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🎥 Command line video player
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Installation via Scoop "Cannot find main.* for any supported scripting backend" (lua) #14682

Closed LifeJustDLC closed 2 months ago

LifeJustDLC commented 2 months ago

mpv Information

mpv 0.38.0 Copyright © 2000-2024 mpv/MPlayer/mplayer2 projects
 built on Apr 20 2024 00:22:30
libplacebo version: v7.349.0 (v6.338.0-124-gd0eb997-dirty)
FFmpeg version: N-114897-gbba996d6c
FFmpeg library versions:
   libavutil       59.15.100
   libavcodec      61.5.103
   libavformat     61.3.100
   libswscale      8.2.100
   libavfilter     10.2.101
   libswresample   5.2.100

Other Information

Reproduction Steps

mpv --script=C:\Users\name\AppData\Roaming\mpv\scripts\ --no-config "C:\DEV\testing\bbb_sunflower 1080p_30fps_normal.mp4"

I installed uosc (from script), fastthumbnails

Expected Behavior

load scripts like all the latest portable releases download from official website (withou --no-config)

Actual Behavior

Cannot find main.* for any supported scripting backend in: C:\Users\name\AppData\Roaming\mpv\scripts\
 (+) Video --vid=1 (*) (h264 1920x1080 30.000fps)
 (+) Audio --aid=1 (*) (mp3 2ch 48000Hz)
     Audio --aid=2 (*) (ac3 6ch 48000Hz)
File tags:
 Artist: Blender Foundation 2008, Janus Bager Kristensen 2013
 Comment: Creative Commons Attribution 3.0 - http://bbb3d.renderfarming.net
 Composer: Sacha Goedegebure
 Genre: Animation
 Title: Big Buck Bunny, Sunflower version
AO: [wasapi] 48000Hz stereo 2ch float
VO: [gpu] 1920x1080 yuv420p
AV: 00:02:48 / 00:10:34 (27%) A-V:  0.000
Exiting... (Quit)

It emits no error if not specifying --script, but doesn't seems to load any scripts:

 (+) Video --vid=1 (*) (h264 1920x1080 30.000fps)
 (+) Audio --aid=1 (*) (mp3 2ch 48000Hz)
     Audio --aid=2 (*) (ac3 6ch 48000Hz)
File tags:
 Artist: Blender Foundation 2008, Janus Bager Kristensen 2013
 Comment: Creative Commons Attribution 3.0 - http://bbb3d.renderfarming.net
 Composer: Sacha Goedegebure
 Genre: Animation
 Title: Big Buck Bunny, Sunflower version
AO: [wasapi] 48000Hz stereo 2ch float
VO: [gpu] 1920x1080 yuv420p
AV: 00:03:57 / 00:10:34 (38%) A-V:  0.000
Exiting... (Quit)

Log File

will provide one if needed

Sample Files

irrelevant

I carefully read all instruction and confirm that I did the following:

