d3d11_shader: fix AYUV sampling coordinates
authorSteve Lhomme <robux4@ycbcr.xyz>
Fri, 10 Aug 2018 13:49:34 +0000 (15:49 +0200)
committerSteve Lhomme <robux4@ycbcr.xyz>
Fri, 10 Aug 2018 14:07:50 +0000 (16:07 +0200)
modules/video_output/win32/d3d11_shaders.c

index 6295797..c74a199 100644 (file)
@@ -363,10 +363,10 @@ HRESULT D3D11_CompilePixelShader(vlc_object_t *o, d3d11_handle_t *hd3d, bool leg
             break;
         case DXGI_FORMAT_AYUV:
             psz_sampler[0] =
-                    "sample.x  = shaderTexture[0].Sample(SampleType, In.Texture).z;\
-                    sample.y  = shaderTexture[0].Sample(SampleType, In.Texture).y;\
-                    sample.z  = shaderTexture[0].Sample(SampleType, In.Texture).x;\
-                    sample.a  = shaderTexture[0].Sample(SampleType, In.Texture).a;";
+                    "sample.x  = shaderTexture[0].Sample(SampleType, coords).z;\
+                    sample.y  = shaderTexture[0].Sample(SampleType, coords).y;\
+                    sample.z  = shaderTexture[0].Sample(SampleType, coords).x;\
+                    sample.a  = shaderTexture[0].Sample(SampleType, coords).a;";
             break;
         case DXGI_FORMAT_R8G8B8A8_UNORM:
         case DXGI_FORMAT_B8G8R8A8_UNORM: