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[host] DXGI: stop packing data across rows
This is a precursor to allowing damage-aware RGB24 copies.
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@ -78,19 +78,15 @@ static bool rgb24_configure(void * opaque,
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if (!this.pshader)
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{
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this.width = *cols;
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this.width = *cols;
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this.height = *rows;
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char sOutputWidth[6], sOutputHeight[6], sInputWidth[6], sInputHeight[6];
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snprintf(sInputWidth , sizeof(sInputWidth) , "%d", *width );
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snprintf(sInputHeight , sizeof(sInputHeight) , "%d", *height );
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char sOutputWidth[6], sOutputHeight[6];
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snprintf(sOutputWidth , sizeof(sOutputWidth) , "%d", this.width );
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snprintf(sOutputHeight, sizeof(sOutputHeight), "%d", this.height);
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const D3D_SHADER_MACRO defines[] =
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{
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{"INPUT_WIDTH" , sInputWidth },
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{"INPUT_HEIGHT" , sInputHeight },
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{"OUTPUT_WIDTH" , sOutputWidth },
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{"OUTPUT_HEIGHT", sOutputHeight},
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{NULL, NULL}
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@ -103,26 +99,26 @@ static bool rgb24_configure(void * opaque,
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" float4 position : SV_POSITION,\n"
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" float2 texCoord : TEXCOORD0) : SV_TARGET\n"
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"{\n"
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" uint outputIdx = uint(texCoord.y * OUTPUT_HEIGHT) * OUTPUT_WIDTH +\n"
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" uint(texCoord.x * OUTPUT_WIDTH);\n"
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" uint inputAndOutputY = uint(texCoord.y * OUTPUT_HEIGHT);\n"
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" uint outputX = uint(texCoord.x * OUTPUT_WIDTH);\n"
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"\n"
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" uint fst = (outputIdx * 4) / 3;\n"
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" uint fstInputX = (outputX * 4) / 3;\n"
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" float4 color0 = gInputTexture.Load(\n"
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" uint3(fst % INPUT_WIDTH, fst / INPUT_WIDTH, 0));\n"
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" uint3(fstInputX, inputAndOutputY, 0));\n"
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"\n"
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" uint snd = fst + 1;\n"
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" uint sndInputX = fstInputX + 1;\n"
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" float4 color3 = gInputTexture.Load(\n"
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" uint3(snd % INPUT_WIDTH, snd / INPUT_WIDTH, 0));\n"
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" uint3(sndInputX, inputAndOutputY, 0));\n"
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"\n"
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" uint outputIdxMod3 = outputIdx % 3;\n"
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" uint outputXMod3 = outputX % 3;\n"
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"\n"
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" float4 color1 = outputIdxMod3 <= 1 ? color0 : color3;\n"
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" float4 color2 = outputIdxMod3 == 0 ? color0 : color3;\n"
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" float4 color1 = outputXMod3 <= 1 ? color0 : color3;\n"
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" float4 color2 = outputXMod3 == 0 ? color0 : color3;\n"
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"\n"
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" float b = color0.bgr[outputIdxMod3];\n"
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" float g = color1.grb[outputIdxMod3];\n"
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" float r = color2.rbg[outputIdxMod3];\n"
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" float a = color3.bgr[outputIdxMod3];\n"
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" float b = color0.bgr[outputXMod3];\n"
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" float g = color1.grb[outputXMod3];\n"
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" float r = color2.rbg[outputXMod3];\n"
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" float a = color3.bgr[outputXMod3];\n"
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" return float4(r, g, b, a);\n"
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"}\n";
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