[   0.000][d][global] user path: 'output.txt' -> 'output.txt'
[   0.002][v][cplayer] mpv 0.38.0 Copyright © 2000-2024 mpv/MPlayer/mplayer2 projects
[   0.002][v][cplayer]  built on Apr 20 2024 00:22:30
[   0.002][v][cplayer] libplacebo version: v7.349.0 (v6.338.0-124-gd0eb997-dirty)
[   0.002][v][cplayer] FFmpeg version: N-114897-gbba996d6c
[   0.002][v][cplayer] FFmpeg library versions:
[   0.002][v][cplayer]    libavutil       59.15.100
[   0.002][v][cplayer]    libavcodec      61.5.103
[   0.002][v][cplayer]    libavformat     61.3.100
[   0.002][v][cplayer]    libswscale      8.2.100
[   0.002][v][cplayer]    libavfilter     10.2.101
[   0.002][v][cplayer]    libswresample   5.2.100
[   0.002][v][cplayer] 
[   0.002][v][cplayer] Configuration: -Ddebug=true -Db_ndebug=true -Doptimization=3 -Db_lto=true -Db_lto_mode=thin -Dlibmpv=true -Dpdf-build=enabled -Dlua=enabled -Djavascript=enabled -Dsdl2=enabled -Dlibarchive=enabled -Dlibbluray=enabled -Ddvdnav=enabled -Duchardet=enabled -Drubberband=enabled -Dlcms2=enabled -Dopenal=enabled -Dspirv-cross=enabled -Dvulkan=enabled -Dvapoursynth=enabled -Degl-angle=enabled -Dprefix=/__w/mpv-winbuild-cmake/mpv-winbuild-cmake/build_x86_64/x86_64-w64-mingw32 -Dlibdir=/__w/mpv-winbuild-cmake/mpv-winbuild-cmake/build_x86_64/x86_64-w64-mingw32/lib -Ddefault_library=shared -Dprefer_static=True --cross-file=/__w/mpv-winbuild-cmake/mpv-winbuild-cmake/build_x86_64/meson_cross.txt
[   0.003][v][cplayer] List of enabled features: av-channel-layout avif-muxer build-date cplugins cuda-hwaccel cuda-interop d3d-hwaccel d3d11 d3d9-hwaccel debug direct3d dos-paths dvdnav egl-angle egl-angle-win32 ffmpeg ffnvcodec gl gl-dxinterop gl-dxinterop-d3d9 gl-win32 glob glob-win32 gpl iconv javascript jpeg jpegxl lavu-uuid lcms2 libarchive libass libavdevice libbluray libplacebo luajit openal rubberband rubberband-3 sdl2 sdl2-audio sdl2-gamepad sdl2-video shaderc spirv-cross uchardet vaapi vaapi-win32 vapoursynth vector vulkan vulkan-interop wasapi win32 win32-desktop win32-executable win32-threads zimg zimg-st428 zlib
[   0.003][v][cplayer] Built with NDEBUG.
[   0.003][v][cplayer] Command line options: '--script=C:\Users\sanitized\AppData\Roaming\mpv\scripts\' '--no-config' 'C:\DEV\testing\bbb_sunflower 1080p_30fps_normal.mp4' '--gpu-debug' '--log-file=output.txt'
[   0.003][v][cplayer] mpv 0.38.0 Copyright © 2000-2024 mpv/MPlayer/mplayer2 projects
[   0.003][v][cplayer]  built on Apr 20 2024 00:22:30
[   0.003][v][cplayer] libplacebo version: v7.349.0 (v6.338.0-124-gd0eb997-dirty)
[   0.003][v][cplayer] FFmpeg version: N-114897-gbba996d6c
[   0.003][v][cplayer] FFmpeg library versions:
[   0.003][v][cplayer]    libavutil       59.15.100
[   0.003][v][cplayer]    libavcodec      61.5.103
[   0.003][v][cplayer]    libavformat     61.3.100
[   0.003][v][cplayer]    libswscale      8.2.100
[   0.003][v][cplayer]    libavfilter     10.2.101
[   0.003][v][cplayer]    libswresample   5.2.100
[   0.003][v][cplayer] 
[   0.003][v][cplayer] Configuration: -Ddebug=true -Db_ndebug=true -Doptimization=3 -Db_lto=true -Db_lto_mode=thin -Dlibmpv=true -Dpdf-build=enabled -Dlua=enabled -Djavascript=enabled -Dsdl2=enabled -Dlibarchive=enabled -Dlibbluray=enabled -Ddvdnav=enabled -Duchardet=enabled -Drubberband=enabled -Dlcms2=enabled -Dopenal=enabled -Dspirv-cross=enabled -Dvulkan=enabled -Dvapoursynth=enabled -Degl-angle=enabled -Dprefix=/__w/mpv-winbuild-cmake/mpv-winbuild-cmake/build_x86_64/x86_64-w64-mingw32 -Dlibdir=/__w/mpv-winbuild-cmake/mpv-winbuild-cmake/build_x86_64/x86_64-w64-mingw32/lib -Ddefault_library=shared -Dprefer_static=True --cross-file=/__w/mpv-winbuild-cmake/mpv-winbuild-cmake/build_x86_64/meson_cross.txt
[   0.003][v][cplayer] List of enabled features: av-channel-layout avif-muxer build-date cplugins cuda-hwaccel cuda-interop d3d-hwaccel d3d11 d3d9-hwaccel debug direct3d dos-paths dvdnav egl-angle egl-angle-win32 ffmpeg ffnvcodec gl gl-dxinterop gl-dxinterop-d3d9 gl-win32 glob glob-win32 gpl iconv javascript jpeg jpegxl lavu-uuid lcms2 libarchive libass libavdevice libbluray libplacebo luajit openal rubberband rubberband-3 sdl2 sdl2-audio sdl2-gamepad sdl2-video shaderc spirv-cross uchardet vaapi vaapi-win32 vapoursynth vector vulkan vulkan-interop wasapi win32 win32-desktop win32-executable win32-threads zimg zimg-st428 zlib
[   0.003][v][cplayer] Built with NDEBUG.
[   0.003][d][global] home path: '' -> '-'
[   0.003][d][global] user path: '~~home/' -> ''
[   0.003][d][global] user path: '~~old_home/' -> ''
[   0.003][v][cplayer] Setting option 'scripts-append' = 'C:\Users\sanitized\AppData\Roaming\mpv\scripts\' (flags = 8)
[   0.003][v][cplayer] Setting option 'config' = 'no' (flags = 8)
[   0.003][v][cplayer] Setting option 'gpu-debug' = '' (flags = 8)
[   0.003][v][cplayer] Setting option 'log-file' = 'output.txt' (flags = 8)
[   0.004][d][global] user path: 'output.txt' -> 'output.txt'
[   0.004][d][osc] Loading lua script @osc.lua...
[   0.004][d][ytdl_hook] Loading lua script @ytdl_hook.lua...
[   0.004][d][stats] Loading lua script @stats.lua...
[   0.004][d][console] Loading lua script @console.lua...
[   0.004][d][auto_profiles] Loading lua script @auto_profiles.lua...
[   0.004][d][osc] loading mp.defaults
[   0.004][d][ytdl_hook] loading mp.defaults
[   0.004][d][stats] loading mp.defaults
[   0.004][d][console] loading mp.defaults
[   0.005][d][global] user path: 'C:\Users\sanitized\AppData\Roaming\mpv\scripts\' -> 'C:\Users\sanitized\AppData\Roaming\mpv\scripts\'
[   0.005][e][cplayer] Cannot find main.* for any supported scripting backend in: C:\Users\sanitized\AppData\Roaming\mpv\scripts\
[   0.005][d][auto_profiles] loading mp.defaults
[   0.005][d][ytdl_hook] loading @ytdl_hook.lua
[   0.005][d][osc] loading @osc.lua
[   0.006][d][stats] loading @stats.lua
[   0.006][d][console] loading @console.lua
[   0.006][v][cplayer] Waiting for scripts...
[   0.006][d][auto_profiles] loading @auto_profiles.lua
[   0.006][d][ytdl_hook] reading options for ytdl_hook
[   0.006][d][ytdl_hook] script-opts/ytdl_hook.conf not found.
[   0.006][d][ytdl_hook] lua-settings/ytdl_hook.conf not found.
[   0.006][d][stats] reading options for stats
[   0.006][d][stats] script-opts/stats.conf not found.
[   0.006][d][stats] lua-settings/stats.conf not found.
[   0.006][d][console] reading options for console
[   0.006][d][console] script-opts/console.conf not found.
[   0.006][d][console] lua-settings/console.conf not found.
[   0.006][d][cplayer] Run command: define-section, flags=64, args=[name="input_stats", contents="", flags="default"]
[   0.006][d][cplayer] Run command: enable-section, flags=64, args=[name="input_stats", flags="allow-hide-cursor+allow-vo-dragging"]
[   0.006][d][cplayer] Run command: define-section, flags=64, args=[name="input_forced_stats", contents="", flags="force"]
[   0.006][d][cplayer] Run command: enable-section, flags=64, args=[name="input_forced_stats", flags="allow-hide-cursor+allow-vo-dragging"]
[   0.007][d][cplayer] Run command: define-section, flags=64, args=[name="input_console", contents="", flags="default"]
