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d3d11: Fix string version shader code
RGBA to BGRA conversion code should have written in compute shader. Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5723>
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c432a73e80
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2 changed files with 12 additions and 12 deletions
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@ -1149,6 +1149,18 @@ static const char g_CSMain_converter_str[] =
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"}\n"
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"#endif\n"
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"\n"
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"#ifdef BUILDING_CSMain_RGBA_to_BGRA\n"
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"Texture2D<float4> inTex : register(t0);\n"
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"RWTexture2D<unorm float4> outTex : register(u0);\n"
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"\n"
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"void Execute (uint3 tid)\n"
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"{\n"
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" float4 val = inTex.Load (tid);\n"
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"\n"
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" outTex[tid.xy] = val.bgra;\n"
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"}\n"
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"#endif\n"
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"\n"
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"[numthreads(8, 8, 1)]\n"
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"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
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"{\n"
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@ -2151,18 +2151,6 @@ static const char g_PSMain_converter_str[] =
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" }\n"
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"};\n"
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"\n"
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"#ifdef BUILDING_CSMain_RGBA_to_BGRA\n"
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"Texture2D<float4> inTex : register(t0);\n"
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"RWTexture2D<unorm float4> outTex : register(u0);\n"
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"\n"
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"void Execute (uint3 tid)\n"
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"{\n"
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" float4 val = inTex.Load (tid);\n"
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"\n"
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" outTex[tid.xy] = val.bgra;\n"
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"}\n"
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"#endif\n"
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"\n"
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"OUTPUT_TYPE ENTRY_POINT (PS_INPUT input)\n"
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"{\n"
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" SAMPLER g_sampler;\n"
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