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https://github.com/moonlight-stream/moonlight-qt.git
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Use a Texture2DArray in HLSL to match the SRVs
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@@ -18,7 +18,7 @@
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typedef struct _VERTEX
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{
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float x, y;
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float tu, tv;
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float tu, tv, tw;
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} VERTEX, *PVERTEX;
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#define CSC_MATRIX_RAW_ELEMENT_COUNT 9
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@@ -872,10 +872,10 @@ void D3D11VARenderer::notifyOverlayUpdated(Overlay::OverlayType type)
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VERTEX verts[] =
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{
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{renderRect.x, renderRect.y, 0, 1},
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{renderRect.x, renderRect.y+renderRect.h, 0, 0},
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{renderRect.x+renderRect.w, renderRect.y, 1, 1},
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{renderRect.x+renderRect.w, renderRect.y+renderRect.h, 1, 0},
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{renderRect.x, renderRect.y, 0, 1, 0},
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{renderRect.x, renderRect.y+renderRect.h, 0, 0, 0},
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{renderRect.x+renderRect.w, renderRect.y, 1, 1, 0},
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{renderRect.x+renderRect.w, renderRect.y+renderRect.h, 1, 0, 0},
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};
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D3D11_BUFFER_DESC vbDesc = {};
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@@ -1287,10 +1287,10 @@ bool D3D11VARenderer::setupRenderingResources()
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VERTEX verts[] =
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{
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{renderRect.x, renderRect.y, 0, vMax},
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{renderRect.x, renderRect.y+renderRect.h, 0, 0},
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{renderRect.x+renderRect.w, renderRect.y, uMax, vMax},
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{renderRect.x+renderRect.w, renderRect.y+renderRect.h, uMax, 0},
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{renderRect.x, renderRect.y, 0, vMax, 0},
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{renderRect.x, renderRect.y+renderRect.h, 0, 0, 0},
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{renderRect.x+renderRect.w, renderRect.y, uMax, vMax, 0},
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{renderRect.x+renderRect.w, renderRect.y+renderRect.h, uMax, 0, 0},
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};
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D3D11_BUFFER_DESC vbDesc = {};
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