From 738f64c9034e16c8fce4e712b2c8bd984cb7e635 Mon Sep 17 00:00:00 2001 From: Cameron Gutman Date: Sun, 13 Feb 2022 13:41:39 -0600 Subject: [PATCH] Use FP32 for position and texcoords We need that extra precision for sampling large textures --- app/shaders/d3d11_bt2020lim_pixel.fxc | Bin 1352 -> 1340 bytes app/shaders/d3d11_bt2020lim_pixel.hlsl | 4 ++-- app/shaders/d3d11_bt601lim_pixel.fxc | Bin 1352 -> 1340 bytes app/shaders/d3d11_bt601lim_pixel.hlsl | 4 ++-- app/shaders/d3d11_overlay_pixel.fxc | Bin 764 -> 756 bytes app/shaders/d3d11_overlay_pixel.hlsl | 4 ++-- app/shaders/d3d11_vertex.fxc | Bin 820 -> 716 bytes app/shaders/d3d11_vertex.hlsl | 10 +++++----- app/shaders/d3d11_video_pixel.fxc | Bin 1456 -> 1444 bytes app/shaders/d3d11_video_pixel.hlsl | 4 ++-- 10 files changed, 13 insertions(+), 13 deletions(-) diff --git a/app/shaders/d3d11_bt2020lim_pixel.fxc b/app/shaders/d3d11_bt2020lim_pixel.fxc index 3bef4a80a5b3e00b5c456aeda5e84f3ac8ef4991..d557a9edf09d6e7b1d6de091587613464411d27c 100644 GIT binary patch delta 216 zcmX@XwTH{nCBn)1n(_3=razqr&hZ{}=gl~x#K^$FV8hD5zz(8;xC1C)!py+10f-L( z@eCHA;6%$Mj0_X+DGM?@*}%y0WPuX{12dxoe**)NXoQ S&1GU_n0%2%9!P#<2?qdirYH3P delta 182 zcmdnPb%M*%CBn&>i~UN&$yu-7JebmI(Dz2lkCB0a!Go27fgMQO0C5LUz=4^8VGj_W z0pcYr3=BLIEtfDlOuVNo=;qOkfJ)onIr Sn#;t^jJdpgz5)J^e_9#gJ delta 182 zcmdnPb%M*%CBn&Be@oh@z56BX7C7AUw~}0}%*epN;K9nkzz(EsfVcxF;K0nlum_0G z0PzwQ1_qvqmP;5NCf-vPba=9Xk>kk%Ck6&)MhE@|28YQ)j8&W)Kze|Bb0$w^G~-|~ z5)f!$bYPf#o>4)B`x6701C(W8aDz(xXOuulfE)mo*sRVpmx+;a@=+FfAo-Lf8~}se BDBA!4 diff --git a/app/shaders/d3d11_bt601lim_pixel.hlsl b/app/shaders/d3d11_bt601lim_pixel.hlsl index 723fa311..9a795fd3 100644 --- a/app/shaders/d3d11_bt601lim_pixel.hlsl +++ b/app/shaders/d3d11_bt601lim_pixel.hlsl @@ -16,8 +16,8 @@ static const min16float3 offsets = struct ShaderInput { - min16float4 pos : SV_POSITION; - min16float2 tex : TEXCOORD0; + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; }; min16float4 main(ShaderInput input) : SV_TARGET diff --git a/app/shaders/d3d11_overlay_pixel.fxc b/app/shaders/d3d11_overlay_pixel.fxc index 5ae3e7236e88106e62dd9af2766a85787ec93f52..b3978ba75416d5a913b2da764adba3b28eb21dca 100644 GIT binary patch delta 191 zcmeyv`i0ffCBn&Btj*M@x#pqj&M$7Kx2yT&F)}bPd|_f>UrA!PSK)%D1hX4N= z7=k@qBMN|u9e`M7;#M^sW+MRs2B0d2R0al?PYMDJj36l>aAjcNLgu>(2yEtOEM;V5 OnB2-F4oQ@ zI07hlV4|gijRW%rc?Jd`k6{7>2mb;m1_ovZ2mS^IhbJ2tIG!v3DrI8u0P`FE|7Tzb z_Hd1;04jC>V!4T1)i_v;1Oyrw9T+Cwmk{CpqyT0ER z7-L={9*7dfCqkuOCzAHb@&$DPJY8ptDJmS1A5eNVpwP1c_!Wd&;sP4+eg>vE!A}7Q zHTzs?