[   0.007][d][cplayer] Run command: enable-section, flags=64, args=[name="input_console", flags="allow-hide-cursor+allow-vo-dragging"]
[   0.007][d][cplayer] Run command: define-section, flags=64, args=[name="input_forced_console", contents="", flags="force"]
[   0.007][d][cplayer] Run command: enable-section, flags=64, args=[name="input_forced_console", flags="allow-hide-cursor+allow-vo-dragging"]
[   0.007][d][osc] reading options for osc
[   0.007][d][osc] script-opts/osc.conf not found.
[   0.007][d][osc] lua-settings/osc.conf not found.
[   0.008][d][cplayer] Run command: define-section, flags=64, args=[name="showhide", contents="mouse_move script-binding osc/__keybinding1\nmouse_leave script-binding osc/__keybinding2\n", flags="force"]
[   0.008][d][cplayer] Run command: define-section, flags=64, args=[name="showhide_wc", contents="mouse_move script-binding osc/__keybinding3\nmouse_leave script-binding osc/__keybinding4\n", flags="force"]
[   0.008][d][cplayer] Run command: enable-section, flags=64, args=[name="showhide", flags="allow-hide-cursor+allow-vo-dragging"]
[   0.008][d][cplayer] Run command: enable-section, flags=64, args=[name="showhide_wc", flags="allow-hide-cursor+allow-vo-dragging"]
[   0.008][d][cplayer] Run command: define-section, flags=64, args=[name="input", contents="mbtn_left script-binding osc/__keybinding5\nshift+mbtn_left script-binding osc/__keybinding6\nmbtn_right script-binding osc/__keybinding7\nmbtn_mid script-binding osc/__keybinding8\nwheel_up script-binding osc/__keybinding9\nwheel_down script-binding osc/__keybinding10\nmbtn_left_dbl ignore\nshift+mbtn_left_dbl ignore\nmbtn_right_dbl ignore\n", flags="force"]
[   0.008][d][cplayer] Run command: enable-section, flags=64, args=[name="input", flags=""]
[   0.008][d][cplayer] Run command: define-section, flags=64, args=[name="window-controls", contents="mbtn_left script-binding osc/__keybinding11\n", flags="force"]
[   0.008][d][cplayer] Run command: enable-section, flags=64, args=[name="window-controls", flags=""]
[   0.008][v][cplayer] Set property: user-data/osc/visibility="auto" -> 1
[   0.008][d][cplayer] Run command: disable-section, flags=64, args=[name="input"]
[   0.008][d][cplayer] Run command: disable-section, flags=64, args=[name="window-controls"]
[   0.009][v][cplayer] Set property: user-data/osc/margins={"t":0,"l":0,"r":0,"b":0} -> 1
[   0.009][v][cplayer] Done loading scripts.
[   0.009][d][global] state path: 'watch_later' -> '-'
[   0.009][v][cplayer] Running hook: auto_profiles/on_before_start_file
[   0.009][d][global] state path: 'watch_later' -> '-'
[   0.009][v][cplayer] Running hook: ytdl_hook/on_load
[   0.009][v][ytdl_hook] ytdl:// hook
[   0.009][v][cplayer] Set property: user-data/osc/margins={"t":0,"l":0,"r":0,"b":0} -> 1
[   0.009][v][ytdl_hook] not a ytdl:// url
[   0.009][v][cplayer] Running hook: ytdl_hook/on_load
[   0.009][d][osc] osc_init
[   0.009][v][ytdl_hook] playlist hook
[   0.009][v][cplayer] Running hook: auto_profiles/on_load
[   0.009][v][ifo_dvdnav] Opening C:\DEV\testing\bbb_sunflower 1080p_30fps_normal.mp4
[   0.009][v][bdmv/bluray] Opening C:\DEV\testing\bbb_sunflower 1080p_30fps_normal.mp4
[   0.009][v][cplayer] Set property: user-data/osc/margins={"t":0,"l":0,"r":0,"b":0} -> 1
[   0.009][v][file] Opening C:\DEV\testing\bbb_sunflower 1080p_30fps_normal.mp4
[   0.010][d][osd/libass] ASS library version: 0x1701000 (runtime 0x1701000)
[   0.010][d][file] resize stream to 131072 bytes, drop 0 bytes
[   0.010][v][osd/libass] libass API version: 0x1701000
[   0.010][v][osd/libass] libass source: commit: 0.17.0-82-g2cea926568f0a06c2ec38b30bfb83714a6e259f1
[   0.010][d][file] Stream opened successfully.
[   0.010][v][demux] Trying demuxers for level=normal.
[   0.010][d][demux] Trying demuxer: disc (force-level: normal)
[   0.010][d][demux] Trying demuxer: edl (force-level: normal)
[   0.010][v][osd/libass] Shaper: FriBidi 1.0.13 (SIMPLE) HarfBuzz-ng 8.4.0 (COMPLEX)
[   0.010][v][osd/libass] Setting up fonts...
[   0.010][d][demux] Trying demuxer: cue (force-level: normal)
[   0.010][d][demux] Trying demuxer: rawaudio (force-level: normal)
[   0.010][d][demux] Trying demuxer: rawvideo (force-level: normal)
[   0.010][d][demux] Trying demuxer: mkv (force-level: normal)
[   0.010][d][demux] Trying demuxer: libarchive (force-level: normal)
[   0.010][d][demux] Trying demuxer: lavf (force-level: normal)
[   0.012][v][osd/libass] Using font provider directwrite (with GDI)
[   0.012][v][osd/libass] Done.
[   0.013][d][osc] osc_init
[   0.013][v][cplayer] Set property: user-data/osc/margins={"t":0,"l":0,"r":0,"b":0} -> 1
[   0.013][d][cplayer] Run command: define-section, flags=64, args=[name="input_osc", contents="", flags="default"]
[   0.013][d][cplayer] Run command: enable-section, flags=64, args=[name="input_osc", flags="allow-hide-cursor+allow-vo-dragging"]
[   0.013][d][cplayer] Run command: define-section, flags=64, args=[name="input_forced_osc", contents="", flags="force"]
[   0.013][d][cplayer] Run command: enable-section, flags=64, args=[name="input_forced_osc", flags="allow-hide-cursor+allow-vo-dragging"]
[   0.016][v][lavf] Found 'mov,mp4,m4a,3gp,3g2,mj2' at score=100 size=2048.
[   0.021][v][file] stream level seek from 262144 to 276134889
[   0.021][v][demux] Detected file format: mov,mp4,m4a,3gp,3g2,mj2 (libavformat)
[   0.021][v][cplayer] Opening done: C:\DEV\testing\bbb_sunflower 1080p_30fps_normal.mp4
[   0.021][v][find_files] Loading external files in C:\DEV\testing\
[   0.022][v][cplayer] Running hook: ytdl_hook/on_preloaded
[   0.022][v][cplayer] Running hook: auto_profiles/on_preloaded
[   0.022][v][lavf] select track 0
[   0.022][v][lavf] select track 1
[   0.022][i][cplayer]  (+) Video --vid=1 (*) (h264 1920x1080 30.000fps)
[   0.022][i][cplayer]  (+) Audio --aid=1 (*) (mp3 2ch 48000Hz)
[   0.022][i][cplayer]      Audio --aid=2 (*) (ac3 6ch 48000Hz)
[   0.022][i][display-tags] File tags:
[   0.022][i][display-tags]  Artist: Blender Foundation 2008, Janus Bager Kristensen 2013
[   0.022][i][display-tags]  Comment: Creative Commons Attribution 3.0 - http://bbb3d.renderfarming.net
[   0.022][i][display-tags]  Composer: Sacha Goedegebure
[   0.023][i][display-tags]  Genre: Animation
[   0.023][i][display-tags]  Title: Big Buck Bunny, Sunflower version
[   0.023][v][vo/gpu] Probing for best GPU context.
[   0.023][v][vo/gpu/d3d11] Initializing GPU context 'd3d11'
[   0.162][v][vo/gpu/d3d11] Using Direct3D 11 feature level 12_1
[   0.162][v][vo/gpu/d3d11] Device Name: NVIDIA GeForce GTX 1060 6GB
[   0.162][v][vo/gpu/d3d11] Device ID: 10de:1c03 (rev a1)
[   0.162][v][vo/gpu/d3d11] Subsystem ID: 10de:11d7
[   0.162][v][vo/gpu/d3d11] LUID: 0000000000011eb1
[   0.162][v][vo/gpu/d3d11] Initializing SPIR-V compiler 'shaderc'
[   0.162][v][vo/gpu/d3d11] Using Direct3D 11.1 runtime
[   0.162][v][vo/gpu/d3d11] Maximum Texture2D size: 16384x16384
[   0.163][v][vo/gpu/d3d11] D3DCompiler version: 10.0.19041.3636
[   0.187][v][vo/gpu/d3d11] Using DXGI 1.2+
[   0.187][v][vo/gpu/d3d11] Queried output: \\.\DISPLAY1, 2560x1440 @ 8 bits, colorspace: RGB_FULL_G22_NONE_P709 (0)
