Cameron Gutman
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738f64c903
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Use FP32 for position and texcoords
We need that extra precision for sampling large textures
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2022-02-13 13:41:39 -06:00 |
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Cameron Gutman
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9a64c026ea
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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 |
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Cameron Gutman
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b21131a466
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Use FP16 in the D3D11 shaders
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2022-02-08 21:43:25 -06:00 |
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Cameron Gutman
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1942e72474
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Only bind the constant buffer once
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2022-02-05 14:15:35 -06:00 |
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Cameron Gutman
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f256407789
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Implement D3D11VA video rendering
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2022-02-04 21:51:34 -06:00 |
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