(AVTPUOpY*y-BpVJ*8krfi~dYH-&4C1DIK@C}&AP!8CK3jSJy0**BMa?E}6K zwXaKE5g%*ei#(rjiOisvTHtP=c@nbXjz)agBmL4Nd4<d6S#-IZ=mo>nE#1h&N|#cGQPj|G8=P6-`smDF4|RzU;l9Jy N%pkw@X8E_V?N1}GQBVK? literal 820 zcmb7C%}N4c6g{6mWFY7R1P#=pAR;3IA#&8w6sjp_2p2&`*&mi+K7gC{_VWPk-Lz{P zE~{cai*x##|V-;7aArQ7AJm$8fYr&Qwl{;?ImQ~>7uz!2>M z^_AKn8TJ7q)I;hsHCZ{0-!LW$U#DB9nGlTeAF6sjpqR4`1QjB;k_FTgjs-^9AxHvx zq~TyySHv8{P5k8F8o=8v*YH92KM>a)9DY!`;qq<8ylxk;a+%^Co9j@RqCE~NwFLxb zqfz!HLGk)>=L7Ecp?$}ND@jeC6Mvr1;`(%v_4H$GxaFz$>5}1T{oH!Ni+m!> zPTDo%fTzrhg_hj^2p{lIVrBC)A!bJV*##q$HGWl&h#%;5WeLG6N4wR^d1b$*O%x`z z+_JT-S%*7&rK*;$oSYq%31TzTG32eK*e3J&Js~qha*pYp?v8!}_kR3WzC_}}yYV&C v%G-H!6?UeWHqC;8X4B-1ZRQM`(W_-lBtms(*geKMzGj4-xV5o0XiW1H50GBU diff --git a/app/shaders/d3d11_vertex.hlsl b/app/shaders/d3d11_vertex.hlsl index a70fa1bc..1db8cdee 100644 --- a/app/shaders/d3d11_vertex.hlsl +++ b/app/shaders/d3d11_vertex.hlsl @@ -1,19 +1,19 @@ struct ShaderInput { - min16float2 pos : POSITION; - min16float2 tex : TEXCOORD0; + float2 pos : POSITION; + float2 tex : TEXCOORD0; }; struct ShaderOutput { - min16float4 pos : SV_POSITION; - min16float2 tex : TEXCOORD0; + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; }; ShaderOutput main(ShaderInput input) { ShaderOutput output; - output.pos = min16float4(input.pos, 0.0, 1.0); + output.pos = float4(input.pos, 0.0, 1.0); output.tex = input.tex; return output; } \ No newline at end of file diff --git a/app/shaders/d3d11_video_pixel.fxc b/app/shaders/d3d11_video_pixel.fxc index ecfd94ba4428fd67929a49acff4fe4e7549a0809..f7fdeb42600decbeaa712781f3502c3795925e07 100644 GIT binary patch delta 188 zcmdnMy@cD+CBn(s`tbIta(Sv(EoMEQD}RZ5DI)^|!xB~o26iBA1H>*sfe%a!3^~jU z3^hQ^0F=v^XqmytFmaKxAj6Xlj2urEI599VGdl1$FfdHKR>ZjksKo)OGIMeuqZUXGnn1t_%!tbzpe`fzAIJEtwe^CR?(~ J1Ib9%Z~(4~B`^R0 delta 200 zcmZ3&y@A`(CBn)1o8h+^1|L(E<7Q+$4Sjf|nvsElVFN1z13Qqm0b&=Rz#k?Ch6-i| zh7KU+0m_w3w9H_1n7Bw;(Ba7jMvf;7oER9G86Ef=7#t>EE8^S$)Zzftnlm|&(T#(} zNI;;0(Sc#|Y(@nK?oSM04p5eX!3`q80J74pP5>;%kN}}w85rPd!SWEbn?EyJGBYwx M)@79klD@3r02ON~#sB~S diff --git a/app/shaders/d3d11_video_pixel.hlsl b/app/shaders/d3d11_video_pixel.hlsl index 350ed400..f1df0702 100644 --- a/app/shaders/d3d11_video_pixel.hlsl +++ b/app/shaders/d3d11_video_pixel.hlsl @@ -10,8 +10,8 @@ cbuffer CSC_CONST_BUF : register(b0) struct ShaderInput { - min16float4 pos : SV_POSITION; - min16float2 tex : TEXCOORD0; + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; }; min16float4 main(ShaderInput input) : SV_TARGET