[   0.187][v][vo/gpu/d3d11] Selected swapchain format R8G8B8A8_UNORM (28), attempting to utilize it.
[   0.188][v][vo/gpu/d3d11] Selected swapchain color space RGB_FULL_G22_NONE_P709 (0), attempting to utilize it.
[   0.188][v][vo/gpu/d3d11] Swapchain capabilities for color space RGB_FULL_G22_NONE_P709 (0): normal: yes, overlay: no
[   0.188][v][vo/gpu/d3d11] Swapchain successfully configured to color space RGB_FULL_G22_NONE_P709 (0)!
[   0.188][v][vo/gpu/d3d11] Using flip-model presentation
[   0.188][d][vo/gpu/d3d11] Texture formats:
[   0.188][d][vo/gpu/d3d11]   NAME       COMP*TYPE SIZE           DEPTH PER COMP.
[   0.188][d][vo/gpu/d3d11]   r8         1*unorm   1B    LF CR ST {8}
[   0.188][d][vo/gpu/d3d11]   rg8        2*unorm   2B    LF CR ST {8 8}
[   0.188][d][vo/gpu/d3d11]   rgba8      4*unorm   4B    LF CR ST {8 8 8 8}
[   0.188][d][vo/gpu/d3d11]   r16        1*unorm   2B    LF CR ST {16}
[   0.188][d][vo/gpu/d3d11]   rg16       2*unorm   4B    LF CR ST {16 16}
[   0.188][d][vo/gpu/d3d11]   rgba16     4*unorm   8B    LF CR ST {16 16 16 16}
[   0.188][d][vo/gpu/d3d11]   r32ui      1*uint    4B          ST {32}
[   0.189][d][vo/gpu/d3d11]   rg32ui     2*uint    8B          ST {32 32}
[   0.189][d][vo/gpu/d3d11]   rgb32ui    3*uint   12B             {32 32 32}
[   0.189][d][vo/gpu/d3d11]   rgba32ui   4*uint   16B          ST {32 32 32 32}
[   0.189][d][vo/gpu/d3d11]   r16hf      1*float   2B    LF CR ST {16}
[   0.189][d][vo/gpu/d3d11]   rg16hf     2*float   4B    LF CR ST {16 16}
[   0.189][d][vo/gpu/d3d11]   rgba16hf   4*float   8B    LF CR ST {16 16 16 16}
[   0.189][d][vo/gpu/d3d11]   r32f       1*float   4B    LF CR ST {32}
[   0.189][d][vo/gpu/d3d11]   rg32f      2*float   8B    LF CR ST {32 32}
[   0.189][d][vo/gpu/d3d11]   rgb32f     3*float  12B             {32 32 32}
[   0.189][d][vo/gpu/d3d11]   rgba32f    4*float  16B    LF CR ST {32 32 32 32}
[   0.189][d][vo/gpu/d3d11]   rgb10_a2   4*unorm   4B    LF CR ST {10 10 10 2}
[   0.189][d][vo/gpu/d3d11]   bgra8      4*unorm   4B    LF CR ST {8 8 8 8}
[   0.189][d][vo/gpu/d3d11]   bgrx8      3*unorm   4B    LF CR    {8 8 8}
[   0.189][d][vo/gpu/d3d11]  LA = LUMINANCE_ALPHA hack format
[   0.189][d][vo/gpu/d3d11]  LF = linear filterable
[   0.189][d][vo/gpu/d3d11]  CR = can be used for render targets
[   0.189][d][vo/gpu/d3d11]  ST = can be used for storable images
[   0.189][d][vo/gpu/d3d11] Image formats:
[   0.189][d][vo/gpu/d3d11]   yuv444p => 3 planes 1x1 8/0 [r8/r8/r8] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv420p => 3 planes 2x2 8/0 [r8/r8/r8] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   gray => 1 planes 1x1 8/0 [r8] (r) [unorm]
[   0.189][d][vo/gpu/d3d11]   gray16 => 1 planes 1x1 16/0 [r16] (r) [unorm]
[   0.189][d][vo/gpu/d3d11]   uyvy422
[   0.189][d][vo/gpu/d3d11]   nv12 => 2 planes 2x2 8/0 [r8/rg8] (r/gb) [unorm]
[   0.189][d][vo/gpu/d3d11]   p010 => 2 planes 2x2 16/6 [r16/rg16] (r/gb) [unorm]
[   0.189][d][vo/gpu/d3d11]   argb => 1 planes 1x1 8/0 [rgba8] (argb) [unorm]
[   0.189][d][vo/gpu/d3d11]   bgra => 1 planes 1x1 8/0 [rgba8] (bgra) [unorm]
[   0.189][d][vo/gpu/d3d11]   abgr => 1 planes 1x1 8/0 [rgba8] (abgr) [unorm]
[   0.189][d][vo/gpu/d3d11]   rgba => 1 planes 1x1 8/0 [rgba8] (rgba) [unorm]
[   0.189][d][vo/gpu/d3d11]   bgr24
[   0.189][d][vo/gpu/d3d11]   rgb24
[   0.189][d][vo/gpu/d3d11]   0rgb => 1 planes 1x1 8/0 [rgba8] (_rgb) [unorm]
[   0.189][d][vo/gpu/d3d11]   bgr0 => 1 planes 1x1 8/0 [rgba8] (bgr) [unorm]
[   0.189][d][vo/gpu/d3d11]   0bgr => 1 planes 1x1 8/0 [rgba8] (_bgr) [unorm]
[   0.189][d][vo/gpu/d3d11]   rgb0 => 1 planes 1x1 8/0 [rgba8] (rgb) [unorm]
[   0.189][d][vo/gpu/d3d11]   rgba64 => 1 planes 1x1 16/0 [rgba16] (rgba) [unorm]
[   0.189][d][vo/gpu/d3d11]   rgb565
[   0.189][d][vo/gpu/d3d11]   pal8
[   0.189][d][vo/gpu/d3d11]   vdpau
[   0.189][d][vo/gpu/d3d11]   d3d11
[   0.189][d][vo/gpu/d3d11]   dxva2_vld
[   0.189][d][vo/gpu/d3d11]   mmal
[   0.189][d][vo/gpu/d3d11]   mediacodec
[   0.189][d][vo/gpu/d3d11]   cuda
[   0.189][d][vo/gpu/d3d11]   yap8 => 2 planes 1x1 8/0 [r8/r8] (r/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yap16 => 2 planes 1x1 16/0 [r16/r16] (r/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   grayaf32 => 2 planes 1x1 32/0 [r32f/r32f] (r/a) [float]
[   0.189][d][vo/gpu/d3d11]   yuv444pf => 3 planes 1x1 32/0 [r32f/r32f/r32f] (r/g/b) [float]
[   0.189][d][vo/gpu/d3d11]   yuva444pf => 4 planes 1x1 32/0 [r32f/r32f/r32f/r32f] (r/g/b/a) [float]
[   0.189][d][vo/gpu/d3d11]   yuv420pf => 3 planes 2x2 32/0 [r32f/r32f/r32f] (r/g/b) [float]
[   0.189][d][vo/gpu/d3d11]   yuva420pf => 4 planes 2x2 32/0 [r32f/r32f/r32f/r32f] (r/g/b/a) [float]
[   0.189][d][vo/gpu/d3d11]   yuv422pf => 3 planes 2x1 32/0 [r32f/r32f/r32f] (r/g/b) [float]
[   0.189][d][vo/gpu/d3d11]   yuva422pf => 4 planes 2x1 32/0 [r32f/r32f/r32f/r32f] (r/g/b/a) [float]
[   0.189][d][vo/gpu/d3d11]   yuv440pf => 3 planes 1x2 32/0 [r32f/r32f/r32f] (r/g/b) [float]
[   0.189][d][vo/gpu/d3d11]   yuva440pf => 4 planes 1x2 32/0 [r32f/r32f/r32f/r32f] (r/g/b/a) [float]
[   0.189][d][vo/gpu/d3d11]   yuv410pf => 3 planes 4x4 32/0 [r32f/r32f/r32f] (r/g/b) [float]
[   0.189][d][vo/gpu/d3d11]   yuva410pf => 4 planes 4x4 32/0 [r32f/r32f/r32f/r32f] (r/g/b/a) [float]
[   0.189][d][vo/gpu/d3d11]   yuv411pf => 3 planes 4x1 32/0 [r32f/r32f/r32f] (r/g/b) [float]
[   0.189][d][vo/gpu/d3d11]   yuva411pf => 4 planes 4x1 32/0 [r32f/r32f/r32f/r32f] (r/g/b/a) [float]
[   0.189][d][vo/gpu/d3d11]   rgb30
[   0.189][d][vo/gpu/d3d11]   y1 => 1 planes 1x1 8/-7 [r8] (r) [unorm]
[   0.189][d][vo/gpu/d3d11]   gbrp1 => 3 planes 1x1 8/-7 [r8/r8/r8] (g/b/r) [unorm]
[   0.189][d][vo/gpu/d3d11]   gbrp2 => 3 planes 1x1 8/-6 [r8/r8/r8] (g/b/r) [unorm]
[   0.189][d][vo/gpu/d3d11]   gbrp3 => 3 planes 1x1 8/-5 [r8/r8/r8] (g/b/r) [unorm]
[   0.189][d][vo/gpu/d3d11]   gbrp4 => 3 planes 1x1 8/-4 [r8/r8/r8] (g/b/r) [unorm]
[   0.189][d][vo/gpu/d3d11]   gbrp5 => 3 planes 1x1 8/-3 [r8/r8/r8] (g/b/r) [unorm]
[   0.189][d][vo/gpu/d3d11]   gbrp6 => 3 planes 1x1 8/-2 [r8/r8/r8] (g/b/r) [unorm]
[   0.189][d][vo/gpu/d3d11]   vdpau_output
[   0.189][d][vo/gpu/d3d11]   vaapi
[   0.189][d][vo/gpu/d3d11]   videotoolbox
[   0.189][d][vo/gpu/d3d11]   vulkan
[   0.189][d][vo/gpu/d3d11]   drm_prime
[   0.189][d][vo/gpu/d3d11]   yuyv422
[   0.189][d][vo/gpu/d3d11]   yuv422p => 3 planes 2x1 8/0 [r8/r8/r8] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv410p => 3 planes 4x4 8/0 [r8/r8/r8] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv411p => 3 planes 4x1 8/0 [r8/r8/r8] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   monow
[   0.189][d][vo/gpu/d3d11]   monob
[   0.189][d][vo/gpu/d3d11]   yuvj422p => 3 planes 2x1 8/0 [r8/r8/r8] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   uyyvyy411
[   0.189][d][vo/gpu/d3d11]   bgr8
[   0.189][d][vo/gpu/d3d11]   bgr4
[   0.189][d][vo/gpu/d3d11]   bgr4_byte
[   0.189][d][vo/gpu/d3d11]   rgb8
[   0.189][d][vo/gpu/d3d11]   rgb4
[   0.189][d][vo/gpu/d3d11]   rgb4_byte
[   0.189][d][vo/gpu/d3d11]   nv21 => 2 planes 2x2 8/0 [r8/rg8] (r/bg) [unorm]
[   0.189][d][vo/gpu/d3d11]   gray16be
