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fix(win/video): don't offload chroma subsampling math to texture samp…
…ler when downscaling (LizardByte#3014) * Don't use sampler math for chroma if downscaling * Correct portrait rotation offsets
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5 changes: 5 additions & 0 deletions
5
src_assets/windows/assets/shaders/directx/convert_yuv420_packed_uv_type0s_ps.hlsl
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#include "include/convert_base.hlsl" | ||
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#define LEFT_SUBSAMPLING_SCALE | ||
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#include "include/convert_yuv420_packed_uv_ps_base.hlsl" |
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src_assets/windows/assets/shaders/directx/convert_yuv420_packed_uv_type0s_ps_linear.hlsl
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#include "include/convert_linear_base.hlsl" | ||
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#define LEFT_SUBSAMPLING_SCALE | ||
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#include "include/convert_yuv420_packed_uv_ps_base.hlsl" |
5 changes: 5 additions & 0 deletions
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...ndows/assets/shaders/directx/convert_yuv420_packed_uv_type0s_ps_perceptual_quantizer.hlsl
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#include "include/convert_perceptual_quantizer_base.hlsl" | ||
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#define LEFT_SUBSAMPLING_SCALE | ||
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#include "include/convert_yuv420_packed_uv_ps_base.hlsl" |
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src_assets/windows/assets/shaders/directx/convert_yuv420_packed_uv_type0s_vs.hlsl
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cbuffer subsample_offset_cbuffer : register(b0) { | ||
float2 subsample_offset; | ||
}; | ||
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cbuffer rotate_texture_steps_cbuffer : register(b1) { | ||
int rotate_texture_steps; | ||
}; | ||
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#define LEFT_SUBSAMPLING_SCALE | ||
#include "include/base_vs.hlsl" | ||
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vertex_t main_vs(uint vertex_id : SV_VertexID) | ||
{ | ||
return generate_fullscreen_triangle_vertex(vertex_id, subsample_offset, rotate_texture_steps); | ||
} |
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