Remove unused shader input layout
We don't use SV_Position in our vertex shaders.
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@@ -621,15 +621,6 @@ namespace platf::dxgi {
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}
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}
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device_ctx->PSSetConstantBuffers(0, 1, &color_matrix);
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device_ctx->PSSetConstantBuffers(0, 1, &color_matrix);
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D3D11_INPUT_ELEMENT_DESC layout_desc {
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"SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0
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};
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status = device->CreateInputLayout(
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&layout_desc, 1,
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convert_yuv420_chroma_vs_type0_hlsl->GetBufferPointer(), convert_yuv420_chroma_vs_type0_hlsl->GetBufferSize(),
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&input_layout);
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this->display = std::dynamic_pointer_cast<display_base_t>(display);
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this->display = std::dynamic_pointer_cast<display_base_t>(display);
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if (!this->display) {
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if (!this->display) {
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return -1;
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return -1;
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@@ -656,8 +647,6 @@ namespace platf::dxgi {
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return -1;
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return -1;
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}
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}
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device_ctx->IASetInputLayout(input_layout.get());
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device_ctx->OMSetBlendState(blend_disable.get(), nullptr, 0xFFFFFFFFu);
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device_ctx->OMSetBlendState(blend_disable.get(), nullptr, 0xFFFFFFFFu);
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device_ctx->PSSetSamplers(0, 1, &sampler_linear);
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device_ctx->PSSetSamplers(0, 1, &sampler_linear);
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device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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@@ -737,8 +726,6 @@ namespace platf::dxgi {
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buf_t subsample_offset;
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buf_t subsample_offset;
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buf_t color_matrix;
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buf_t color_matrix;
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input_layout_t input_layout;
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blend_t blend_disable;
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blend_t blend_disable;
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sampler_state_t sampler_linear;
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sampler_state_t sampler_linear;
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