[   0.189][d][vo/gpu/d3d11]   yuv440p => 3 planes 1x2 8/0 [r8/r8/r8] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuvj440p => 3 planes 1x2 8/0 [r8/r8/r8] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva420p => 4 planes 2x2 8/0 [r8/r8/r8/r8] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   rgb48be
[   0.189][d][vo/gpu/d3d11]   rgb48
[   0.189][d][vo/gpu/d3d11]   rgb565be
[   0.189][d][vo/gpu/d3d11]   rgb555be
[   0.189][d][vo/gpu/d3d11]   rgb555
[   0.189][d][vo/gpu/d3d11]   bgr565be
[   0.189][d][vo/gpu/d3d11]   bgr565
[   0.189][d][vo/gpu/d3d11]   bgr555be
[   0.189][d][vo/gpu/d3d11]   bgr555
[   0.189][d][vo/gpu/d3d11]   yuv420p16 => 3 planes 2x2 16/0 [r16/r16/r16] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv420p16be
[   0.189][d][vo/gpu/d3d11]   yuv422p16 => 3 planes 2x1 16/0 [r16/r16/r16] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv422p16be
[   0.189][d][vo/gpu/d3d11]   yuv444p16 => 3 planes 1x1 16/0 [r16/r16/r16] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv444p16be
[   0.189][d][vo/gpu/d3d11]   rgb444
[   0.189][d][vo/gpu/d3d11]   rgb444be
[   0.189][d][vo/gpu/d3d11]   bgr444
[   0.189][d][vo/gpu/d3d11]   bgr444be
[   0.189][d][vo/gpu/d3d11]   ya8 => 1 planes 1x1 8/0 [rg8] (ra) [unorm]
[   0.189][d][vo/gpu/d3d11]   bgr48be
[   0.189][d][vo/gpu/d3d11]   bgr48
[   0.189][d][vo/gpu/d3d11]   yuv420p9be
[   0.189][d][vo/gpu/d3d11]   yuv420p9 => 3 planes 2x2 16/-7 [r16/r16/r16] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv420p10be
[   0.189][d][vo/gpu/d3d11]   yuv420p10 => 3 planes 2x2 16/-6 [r16/r16/r16] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv422p10be
[   0.189][d][vo/gpu/d3d11]   yuv422p10 => 3 planes 2x1 16/-6 [r16/r16/r16] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv444p9be
[   0.189][d][vo/gpu/d3d11]   yuv444p9 => 3 planes 1x1 16/-7 [r16/r16/r16] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv444p10be
[   0.189][d][vo/gpu/d3d11]   yuv444p10 => 3 planes 1x1 16/-6 [r16/r16/r16] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuv422p9be
[   0.189][d][vo/gpu/d3d11]   yuv422p9 => 3 planes 2x1 16/-7 [r16/r16/r16] (r/g/b) [unorm]
[   0.189][d][vo/gpu/d3d11]   gbrp => 3 planes 1x1 8/0 [r8/r8/r8] (g/b/r) [unorm]
[   0.189][d][vo/gpu/d3d11]   gbrp9be
[   0.189][d][vo/gpu/d3d11]   gbrp9 => 3 planes 1x1 16/-7 [r16/r16/r16] (g/b/r) [unorm]
[   0.189][d][vo/gpu/d3d11]   gbrp10be
[   0.189][d][vo/gpu/d3d11]   gbrp10 => 3 planes 1x1 16/-6 [r16/r16/r16] (g/b/r) [unorm]
[   0.189][d][vo/gpu/d3d11]   gbrp16be
[   0.189][d][vo/gpu/d3d11]   gbrp16 => 3 planes 1x1 16/0 [r16/r16/r16] (g/b/r) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva422p => 4 planes 2x1 8/0 [r8/r8/r8/r8] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva444p => 4 planes 1x1 8/0 [r8/r8/r8/r8] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva420p9be
[   0.189][d][vo/gpu/d3d11]   yuva420p9 => 4 planes 2x2 16/-7 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva422p9be
[   0.189][d][vo/gpu/d3d11]   yuva422p9 => 4 planes 2x1 16/-7 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva444p9be
[   0.189][d][vo/gpu/d3d11]   yuva444p9 => 4 planes 1x1 16/-7 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva420p10be
[   0.189][d][vo/gpu/d3d11]   yuva420p10 => 4 planes 2x2 16/-6 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva422p10be
[   0.189][d][vo/gpu/d3d11]   yuva422p10 => 4 planes 2x1 16/-6 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva444p10be
[   0.189][d][vo/gpu/d3d11]   yuva444p10 => 4 planes 1x1 16/-6 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva420p16be
[   0.189][d][vo/gpu/d3d11]   yuva420p16 => 4 planes 2x2 16/0 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva422p16be
[   0.189][d][vo/gpu/d3d11]   yuva422p16 => 4 planes 2x1 16/0 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   yuva444p16be
[   0.189][d][vo/gpu/d3d11]   yuva444p16 => 4 planes 1x1 16/0 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.189][d][vo/gpu/d3d11]   xyz12
[   0.189][d][vo/gpu/d3d11]   xyz12be
[   0.189][d][vo/gpu/d3d11]   nv16 => 2 planes 2x1 8/0 [r8/rg8] (r/gb) [unorm]
[   0.189][d][vo/gpu/d3d11]   nv20 => 2 planes 2x1 16/-6 [r16/rg16] (r/gb) [unorm]
[   0.189][d][vo/gpu/d3d11]   nv20be
[   0.189][d][vo/gpu/d3d11]   rgba64be
[   0.189][d][vo/gpu/d3d11]   bgra64be
[   0.190][d][vo/gpu/d3d11]   bgra64 => 1 planes 1x1 16/0 [rgba16] (bgra) [unorm]
[   0.190][d][vo/gpu/d3d11]   yvyu422
[   0.190][d][vo/gpu/d3d11]   ya16be
[   0.190][d][vo/gpu/d3d11]   ya16 => 1 planes 1x1 16/0 [rg16] (ra) [unorm]
[   0.190][d][vo/gpu/d3d11]   gbrap => 4 planes 1x1 8/0 [r8/r8/r8/r8] (g/b/r/a) [unorm]
[   0.190][d][vo/gpu/d3d11]   gbrap16be
[   0.190][d][vo/gpu/d3d11]   gbrap16 => 4 planes 1x1 16/0 [r16/r16/r16/r16] (g/b/r/a) [unorm]
[   0.190][d][vo/gpu/d3d11]   qsv
[   0.190][d][vo/gpu/d3d11]   d3d11va_vld
[   0.190][d][vo/gpu/d3d11]   yuv420p12be
[   0.190][d][vo/gpu/d3d11]   yuv420p12 => 3 planes 2x2 16/-4 [r16/r16/r16] (r/g/b) [unorm]
[   0.190][d][vo/gpu/d3d11]   yuv420p14be
[   0.190][d][vo/gpu/d3d11]   yuv420p14 => 3 planes 2x2 16/-2 [r16/r16/r16] (r/g/b) [unorm]
[   0.190][d][vo/gpu/d3d11]   yuv422p12be
[   0.190][d][vo/gpu/d3d11]   yuv422p12 => 3 planes 2x1 16/-4 [r16/r16/r16] (r/g/b) [unorm]
[   0.190][d][vo/gpu/d3d11]   yuv422p14be
[   0.190][d][vo/gpu/d3d11]   yuv422p14 => 3 planes 2x1 16/-2 [r16/r16/r16] (r/g/b) [unorm]
[   0.190][d][vo/gpu/d3d11]   yuv444p12be
[   0.190][d][vo/gpu/d3d11]   yuv444p12 => 3 planes 1x1 16/-4 [r16/r16/r16] (r/g/b) [unorm]
[   0.190][d][vo/gpu/d3d11]   yuv444p14be
[   0.190][d][vo/gpu/d3d11]   yuv444p14 => 3 planes 1x1 16/-2 [r16/r16/r16] (r/g/b) [unorm]
[   0.190][d][vo/gpu/d3d11]   gbrp12be
[   0.190][d][vo/gpu/d3d11]   gbrp12 => 3 planes 1x1 16/-4 [r16/r16/r16] (g/b/r) [unorm]
[   0.190][d][vo/gpu/d3d11]   gbrp14be
[   0.190][d][vo/gpu/d3d11]   gbrp14 => 3 planes 1x1 16/-2 [r16/r16/r16] (g/b/r) [unorm]
[   0.190][d][vo/gpu/d3d11]   yuvj411p => 3 planes 4x1 8/0 [r8/r8/r8] (r/g/b) [unorm]
[   0.190][d][vo/gpu/d3d11]   bayer_bggr8
[   0.190][d][vo/gpu/d3d11]   bayer_rggb8
[   0.190][d][vo/gpu/d3d11]   bayer_gbrg8
[   0.190][d][vo/gpu/d3d11]   bayer_grbg8
[   0.190][d][vo/gpu/d3d11]   bayer_bggr16
[   0.190][d][vo/gpu/d3d11]   bayer_bggr16be
[   0.190][d][vo/gpu/d3d11]   bayer_rggb16
[   0.190][d][vo/gpu/d3d11]   bayer_rggb16be
[   0.190][d][vo/gpu/d3d11]   bayer_gbrg16
[   0.190][d][vo/gpu/d3d11]   bayer_gbrg16be
[   0.190][d][vo/gpu/d3d11]   bayer_grbg16
[   0.190][d][vo/gpu/d3d11]   bayer_grbg16be
[   0.190][d][vo/gpu/d3d11]   yuv440p10 => 3 planes 1x2 16/-6 [r16/r16/r16] (r/g/b) [unorm]
[   0.190][d][vo/gpu/d3d11]   yuv440p10be
[   0.190][d][vo/gpu/d3d11]   yuv440p12 => 3 planes 1x2 16/-4 [r16/r16/r16] (r/g/b) [unorm]
[   0.190][d][vo/gpu/d3d11]   yuv440p12be
[   0.190][d][vo/gpu/d3d11]   ayuv64 => 1 planes 1x1 16/0 [rgba16] (argb) [unorm]
[   0.190][d][vo/gpu/d3d11]   ayuv64be
[   0.190][d][vo/gpu/d3d11]   p010be
[   0.190][d][vo/gpu/d3d11]   gbrap12be
[   0.190][d][vo/gpu/d3d11]   gbrap12 => 4 planes 1x1 16/-4 [r16/r16/r16/r16] (g/b/r/a) [unorm]
