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NVIDIA Image Scaling v1.0.3
- Added NIS Streamline Plug-in sample - Added NV12 input texture support - Added loop unrolling performance optimization - Fixed slangc and fxc warnings - Added optional output clamp for unformated writes - Updated DXC version
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NIS/NIS_Config.h

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// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//---------------------------------------------------------------------------------
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// NVIDIA Image Scaling SDK - v1.0.3
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//---------------------------------------------------------------------------------
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// Configuration
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//---------------------------------------------------------------------------------
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#pragma once
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#include <algorithm>

NIS/NIS_Main.glsl

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// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//---------------------------------------------------------------------------------
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// NVIDIA Image Scaling SDK - v1.0.3
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//---------------------------------------------------------------------------------
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// GLSL main example
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//---------------------------------------------------------------------------------
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable

NIS/NIS_Main.hlsl

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// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//---------------------------------------------------------------------------------
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// NVIDIA Image Scaling SDK - v1.0.3
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//---------------------------------------------------------------------------------
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// HLSL main example
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//---------------------------------------------------------------------------------
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#define NIS_HLSL 1
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#ifndef NIS_SCALER
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};
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NIS_BINDING(1) SamplerState samplerLinearClamp : register(s0);
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#if NIS_NV12_SUPPORT
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NIS_BINDING(2) Texture2D<float> in_texture_y : register(t0);
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NIS_BINDING(2) Texture2D<float2> in_texture_uv : register(t3);
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#else
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NIS_BINDING(2) Texture2D in_texture : register(t0);
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#endif
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NIS_BINDING(3) RWTexture2D<float4> out_texture : register(u0);
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#if NIS_SCALER
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NIS_BINDING(4) Texture2D coef_scaler : register(t1);

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