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
+1 -2
View File
@@ -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;