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build_hlsl.bat
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Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs
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2024-07-30 21:12:11 -05:00 |
d3d11_ayuv_pixel.fxc
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Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs
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2024-07-30 21:12:11 -05:00 |
d3d11_ayuv_pixel.hlsl
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Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs
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2024-07-30 21:12:11 -05:00 |
d3d11_bt601lim_pixel.fxc
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Revert "Use a Texture2DArray in HLSL to match the SRVs"
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2024-06-29 14:07:41 -05:00 |
d3d11_bt601lim_pixel.hlsl
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Refactor D3D11 shaders to reduce duplicated code
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2022-02-16 19:38:18 -06:00 |
d3d11_bt2020lim_pixel.fxc
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Revert "Use a Texture2DArray in HLSL to match the SRVs"
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2024-06-29 14:07:41 -05:00 |
d3d11_bt2020lim_pixel.hlsl
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Refactor D3D11 shaders to reduce duplicated code
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2022-02-16 19:38:18 -06:00 |
d3d11_genyuv_pixel.fxc
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Revert "Use a Texture2DArray in HLSL to match the SRVs"
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2024-06-29 14:07:41 -05:00 |
d3d11_genyuv_pixel.hlsl
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Clamp chroma texcoords to avoid sampling alignment padding
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2024-06-22 16:19:26 -05:00 |
d3d11_overlay_pixel.fxc
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Revert "Use a Texture2DArray in HLSL to match the SRVs"
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2024-06-29 14:07:41 -05:00 |
d3d11_overlay_pixel.hlsl
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Use FP32 for position and texcoords
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2022-02-13 13:41:39 -06:00 |
d3d11_vertex.fxc
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Revert "Use a Texture2DArray in HLSL to match the SRVs"
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2024-06-29 14:07:41 -05:00 |
d3d11_vertex.hlsl
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Revert "Use a Texture2DArray in HLSL to match the SRVs"
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2024-06-29 14:07:41 -05:00 |
d3d11_video_pixel_end.hlsli
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Revert "Use a Texture2DArray in HLSL to match the SRVs"
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2024-06-29 14:07:41 -05:00 |
d3d11_video_pixel_start.hlsli
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Revert "Use a Texture2DArray in HLSL to match the SRVs"
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2024-06-29 14:07:41 -05:00 |
d3d11_y410_pixel.fxc
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Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs
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2024-07-30 21:12:11 -05:00 |
d3d11_y410_pixel.hlsl
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Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs
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2024-07-30 21:12:11 -05:00 |
d3d11_yuv444_pixel_end.hlsli
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Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs
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2024-07-30 21:12:11 -05:00 |
d3d11_yuv444_pixel_start.hlsli
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Implement YUV 4:4:4 decoding with D3D11VA on Intel GPUs
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2024-07-30 21:12:11 -05:00 |
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 |
vt_renderer.metal
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Slightly simplify Metal shader
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2024-08-22 01:18:39 -05:00 |