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https://github.com/gnif/LookingGlass.git
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[host] added YUV420 output support
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@@ -20,8 +20,12 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#pragma once
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#include "Com.h"
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#include "common\KVMFR.h"
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#include <DirectXMath.h>
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#include <vector>
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typedef std::vector<ID3D11Texture2DPtr> TextureList;
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class TextureConverter
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{
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@@ -34,12 +38,12 @@ public:
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ID3D11DevicePtr device,
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const unsigned int width,
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const unsigned int height,
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DXGI_FORMAT format
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FrameType format
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);
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void DeInitialize();
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bool Convert(ID3D11Texture2DPtr &texture);
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bool Convert(ID3D11Texture2DPtr texture, TextureList & output);
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private:
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struct VS_INPUT
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@@ -53,13 +57,19 @@ private:
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ID3D11DeviceContextPtr m_deviceContext;
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ID3D11DevicePtr m_device;
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unsigned int m_width, m_height;
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DXGI_FORMAT m_format;
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FrameType m_format;
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DXGI_FORMAT m_texFormats [3];
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float m_scaleFormats [3];
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ID3D11Texture2DPtr m_targetTexture[3];
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ID3D11RenderTargetViewPtr m_renderView [3];
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ID3D11ShaderResourceViewPtr m_shaderView [3];
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ID3D11Texture2DPtr m_targetTexture;
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ID3D11RenderTargetViewPtr m_renderView;
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ID3D11InputLayoutPtr m_layout;
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ID3D11VertexShaderPtr m_vertexShader;
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ID3D11PixelShaderPtr m_pixelShader;
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ID3D11PixelShaderPtr m_psCopy;
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ID3D11PixelShaderPtr m_psConversion;
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ID3D11SamplerStatePtr m_samplerState;
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ID3D11BufferPtr m_vertexBuffer;
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