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[host] correct YUV output, do not copy padding bytes
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b899a65726
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@ -594,7 +594,7 @@ GrabStatus Capture::DXGI::GrabFrameYUV420(struct FrameInfo & frame, struct Curso
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return GRAB_STATUS_ERROR;
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}
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const unsigned int size = desc.Height * mapping.RowPitch;
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const unsigned int size = desc.Height * desc.Width;
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if (size > remain)
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{
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m_deviceContext->Unmap(m_texture[i], 0);
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@ -602,10 +602,15 @@ GrabStatus Capture::DXGI::GrabFrameYUV420(struct FrameInfo & frame, struct Curso
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return GRAB_STATUS_ERROR;
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}
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memcpySSE(data, mapping.pData, size);
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data += size;
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remain -= size;
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const uint8_t * src = (uint8_t *)mapping.pData;
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for(unsigned int y = 0; y < desc.Height; ++y)
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{
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memcpySSE(data, src, desc.Width);
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data += desc.Width;
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src += mapping.RowPitch;
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}
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m_deviceContext->Unmap(m_texture[i], 0);
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remain -= size;
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}
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frame.pitch = m_width;
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@ -129,8 +129,8 @@ bool TextureConverter::Initialize(
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if (m_texFormats[i] == DXGI_FORMAT_UNKNOWN)
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continue;
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texDesc .Format = m_texFormats[i];
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targetDesc.Format = m_texFormats[i];
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texDesc .Format = m_texFormats[i];
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targetDesc.Format = m_texFormats[i];
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shaderDesc.Format = m_texFormats[i];
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result = device->CreateTexture2D(&texDesc, NULL, &m_targetTexture[i]);
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