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build_hlsl.bat
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Use optimized pixel shaders for the normal SDR and HDR colorspaces
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2022-02-09 20:46:02 -06:00 |
d3d11_bt601lim_pixel.fxc
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Use optimized pixel shaders for the normal SDR and HDR colorspaces
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2022-02-09 20:46:02 -06:00 |
d3d11_bt601lim_pixel.hlsl
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Use optimized pixel shaders for the normal SDR and HDR colorspaces
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2022-02-09 20:46:02 -06:00 |
d3d11_bt2020lim_pixel.fxc
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Use optimized pixel shaders for the normal SDR and HDR colorspaces
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2022-02-09 20:46:02 -06:00 |
d3d11_bt2020lim_pixel.hlsl
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Use optimized pixel shaders for the normal SDR and HDR colorspaces
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2022-02-09 20:46:02 -06:00 |
d3d11_overlay_pixel.fxc
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Use FP16 in the D3D11 shaders
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2022-02-08 21:43:25 -06:00 |
d3d11_overlay_pixel.hlsl
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Use FP16 in the D3D11 shaders
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2022-02-08 21:43:25 -06:00 |
d3d11_vertex.fxc
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Use FP16 in the D3D11 shaders
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2022-02-08 21:43:25 -06:00 |
d3d11_vertex.hlsl
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Use FP16 in the D3D11 shaders
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2022-02-08 21:43:25 -06:00 |
d3d11_video_pixel.fxc
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Use optimized pixel shaders for the normal SDR and HDR colorspaces
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2022-02-09 20:46:02 -06:00 |
d3d11_video_pixel.hlsl
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Use optimized pixel shaders for the normal SDR and HDR colorspaces
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2022-02-09 20:46:02 -06:00 |
egl_nv12.frag
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Begin refactoring for non-NV12 support in EGLRenderer
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2021-03-21 19:20:52 -05:00 |
egl_nv12.vert
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Begin refactoring for non-NV12 support in EGLRenderer
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2021-03-21 19:20:52 -05:00 |
egl_opaque.frag
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Render DRM-PRIME frames as opaque images
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2021-03-21 23:23:12 -05:00 |
egl_opaque.vert
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Render DRM-PRIME frames as opaque images
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2021-03-21 23:23:12 -05:00 |
egl_overlay.frag
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Implement overlay support in EGLRenderer
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2020-12-19 23:01:41 -06:00 |
egl_overlay.vert
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Implement overlay support in EGLRenderer
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2020-12-19 23:01:41 -06:00 |