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d3d11testsrc: Fix SMPTE pattern rendering
It was wrong vertex shader code Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2766>
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1 changed files with 1 additions and 2 deletions
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@ -564,14 +564,13 @@ setup_smpte_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render)
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input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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input_desc[1].InstanceDataStepRate = 0;
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input_desc[1].InstanceDataStepRate = 0;
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hr = gst_d3d11_create_vertex_shader_simple (self->device, templ_vs_coord,
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hr = gst_d3d11_create_vertex_shader_simple (self->device, templ_vs_color,
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"main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout);
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"main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout);
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if (!gst_d3d11_result (hr, self->device)) {
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if (!gst_d3d11_result (hr, self->device)) {
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GST_ERROR_OBJECT (self, "Failed to compile vertext shader");
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GST_ERROR_OBJECT (self, "Failed to compile vertext shader");
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return FALSE;
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return FALSE;
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}
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}
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hr = gst_d3d11_create_pixel_shader_simple (self->device,
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hr = gst_d3d11_create_pixel_shader_simple (self->device,
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templ_ps_smpte, "main", &ps);
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templ_ps_smpte, "main", &ps);
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if (!gst_d3d11_result (hr, self->device)) {
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if (!gst_d3d11_result (hr, self->device)) {
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