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[d3d11] Use new DxvkShader constructor for video shaders
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@ -326,8 +326,8 @@ namespace dxvk {
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D3D11ImmediateContext* pContext,
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D3D11ImmediateContext* pContext,
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const Rc<DxvkDevice>& Device)
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const Rc<DxvkDevice>& Device)
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: m_ctx(pContext) {
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: m_ctx(pContext) {
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const SpirvCodeBuffer vsCode(d3d11_video_blit_vert);
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SpirvCodeBuffer vsCode(d3d11_video_blit_vert);
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const SpirvCodeBuffer fsCode(d3d11_video_blit_frag);
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SpirvCodeBuffer fsCode(d3d11_video_blit_frag);
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const std::array<DxvkResourceSlot, 4> fsResourceSlots = {{
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const std::array<DxvkResourceSlot, 4> fsResourceSlots = {{
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{ 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC },
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{ 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC },
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@ -336,17 +336,18 @@ namespace dxvk {
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{ 3, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_IMAGE_VIEW_TYPE_2D },
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{ 3, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_IMAGE_VIEW_TYPE_2D },
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}};
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}};
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m_vs = Device->createShader(
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DxvkShaderCreateInfo vsInfo;
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VK_SHADER_STAGE_VERTEX_BIT,
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vsInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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0, nullptr, { 0u, 1u },
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vsInfo.outputMask = 0x1;
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vsCode);
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m_vs = new DxvkShader(vsInfo, std::move(vsCode));
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m_fs = Device->createShader(
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DxvkShaderCreateInfo fsInfo;
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VK_SHADER_STAGE_FRAGMENT_BIT,
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fsInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fsResourceSlots.size(),
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fsInfo.resourceSlotCount = fsResourceSlots.size();
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fsResourceSlots.data(),
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fsInfo.resourceSlots = fsResourceSlots.data();
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{ 1u, 1u, 0u, 0u },
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fsInfo.inputMask = 0x1;
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fsCode);
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fsInfo.outputMask = 0x1;
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m_fs = new DxvkShader(fsInfo, std::move(fsCode));
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DxvkSamplerCreateInfo samplerInfo;
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DxvkSamplerCreateInfo samplerInfo;
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samplerInfo.magFilter = VK_FILTER_LINEAR;
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samplerInfo.magFilter = VK_FILTER_LINEAR;
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