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Use FP16 in the D3D11 shaders
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@ -1,13 +1,13 @@
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Texture2D theTexture : register(t0);
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Texture2D<min16float4> theTexture : register(t0);
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SamplerState theSampler : register(s0);
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struct ShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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min16float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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};
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float4 main(ShaderInput input) : SV_TARGET
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min16float4 main(ShaderInput input) : SV_TARGET
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{
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return theTexture.Sample(theSampler, input.tex);
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}
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@ -1,19 +1,19 @@
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struct ShaderInput
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{
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float2 pos : POSITION;
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float2 tex : TEXCOORD0;
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min16float2 pos : POSITION;
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min16float2 tex : TEXCOORD0;
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};
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struct ShaderOutput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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min16float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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};
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ShaderOutput main(ShaderInput input)
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{
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ShaderOutput output;
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output.pos = float4(input.pos, 0.0f, 1.0f);
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output.pos = min16float4(input.pos, 0.0, 1.0);
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output.tex = input.tex;
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return output;
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}
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@ -1,24 +1,23 @@
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Texture2D luminancePlane : register(t0);
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Texture2D chrominancePlane : register(t1);
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Texture2D<min16float> luminancePlane : register(t0);
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Texture2D<min16float2> chrominancePlane : register(t1);
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SamplerState theSampler : register(s0);
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cbuffer CSC_CONST_BUF : register(b0)
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{
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float3x3 cscMatrix;
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float3 offsets;
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min16float3x3 cscMatrix;
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min16float3 offsets;
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};
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struct ShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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min16float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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};
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min16float4 main(ShaderInput input) : SV_TARGET
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{
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float y = luminancePlane.Sample(theSampler, input.tex);
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float2 uv = chrominancePlane.Sample(theSampler, input.tex);
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float3 yuv = float3(y, uv);
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min16float3 yuv = min16float3(luminancePlane.Sample(theSampler, input.tex),
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chrominancePlane.Sample(theSampler, input.tex));
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// Subtract the YUV offset for limited vs full range
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yuv -= offsets;
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@ -26,5 +25,5 @@ min16float4 main(ShaderInput input) : SV_TARGET
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// Multiply by the conversion matrix for this colorspace
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yuv = mul(yuv, cscMatrix);
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return min16float4(saturate(yuv), 1.0f);
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return min16float4(saturate(yuv), 1.0);
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}
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