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[mq]: Backout of 69e4f4ecbdc2
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@ -41,19 +41,6 @@ BlendState NonPremul
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RenderTargetWriteMask[0] = 0x0F; // All
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};
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BlendState ComponentAlphaBlend
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{
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AlphaToCoverageEnable = FALSE;
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BlendEnable[0] = TRUE;
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SrcBlend = One;
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DestBlend = Inv_Src1_Color;
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BlendOp = Add;
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SrcBlendAlpha = Zero;
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DestBlendAlpha = One;
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BlendOpAlpha = Add;
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RenderTargetWriteMask[0] = 0x0F; // All
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};
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RasterizerState LayerRast
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{
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ScissorEnable = True;
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@ -64,7 +51,6 @@ Texture2D tRGB;
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Texture2D tY;
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Texture2D tCb;
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Texture2D tCr;
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Texture2D tRGBWhite;
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SamplerState LayerTextureSamplerLinear
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{
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@ -89,11 +75,6 @@ struct VS_OUTPUT {
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float2 vTexCoords : TEXCOORD0;
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};
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struct PS_OUTPUT {
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float4 vSrc;
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float4 vAlpha;
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};
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VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
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{
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VS_OUTPUT outp;
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@ -166,17 +147,6 @@ float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target
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return color * fLayerOpacity;
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}
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PS_OUTPUT ComponentAlphaShader(const VS_OUTPUT aVertex) : SV_Target
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{
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PS_OUTPUT result;
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result.vSrc = tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords);
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result.vAlpha = 1.0 - tRGBWhite.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) + result.vSrc;
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result.vSrc *= fLayerOpacity;
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result.vAlpha *= fLayerOpacity;
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return result;
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}
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float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target
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{
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return fLayerColor;
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@ -266,19 +236,6 @@ technique10 RenderYCbCrLayer
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}
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}
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technique10 RenderComponentAlphaLayer
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{
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Pass P0
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{
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SetRasterizerState( LayerRast );
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SetBlendState( ComponentAlphaBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
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SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, ComponentAlphaShader() ) );
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}
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}
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technique10 RenderSolidColorLayer
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{
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pass P0
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