[   0.190][d][vo/gpu/d3d11]   gbrap10be
[   0.190][d][vo/gpu/d3d11]   gbrap10 => 4 planes 1x1 16/-6 [r16/r16/r16/r16] (g/b/r/a) [unorm]
[   0.190][d][vo/gpu/d3d11]   gray12be
[   0.190][d][vo/gpu/d3d11]   gray12 => 1 planes 1x1 16/-4 [r16] (r) [unorm]
[   0.190][d][vo/gpu/d3d11]   gray10be
[   0.190][d][vo/gpu/d3d11]   gray10 => 1 planes 1x1 16/-6 [r16] (r) [unorm]
[   0.190][d][vo/gpu/d3d11]   p016 => 2 planes 2x2 16/0 [r16/rg16] (r/gb) [unorm]
[   0.190][d][vo/gpu/d3d11]   p016be
[   0.190][d][vo/gpu/d3d11]   gray9be
[   0.190][d][vo/gpu/d3d11]   gray9 => 1 planes 1x1 16/-7 [r16] (r) [unorm]
[   0.190][d][vo/gpu/d3d11]   gbrpf32be
[   0.190][d][vo/gpu/d3d11]   gbrpf32 => 3 planes 1x1 32/0 [r32f/r32f/r32f] (g/b/r) [float]
[   0.190][d][vo/gpu/d3d11]   gbrapf32be
[   0.190][d][vo/gpu/d3d11]   gbrapf32 => 4 planes 1x1 32/0 [r32f/r32f/r32f/r32f] (g/b/r/a) [float]
[   0.190][d][vo/gpu/d3d11]   opencl
[   0.190][d][vo/gpu/d3d11]   gray14be
[   0.190][d][vo/gpu/d3d11]   gray14 => 1 planes 1x1 16/-2 [r16] (r) [unorm]
[   0.190][d][vo/gpu/d3d11]   grayf32be
[   0.190][d][vo/gpu/d3d11]   grayf32 => 1 planes 1x1 32/0 [r32f] (r) [float]
[   0.190][d][vo/gpu/d3d11]   yuva422p12be
[   0.190][d][vo/gpu/d3d11]   yuva422p12 => 4 planes 2x1 16/-4 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.190][d][vo/gpu/d3d11]   yuva444p12be
[   0.190][d][vo/gpu/d3d11]   yuva444p12 => 4 planes 1x1 16/-4 [r16/r16/r16/r16] (r/g/b/a) [unorm]
[   0.190][d][vo/gpu/d3d11]   nv24 => 2 planes 1x1 8/0 [r8/rg8] (r/gb) [unorm]
[   0.190][d][vo/gpu/d3d11]   nv42 => 2 planes 1x1 8/0 [r8/rg8] (r/bg) [unorm]
[   0.190][d][vo/gpu/d3d11]   y210be
[   0.190][d][vo/gpu/d3d11]   y210
[   0.190][d][vo/gpu/d3d11]   x2rgb10be
[   0.190][d][vo/gpu/d3d11]   x2bgr10
[   0.190][d][vo/gpu/d3d11]   x2bgr10be
[   0.190][d][vo/gpu/d3d11]   p210be
[   0.190][d][vo/gpu/d3d11]   p210 => 2 planes 2x1 16/6 [r16/rg16] (r/gb) [unorm]
[   0.190][d][vo/gpu/d3d11]   p410be
[   0.190][d][vo/gpu/d3d11]   p410 => 2 planes 1x1 16/6 [r16/rg16] (r/gb) [unorm]
[   0.190][d][vo/gpu/d3d11]   p216be
[   0.190][d][vo/gpu/d3d11]   p216 => 2 planes 2x1 16/0 [r16/rg16] (r/gb) [unorm]
[   0.190][d][vo/gpu/d3d11]   p416be
[   0.190][d][vo/gpu/d3d11]   p416 => 2 planes 1x1 16/0 [r16/rg16] (r/gb) [unorm]
[   0.190][d][vo/gpu/d3d11]   vuya => 1 planes 1x1 8/0 [rgba8] (bgra) [unorm]
[   0.190][d][vo/gpu/d3d11]   rgbaf16be
[   0.190][d][vo/gpu/d3d11]   rgbaf16 => 1 planes 1x1 16/0 [rgba16hf] (rgba) [float]
[   0.190][d][vo/gpu/d3d11]   vuyx => 1 planes 1x1 8/0 [rgba8] (bgr) [unorm]
[   0.190][d][vo/gpu/d3d11]   p012 => 2 planes 2x2 16/4 [r16/rg16] (r/gb) [unorm]
[   0.190][d][vo/gpu/d3d11]   p012be
[   0.190][d][vo/gpu/d3d11]   y212be
[   0.190][d][vo/gpu/d3d11]   y212
[   0.190][d][vo/gpu/d3d11]   xv30be
[   0.190][d][vo/gpu/d3d11]   xv30
[   0.190][d][vo/gpu/d3d11]   xv36be
[   0.190][d][vo/gpu/d3d11]   xv36 => 1 planes 1x1 16/4 [rgba16] (grb) [unorm]
[   0.190][d][vo/gpu/d3d11]   rgbf32be
[   0.190][d][vo/gpu/d3d11]   rgbf32
[   0.190][d][vo/gpu/d3d11]   rgbaf32be
[   0.190][d][vo/gpu/d3d11]   rgbaf32
[   0.190][d][vo/gpu/d3d11]   p212be
[   0.190][d][vo/gpu/d3d11]   p212 => 2 planes 2x1 16/4 [r16/rg16] (r/gb) [unorm]
[   0.190][d][vo/gpu/d3d11]   p412be
[   0.190][d][vo/gpu/d3d11]   p412 => 2 planes 1x1 16/4 [r16/rg16] (r/gb) [unorm]
[   0.190][d][vo/gpu/d3d11]   gbrap14be
[   0.190][d][vo/gpu/d3d11]   gbrap14 => 4 planes 1x1 16/-2 [r16/r16/r16/r16] (g/b/r/a) [unorm]
[   0.190][d][vo/gpu/d3d11]   d3d12
[   0.190][v][vo/gpu] Testing FBO format rgba16hf
[   0.190][d][vo/gpu] Resizing texture: 16x16
[   0.190][v][vo/gpu] Using FBO format rgba16hf.
[   0.190][d][global] cache path: '' -> '-'
[   0.190][v][vo/gpu/win32] DPI detected from the new API: 120
[   0.190][v][vo/gpu/win32] display-fps: 144.000000
[   0.192][v][vo/gpu/win32] color-profile: C:\WINDOWS\system32\spool\drivers\color\sRGB Color Space Profile.icm
[   0.192][v][vo/gpu] Assuming 144.000000 FPS for display sync.
[   0.193][v][vd] Container reported FPS: 30.000000
[   0.196][v][vd] Codec list:
[   0.196][v][vd]     h264 - H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
[   0.196][v][vd]     h264_qsv (h264) - H264 video (Intel Quick Sync Video acceleration)
[   0.196][v][vd]     h264_cuvid (h264) - Nvidia CUVID H264 decoder
[   0.196][v][vd] Opening decoder h264
[   0.196][v][vd] No hardware decoding requested.
[   0.196][v][vd] Using software decoding.
[   0.196][v][vd] Detected 6 logical cores.
[   0.196][v][vd] Requesting 7 threads for decoding.
[   0.200][v][vd] Selected codec: H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
[   0.200][v][vf] User filter list:
[   0.200][v][vf]   (empty)
[   0.200][v][ad] Codec list:
[   0.200][v][ad]     mp3float (mp3) - MP3 (MPEG audio layer 3)
[   0.200][v][ad]     mp3 - MP3 (MPEG audio layer 3)
[   0.200][v][ad] Opening decoder mp3float
[   0.200][v][ad] Requesting 1 threads for decoding.
[   0.200][v][ad] Selected codec: MP3 (MPEG audio layer 3)
[   0.200][v][af] User filter list:
[   0.200][v][af]   (empty)
[   0.200][v][cplayer] Starting playback...
[   0.200][v][file] stream level seek from 276134947 to 236997
[   0.201][d][osc] osc_init
[   0.201][v][af] [in] 48000Hz stereo 2ch floatp
[   0.201][v][af] [userspeed] 48000Hz stereo 2ch floatp
[   0.201][v][af] [userspeed] (disabled)
[   0.201][v][af] [convert] 48000Hz stereo 2ch floatp
[   0.201][d][ffmpeg/video] h264: Reinit context to 1920x1088, pix_fmt: yuv420p
[   0.202][d][vd] DR parameter change to 1920x1090 yuv420p align=64
[   0.202][d][vd] Allocating new (host-cached) DR image...
[   0.202][d][vd] ...failed..
[   0.202][v][vd] DR failed - disabling.
[   0.221][v][vd] Using software decoding.
[   0.221][v][vd] Decoder format: 1920x1080 yuv420p auto/auto/auto/auto/auto CL=mpeg2/4/h264 crop=1920x1080+0+0
[   0.221][v][vf] [in] 1920x1080 yuv420p bt.709/bt.709/bt.1886/limited/display CL=mpeg2/4/h264 crop=1920x1080+0+0
[   0.221][v][vf] [userdeint] 1920x1080 yuv420p bt.709/bt.709/bt.1886/limited/display CL=mpeg2/4/h264 crop=1920x1080+0+0
[   0.221][v][vf] [userdeint] (disabled)
[   0.221][v][vf] [autorotate] 1920x1080 yuv420p bt.709/bt.709/bt.1886/limited/display CL=mpeg2/4/h264 crop=1920x1080+0+0
[   0.221][v][vf] [autorotate] (disabled)
[   0.221][v][vf] [convert] 1920x1080 yuv420p bt.709/bt.709/bt.1886/limited/display CL=mpeg2/4/h264 crop=1920x1080+0+0
[   0.221][v][vf] [convert] (disabled)
[   0.221][v][vf] [out] 1920x1080 yuv420p bt.709/bt.709/bt.1886/limited/display CL=mpeg2/4/h264 crop=1920x1080+0+0
[   0.221][d][osd/libass] ASS library version: 0x1701000 (runtime 0x1701000)
[   0.221][v][osd/libass] libass API version: 0x1701000
[   0.221][v][osd/libass] libass source: commit: 0.17.0-82-g2cea926568f0a06c2ec38b30bfb83714a6e259f1
[   0.221][v][osd/libass] Shaper: FriBidi 1.0.13 (SIMPLE) HarfBuzz-ng 8.4.0 (COMPLEX)
[   0.221][v][osd/libass] Setting up fonts...
[   0.223][v][osd/libass] Using font provider directwrite (with GDI)
[   0.223][v][osd/libass] Done.
[   0.223][v][cplayer] Set property: user-data/osc/margins={"t":0,"l":0,"r":0,"b":0} -> 1
[   0.223][v][ao] Trying audio driver 'wasapi'
