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Use a separate texture for rendering to avoid blending in the alignment padding
Fixes #885
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@@ -30,7 +30,7 @@ private:
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static void unlockContext(void* lock_ctx);
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bool setupRenderingResources();
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bool setupTexturePoolViews(AVD3D11VAFramesContext* frameContext);
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bool setupVideoTexture();
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void renderOverlay(Overlay::OverlayType type);
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void bindColorConversion(AVFrame* frame);
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void renderVideo(AVFrame* frame);
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@@ -60,8 +60,8 @@ private:
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ID3D11PixelShader* m_VideoBt2020LimPixelShader;
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ID3D11Buffer* m_VideoVertexBuffer;
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#define DECODER_BUFFER_POOL_SIZE 17
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ID3D11ShaderResourceView* m_VideoTextureResourceViews[DECODER_BUFFER_POOL_SIZE][2];
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ID3D11Texture2D* m_VideoTexture;
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ID3D11ShaderResourceView* m_VideoTextureResourceViews[2];
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SDL_SpinLock m_OverlayLock;
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ID3D11Buffer* m_OverlayVertexBuffers[Overlay::OverlayMax];
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