Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer

This commit is contained in:
Cameron Gutman
2025-11-24 18:47:14 -06:00
parent 245cd7f1a8
commit 4164a222ae
7 changed files with 14 additions and 46 deletions
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+2 -6
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@@ -8,16 +8,12 @@ struct ShaderInput
float2 tex : TEXCOORD0;
};
cbuffer ChromaLimitBuf : register(b0)
{
min16float3 chromaTexMax;
};
cbuffer CSC_CONST_BUF : register(b1)
cbuffer CSC_CONST_BUF : register(b0)
{
min16float3x3 cscMatrix;
min16float3 offsets;
min16float2 chromaOffset;
min16float2 chromaTexMax;
};
min16float4 main(ShaderInput input) : SV_TARGET
+1 -2
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@@ -1,7 +1,6 @@
min16float4 main(ShaderInput input) : SV_TARGET
{
// Clamp the texcoords to avoid sampling the row of texels adjacent to the alignment padding
min16float3 yuv = swizzle(videoTex.Sample(theSampler, min(input.tex, chromaTexMax.rg)));
min16float3 yuv = swizzle(videoTex.Sample(theSampler, input.tex));
// Subtract the YUV offset for limited vs full range
yuv -= offsets;
+2 -6
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@@ -7,14 +7,10 @@ struct ShaderInput
float2 tex : TEXCOORD0;
};
cbuffer ChromaLimitBuf : register(b0)
{
min16float3 chromaTexMax;
};
cbuffer CSC_CONST_BUF : register(b1)
cbuffer CSC_CONST_BUF : register(b0)
{
min16float3x3 cscMatrix;
min16float3 offsets;
min16float2 chromaOffset; // Unused for 4:4:4
min16float2 chromaTexMax; // Unused for 4:4:4
};