Use a Texture2DArray in HLSL to match the SRVs

This commit is contained in:
Cameron Gutman
2024-06-27 19:46:27 -05:00
parent dff02eab7d
commit d389f9a6e9
10 changed files with 20 additions and 20 deletions
+3 -3
View File
@@ -1,11 +1,11 @@
Texture2D<min16float> luminancePlane : register(t0);
Texture2D<min16float2> chrominancePlane : register(t1);
Texture2DArray<min16float> luminancePlane : register(t0);
Texture2DArray<min16float2> chrominancePlane : register(t1);
SamplerState theSampler : register(s0);
struct ShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float3 tex : TEXCOORD0;
};
cbuffer ChromaLimitBuf : register(b0)