[   0.223][v][ao/wasapi] requested format: 48000 Hz, stereo channels, floatp
[   0.223][d][ao/wasapi] Init wasapi
[   0.223][d][ao/wasapi] Find device ''
[   0.226][v][ao/wasapi] No device specified. Selecting default.
[   0.229][v][ao/wasapi] Selecting device '{c1553839-83a8-4abd-b03c-9175996d9205}' (扬声器 (Realtek High Definition Audio))
[   0.229][v][ao/wasapi] Monitoring changes in device {0.0.0.00000000}.{c1553839-83a8-4abd-b03c-9175996d9205}
[   0.240][d][ao/wasapi] Init wasapi thread
[   0.240][d][ao/wasapi] Activating pAudioClient interface
[   0.242][d][ao/wasapi] Probing formats
[   0.258][v][ao/wasapi] Trying stereo float (32/32 bits) @ 48000hz (shared) -> ok
[   0.258][v][ao/wasapi] Accepted as stereo float @ 48000hz -> stereo float (32/32 bits) @ 48000hz (shared)
[   0.258][d][ao/wasapi] Fixing format
[   0.258][d][ao/wasapi] IAudioClient::GetDevicePeriod
[   0.258][v][ao/wasapi] Device period: 10 ms
[   0.258][d][ao/wasapi] IAudioClient::Initialize
[   0.292][d][ao/wasapi] IAudioClient::Initialize pRenderClient
[   0.292][d][ao/wasapi] IAudioClient::Initialize IAudioClient_SetEventHandle
[   0.292][d][ao/wasapi] IAudioClient::Initialize IAudioClient_GetBufferSize
[   0.292][v][ao/wasapi] Buffer frame count: 2400 (50 ms)
[   0.292][v][ao/wasapi] IAudioClock::GetFrequency gave a frequency of 384000.
[   0.294][d][ao/wasapi] IAudioClient::Initialize pAudioVolume
[   0.294][d][ao/wasapi] Entering dispatch loop
[   0.294][d][ao/wasapi] Init wasapi done
[   0.294][v][ao/wasapi] device buffer: 2400 samples.
[   0.294][v][ao/wasapi] using soft-buffer of 9600 samples.
[   0.294][i][cplayer] AO: [wasapi] 48000Hz stereo 2ch float
[   0.294][v][cplayer] AO: Description: Windows WASAPI audio output (event mode)
[   0.295][v][autoconvert] inserting resampler
[   0.295][v][swresample] format change, reinitializing resampler
[   0.295][v][swresample] 48000Hz stereo floatp -> 48000Hz stereo float
[   0.295][v][af] [out] 48000Hz stereo 2ch float
[   0.295][i][cplayer] VO: [gpu] 1920x1080 yuv420p
[   0.295][v][cplayer] VO: Description: Shader-based GPU Renderer
[   0.295][v][vo/gpu] reconfig to 1920x1080 yuv420p bt.709/bt.709/bt.1886/limited/display CL=mpeg2/4/h264 crop=1920x1080+0+0
[   0.295][d][vo/gpu] max content size: 2542x1343
[   0.295][d][vo/gpu] monitor size: 2560x1440
[   0.295][v][vo/gpu/win32] reset window bounds: 320:169:1920:1080
[   0.296][v][vo/gpu/win32] resize window: 1920:1080
[   0.316][v][vo/gpu/win32] resize window: 1920:1080
[   0.321][v][vo/gpu] Resize: 1920x1080
[   0.321][v][vo/gpu] Window size: 1920x1080 (Borders: l=0 t=0 r=0 b=0)
[   0.321][v][vo/gpu] Video source: 1920x1080 (1:1)
[   0.321][v][vo/gpu] Video display: (0, 0) 1920x1080 -> (0, 0) 1920x1080
[   0.321][v][vo/gpu] Video scale: 1.000000/1.000000
[   0.321][v][vo/gpu] OSD borders: l=0 t=0 r=0 b=0
[   0.321][v][vo/gpu] Video borders: l=0 t=0 r=0 b=0
[   0.321][v][vo/gpu] Reported display depth: 8
[   0.321][v][vo/gpu] Texture for plane 0: 1920x1080
[   0.321][v][vo/gpu] Texture for plane 1: 960x540
[   0.322][v][vo/gpu] Texture for plane 2: 960x540
[   0.322][v][vo/gpu] Testing FBO format rgba16hf
[   0.322][d][vo/gpu] Resizing texture: 16x16
[   0.322][v][vo/gpu] Using FBO format rgba16hf.
[   0.324][v][vo/gpu] Resize: 1920x1080
[   0.324][v][vo/gpu] Window size: 1920x1080 (Borders: l=0 t=0 r=0 b=0)
[   0.325][v][vo/gpu] Video source: 1920x1080 (1:1)
[   0.325][v][vo/gpu] Video display: (0, 0) 1920x1080 -> (0, 0) 1920x1080
[   0.325][v][vo/gpu] Video scale: 1.000000/1.000000
[   0.325][v][vo/gpu] OSD borders: l=0 t=0 r=0 b=0
[   0.325][v][vo/gpu] Video borders: l=0 t=0 r=0 b=0
[   0.325][v][vo/gpu] Reported display depth: 8
[   0.327][d][vo/gpu] Resizing texture: 960x540
[   0.423][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.425][v][vo/gpu/d3d11] Compiled a vertex shader in 97754100ns
[   0.425][v][vo/gpu/d3d11] shaderc: 95436500ns, SPIRV-Cross: 511300ns, D3DCompile: 1806300ns
[   0.425][d][vo/gpu/d3d11] GLSL source:
[   0.425][d][vo/gpu/d3d11] [  1] #version 450
[   0.425][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.425][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.425][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.425][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   0.425][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   0.425][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   0.425][d][vo/gpu/d3d11] [  8] layout(location=2) in vec2 vertex_texcoord1;
[   0.425][d][vo/gpu/d3d11] [  9] layout(location=2) out vec2 texcoord1;
[   0.425][d][vo/gpu/d3d11] [ 10] void main() {
[   0.425][d][vo/gpu/d3d11] [ 11] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   0.425][d][vo/gpu/d3d11] [ 12] texcoord0 = vertex_texcoord0;
[   0.425][d][vo/gpu/d3d11] [ 13] texcoord1 = vertex_texcoord1;
[   0.426][d][vo/gpu/d3d11] [ 14] }
[   0.426][d][vo/gpu/d3d11] HLSL source:
[   0.426][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   0.426][d][vo/gpu/d3d11] [  2] static float2 vertex_position;
[   0.426][d][vo/gpu/d3d11] [  3] static float2 texcoord0;
[   0.426][d][vo/gpu/d3d11] [  4] static float2 vertex_texcoord0;
[   0.426][d][vo/gpu/d3d11] [  5] static float2 texcoord1;
[   0.426][d][vo/gpu/d3d11] [  6] static float2 vertex_texcoord1;
[   0.426][d][vo/gpu/d3d11] [  7] 
[   0.426][d][vo/gpu/d3d11] [  8] struct SPIRV_Cross_Input
[   0.426][d][vo/gpu/d3d11] [  9] {
[   0.426][d][vo/gpu/d3d11] [ 10]     float2 vertex_position : TEXCOORD0;
[   0.426][d][vo/gpu/d3d11] [ 11]     float2 vertex_texcoord0 : TEXCOORD1;
[   0.426][d][vo/gpu/d3d11] [ 12]     float2 vertex_texcoord1 : TEXCOORD2;
[   0.426][d][vo/gpu/d3d11] [ 13] };
[   0.426][d][vo/gpu/d3d11] [ 14] 
[   0.426][d][vo/gpu/d3d11] [ 15] struct SPIRV_Cross_Output
[   0.426][d][vo/gpu/d3d11] [ 16] {
[   0.426][d][vo/gpu/d3d11] [ 17]     float2 texcoord0 : TEXCOORD1;
[   0.426][d][vo/gpu/d3d11] [ 18]     float2 texcoord1 : TEXCOORD2;
[   0.426][d][vo/gpu/d3d11] [ 19]     float4 gl_Position : SV_Position;
[   0.426][d][vo/gpu/d3d11] [ 20] };
[   0.426][d][vo/gpu/d3d11] [ 21] 
[   0.426][d][vo/gpu/d3d11] [ 22] void vert_main()
[   0.426][d][vo/gpu/d3d11] [ 23] {
[   0.426][d][vo/gpu/d3d11] [ 24]     gl_Position = float4(vertex_position, 1.0f, 1.0f);
[   0.426][d][vo/gpu/d3d11] [ 25]     texcoord0 = vertex_texcoord0;
[   0.426][d][vo/gpu/d3d11] [ 26]     texcoord1 = vertex_texcoord1;
[   0.426][d][vo/gpu/d3d11] [ 27]     gl_Position.y = -gl_Position.y;
[   0.426][d][vo/gpu/d3d11] [ 28] }
[   0.426][d][vo/gpu/d3d11] [ 29] 
[   0.426][d][vo/gpu/d3d11] [ 30] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.426][d][vo/gpu/d3d11] [ 31] {
[   0.426][d][vo/gpu/d3d11] [ 32]     vertex_position = stage_input.vertex_position;
[   0.426][d][vo/gpu/d3d11] [ 33]     vertex_texcoord0 = stage_input.vertex_texcoord0;
[   0.426][d][vo/gpu/d3d11] [ 34]     vertex_texcoord1 = stage_input.vertex_texcoord1;
[   0.426][d][vo/gpu/d3d11] [ 35]     vert_main();
[   0.426][d][vo/gpu/d3d11] [ 36]     SPIRV_Cross_Output stage_output;
[   0.426][d][vo/gpu/d3d11] [ 37]     stage_output.gl_Position = gl_Position;
