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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};
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};
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struct ShaderOutput
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struct ShaderOutput
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{
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{
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float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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float3 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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};
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};
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ShaderOutput main(ShaderInput input)
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ShaderOutput main(ShaderInput input)
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@ -2,7 +2,7 @@ min16float4 main(ShaderInput input) : SV_TARGET
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{
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{
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// Clamp the chrominance texcoords to avoid sampling the row of texels adjacent to the alignment padding
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// Clamp the chrominance texcoords to avoid sampling the row of texels adjacent to the alignment padding
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min16float3 yuv = min16float3(luminancePlane.Sample(theSampler, input.tex),
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min16float3 yuv = min16float3(luminancePlane.Sample(theSampler, input.tex),
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chrominancePlane.Sample(theSampler, min(input.tex, chromaTexMax)));
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chrominancePlane.Sample(theSampler, min(input.tex, chromaTexMax.rg)));
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// Subtract the YUV offset for limited vs full range
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// Subtract the YUV offset for limited vs full range
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yuv -= offsets;
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yuv -= offsets;
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@ -1,11 +1,11 @@
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Texture2DArray<min16float> luminancePlane : register(t0);
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Texture2D<min16float> luminancePlane : register(t0);
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Texture2DArray<min16float2> chrominancePlane : register(t1);
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Texture2D<min16float2> chrominancePlane : register(t1);
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SamplerState theSampler : register(s0);
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SamplerState theSampler : register(s0);
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struct ShaderInput
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struct ShaderInput
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{
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{
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float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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float3 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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};
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};
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cbuffer ChromaLimitBuf : register(b0)
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cbuffer ChromaLimitBuf : register(b0)
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@ -18,7 +18,7 @@
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typedef struct _VERTEX
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typedef struct _VERTEX
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{
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{
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float x, y;
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float x, y;
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float tu, tv, tw;
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float tu, tv;
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} VERTEX, *PVERTEX;
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} VERTEX, *PVERTEX;
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#define CSC_MATRIX_RAW_ELEMENT_COUNT 9
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#define CSC_MATRIX_RAW_ELEMENT_COUNT 9
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@ -890,10 +890,10 @@ void D3D11VARenderer::notifyOverlayUpdated(Overlay::OverlayType type)
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VERTEX verts[] =
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VERTEX verts[] =
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{
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{
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{renderRect.x, renderRect.y, 0, 1, 0},
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{renderRect.x, renderRect.y, 0, 1},
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{renderRect.x, renderRect.y+renderRect.h, 0, 0, 0},
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{renderRect.x, renderRect.y+renderRect.h, 0, 0},
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{renderRect.x+renderRect.w, renderRect.y, 1, 1, 0},
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{renderRect.x+renderRect.w, renderRect.y, 1, 1},
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{renderRect.x+renderRect.w, renderRect.y+renderRect.h, 1, 0, 0},
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{renderRect.x+renderRect.w, renderRect.y+renderRect.h, 1, 0},
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};
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};
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D3D11_BUFFER_DESC vbDesc = {};
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D3D11_BUFFER_DESC vbDesc = {};
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@ -1305,10 +1305,10 @@ bool D3D11VARenderer::setupRenderingResources()
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VERTEX verts[] =
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VERTEX verts[] =
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{
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{
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{renderRect.x, renderRect.y, 0, vMax, 0},
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{renderRect.x, renderRect.y, 0, vMax},
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{renderRect.x, renderRect.y+renderRect.h, 0, 0, 0},
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{renderRect.x, renderRect.y+renderRect.h, 0, 0},
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{renderRect.x+renderRect.w, renderRect.y, uMax, vMax, 0},
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{renderRect.x+renderRect.w, renderRect.y, uMax, vMax},
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{renderRect.x+renderRect.w, renderRect.y+renderRect.h, uMax, 0, 0},
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{renderRect.x+renderRect.w, renderRect.y+renderRect.h, uMax, 0},
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};
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};
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D3D11_BUFFER_DESC vbDesc = {};
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D3D11_BUFFER_DESC vbDesc = {};
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