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[d3d11] Pass new binding info struct to video processor shader
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@ -329,6 +329,13 @@ namespace dxvk {
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SpirvCodeBuffer vsCode(d3d11_video_blit_vert);
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SpirvCodeBuffer fsCode(d3d11_video_blit_frag);
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const std::array<DxvkBindingInfo, 4> fsBindings = {{
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{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, VK_IMAGE_VIEW_TYPE_MAX_ENUM, 0, VK_ACCESS_UNIFORM_READ_BIT },
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{ VK_DESCRIPTOR_TYPE_SAMPLER, 1, VK_IMAGE_VIEW_TYPE_MAX_ENUM, 0, 0 },
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{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 2, VK_IMAGE_VIEW_TYPE_2D, 0, VK_ACCESS_SHADER_READ_BIT },
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{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 3, VK_IMAGE_VIEW_TYPE_2D, 0, VK_ACCESS_SHADER_READ_BIT },
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}};
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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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{ 1, VK_DESCRIPTOR_TYPE_SAMPLER },
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@ -343,6 +350,8 @@ namespace dxvk {
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DxvkShaderCreateInfo fsInfo;
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fsInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fsInfo.bindingCount = fsBindings.size();
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fsInfo.bindings = fsBindings.data();
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fsInfo.resourceSlotCount = fsResourceSlots.size();
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fsInfo.resourceSlots = fsResourceSlots.data();
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fsInfo.inputMask = 0x1;
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