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build_hlsl.bat
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Recompile D3D11 shaders for Shader Model 5.0
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2025-11-24 19:02:20 -06:00 |
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d3d11_ayuv_pixel.fxc
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Recompile D3D11 shaders for Shader Model 5.0
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2025-11-24 19:02:20 -06:00 |
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d3d11_ayuv_pixel.hlsl
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Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs
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2024-07-30 21:12:11 -05:00 |
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d3d11_overlay_pixel.fxc
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Recompile D3D11 shaders for Shader Model 5.0
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2025-11-24 19:02:20 -06:00 |
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d3d11_overlay_pixel.hlsl
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Use FP32 for position and texcoords
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2022-02-13 13:41:39 -06:00 |
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d3d11_vertex.fxc
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Recompile D3D11 shaders for Shader Model 5.0
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2025-11-24 19:02:20 -06:00 |
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d3d11_vertex.hlsl
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Revert "Use a Texture2DArray in HLSL to match the SRVs"
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2024-06-29 14:07:41 -05:00 |
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d3d11_y410_pixel.fxc
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Recompile D3D11 shaders for Shader Model 5.0
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2025-11-24 19:02:20 -06:00 |
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d3d11_y410_pixel.hlsl
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Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs
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2024-07-30 21:12:11 -05:00 |
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d3d11_yuv420_pixel.fxc
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Recompile D3D11 shaders for Shader Model 5.0
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2025-11-24 19:02:20 -06:00 |
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d3d11_yuv420_pixel.hlsl
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Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer
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2025-11-24 18:47:14 -06:00 |
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d3d11_yuv444_pixel_end.hlsli
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Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer
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2025-11-24 18:47:14 -06:00 |
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d3d11_yuv444_pixel_start.hlsli
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Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer
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2025-11-24 18:47:14 -06:00 |
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egl.vert
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Use ESSL 1.0 for EGLRenderer shaders
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2025-12-27 22:56:20 -06:00 |
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egl_nv12.frag
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Use ESSL 1.0 for EGLRenderer shaders
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2025-12-27 22:56:20 -06:00 |
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egl_opaque.frag
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Use ESSL 1.0 for EGLRenderer shaders
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2025-12-27 22:56:20 -06:00 |
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egl_overlay.frag
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Use ESSL 1.0 for EGLRenderer shaders
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2025-12-27 22:56:20 -06:00 |
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vt_renderer.metal
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Use correct chroma co-siting offsets in Metal
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2025-11-04 23:51:39 -06:00 |