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[host] don't uselessly try to scale 1:1 textures
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05bd587c74
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f692284f27
@ -65,9 +65,9 @@ bool TextureConverter::Initialize(
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{
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case FRAME_TYPE_YUV420:
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result = device->CreatePixelShader(g_RGBtoYUV, sizeof(g_RGBtoYUV), NULL, &m_psConversion);
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m_texFormats[0] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[0] = 1.0f;
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m_texFormats[1] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[1] = 0.5f;
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m_texFormats[2] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[2] = 0.5f;
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m_texFormats[0] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[0] = 1;
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m_texFormats[1] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[1] = 2;
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m_texFormats[2] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[2] = 2;
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break;
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default:
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@ -369,9 +369,16 @@ bool TextureConverter::Convert(ID3D11Texture2DPtr texture, TextureList & output)
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ID3D11RenderTargetViewPtr view;
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D3D11_TEXTURE2D_DESC srcDesc;
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// if there is no scaling
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if (m_scaleFormats[i] == 1)
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{
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output.push_back(src);
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continue;
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}
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src->GetDesc(&srcDesc);
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viewPorts[0].Width = srcDesc.Width * m_scaleFormats[i];
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viewPorts[0].Height = srcDesc.Height * m_scaleFormats[i];
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viewPorts[0].Width = srcDesc.Width / m_scaleFormats[i];
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viewPorts[0].Height = srcDesc.Height / m_scaleFormats[i];
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srcDesc.Width = (UINT)viewPorts[0].Width;
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srcDesc.Height = (UINT)viewPorts[0].Height;
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@ -60,7 +60,7 @@ private:
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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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unsigned int m_scaleFormats [3];
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ID3D11Texture2DPtr m_targetTexture[3];
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ID3D11RenderTargetViewPtr m_renderView [3];
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