[   0.426][d][vo/gpu/d3d11] [ 38]     stage_output.texcoord0 = texcoord0;
[   0.426][d][vo/gpu/d3d11] [ 39]     stage_output.texcoord1 = texcoord1;
[   0.426][d][vo/gpu/d3d11] [ 40]     return stage_output;
[   0.426][d][vo/gpu/d3d11] [ 41] }
[   0.428][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.431][v][vo/gpu/d3d11] Compiled a fragment shader in 5311600ns
[   0.431][v][vo/gpu/d3d11] shaderc: 2793100ns, SPIRV-Cross: 180600ns, D3DCompile: 2337900ns
[   0.431][d][vo/gpu/d3d11] GLSL source:
[   0.431][d][vo/gpu/d3d11] [  1] #version 450
[   0.431][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.431][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.431][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.431][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   0.431][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   0.431][d][vo/gpu/d3d11] [  7] layout(location=2) in vec2 texcoord1;
[   0.431][d][vo/gpu/d3d11] [  8] layout(std140, binding=0) uniform UBO {
[   0.431][d][vo/gpu/d3d11] [  9] layout(offset=0) vec2 texture_size0;
[   0.431][d][vo/gpu/d3d11] [ 10] layout(offset=16) mat2 texture_rot0;
[   0.431][d][vo/gpu/d3d11] [ 11] layout(offset=48) vec2 texture_off0;
[   0.431][d][vo/gpu/d3d11] [ 12] layout(offset=56) vec2 pixel_size0;
[   0.431][d][vo/gpu/d3d11] [ 13] layout(offset=64) vec2 texture_size1;
[   0.431][d][vo/gpu/d3d11] [ 14] layout(offset=80) mat2 texture_rot1;
[   0.431][d][vo/gpu/d3d11] [ 15] layout(offset=112) vec2 texture_off1;
[   0.431][d][vo/gpu/d3d11] [ 16] layout(offset=120) vec2 pixel_size1;
[   0.431][d][vo/gpu/d3d11] [ 17] };
[   0.431][d][vo/gpu/d3d11] [ 18] layout(binding=0) uniform sampler2D texture0;
[   0.431][d][vo/gpu/d3d11] [ 19] layout(binding=1) uniform sampler2D texture1;
[   0.431][d][vo/gpu/d3d11] [ 20] void main() {
[   0.431][d][vo/gpu/d3d11] [ 21] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   0.431][d][vo/gpu/d3d11] [ 22] // merging plane 1 ...
[   0.431][d][vo/gpu/d3d11] [ 23] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
[   0.431][d][vo/gpu/d3d11] [ 24] // merging plane 2 ... into 1
[   0.431][d][vo/gpu/d3d11] [ 25] color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;
[   0.431][d][vo/gpu/d3d11] [ 26] out_color = color;
[   0.431][d][vo/gpu/d3d11] [ 27] }
[   0.431][d][vo/gpu/d3d11] HLSL source:
[   0.431][d][vo/gpu/d3d11] [  1] Texture2D<float4> texture0 : register(t0);
[   0.431][d][vo/gpu/d3d11] [  2] SamplerState _texture0_sampler : register(s0);
[   0.431][d][vo/gpu/d3d11] [  3] Texture2D<float4> texture1 : register(t1);
[   0.431][d][vo/gpu/d3d11] [  4] SamplerState _texture1_sampler : register(s1);
[   0.431][d][vo/gpu/d3d11] [  5] 
[   0.431][d][vo/gpu/d3d11] [  6] static float2 texcoord0;
[   0.431][d][vo/gpu/d3d11] [  7] static float2 texcoord1;
[   0.431][d][vo/gpu/d3d11] [  8] static float4 out_color;
[   0.431][d][vo/gpu/d3d11] [  9] 
[   0.431][d][vo/gpu/d3d11] [ 10] struct SPIRV_Cross_Input
[   0.431][d][vo/gpu/d3d11] [ 11] {
[   0.431][d][vo/gpu/d3d11] [ 12]     float2 texcoord0 : TEXCOORD1;
[   0.431][d][vo/gpu/d3d11] [ 13]     float2 texcoord1 : TEXCOORD2;
[   0.431][d][vo/gpu/d3d11] [ 14] };
[   0.431][d][vo/gpu/d3d11] [ 15] 
[   0.431][d][vo/gpu/d3d11] [ 16] struct SPIRV_Cross_Output
[   0.431][d][vo/gpu/d3d11] [ 17] {
[   0.431][d][vo/gpu/d3d11] [ 18]     float4 out_color : SV_Target0;
[   0.431][d][vo/gpu/d3d11] [ 19] };
[   0.431][d][vo/gpu/d3d11] [ 20] 
[   0.431][d][vo/gpu/d3d11] [ 21] void frag_main()
[   0.431][d][vo/gpu/d3d11] [ 22] {
[   0.431][d][vo/gpu/d3d11] [ 23]     float4 _57 = float4(0.0f, 0.0f, 0.0f, 1.0f);
[   0.431][d][vo/gpu/d3d11] [ 24]     _57.x = texture0.Sample(_texture0_sampler, texcoord0).x;
[   0.431][d][vo/gpu/d3d11] [ 25]     _57.y = texture1.Sample(_texture1_sampler, texcoord1).x;
[   0.431][d][vo/gpu/d3d11] [ 26]     out_color = _57;
[   0.431][d][vo/gpu/d3d11] [ 27] }
[   0.431][d][vo/gpu/d3d11] [ 28] 
[   0.431][d][vo/gpu/d3d11] [ 29] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.431][d][vo/gpu/d3d11] [ 30] {
[   0.431][d][vo/gpu/d3d11] [ 31]     texcoord0 = stage_input.texcoord0;
[   0.431][d][vo/gpu/d3d11] [ 32]     texcoord1 = stage_input.texcoord1;
[   0.431][d][vo/gpu/d3d11] [ 33]     frag_main();
[   0.431][d][vo/gpu/d3d11] [ 34]     SPIRV_Cross_Output stage_output;
[   0.431][d][vo/gpu/d3d11] [ 35]     stage_output.out_color = out_color;
[   0.431][d][vo/gpu/d3d11] [ 36]     return stage_output;
[   0.431][d][vo/gpu/d3d11] [ 37] }
[   0.432][i][vo/gpu/d3d11] after rendering:
[   0.432][d][vo/gpu/d3d11] 3146080: ID3D11DeviceContext::Draw: The depth stencil unit or pixel shader expects a Depth Stencil View, but none is bound. This is OK, as reads of an unbound Depth Stencil View are defined to return 0; and writes are discarded. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Depth Stencil View here.
[   0.432][d][vo/gpu] Resizing texture: 960x1080
[   0.435][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.437][v][vo/gpu/d3d11] Compiled a vertex shader in 4035500ns
[   0.437][v][vo/gpu/d3d11] shaderc: 2182800ns, SPIRV-Cross: 149500ns, D3DCompile: 1703200ns
[   0.437][d][vo/gpu/d3d11] GLSL source:
[   0.437][d][vo/gpu/d3d11] [  1] #version 450
[   0.437][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.437][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.437][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.437][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   0.437][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   0.437][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   0.437][d][vo/gpu/d3d11] [  8] void main() {
[   0.437][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   0.437][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   0.437][d][vo/gpu/d3d11] [ 11] }
[   0.437][d][vo/gpu/d3d11] HLSL source:
[   0.437][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   0.437][d][vo/gpu/d3d11] [  2] static float2 vertex_position;
[   0.437][d][vo/gpu/d3d11] [  3] static float2 texcoord0;
[   0.437][d][vo/gpu/d3d11] [  4] static float2 vertex_texcoord0;
[   0.437][d][vo/gpu/d3d11] [  5] 
[   0.437][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   0.437][d][vo/gpu/d3d11] [  7] {
[   0.437][d][vo/gpu/d3d11] [  8]     float2 vertex_position : TEXCOORD0;
[   0.437][d][vo/gpu/d3d11] [  9]     float2 vertex_texcoord0 : TEXCOORD1;
[   0.437][d][vo/gpu/d3d11] [ 10] };
[   0.437][d][vo/gpu/d3d11] [ 11] 
[   0.437][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   0.437][d][vo/gpu/d3d11] [ 13] {
[   0.437][d][vo/gpu/d3d11] [ 14]     float2 texcoord0 : TEXCOORD1;
[   0.437][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   0.437][d][vo/gpu/d3d11] [ 16] };
[   0.437][d][vo/gpu/d3d11] [ 17] 
[   0.437][d][vo/gpu/d3d11] [ 18] void vert_main()
[   0.437][d][vo/gpu/d3d11] [ 19] {
[   0.437][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(vertex_position, 1.0f, 1.0f);
[   0.437][d][vo/gpu/d3d11] [ 21]     texcoord0 = vertex_texcoord0;
[   0.437][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   0.437][d][vo/gpu/d3d11] [ 23] }
[   0.437][d][vo/gpu/d3d11] [ 24] 
[   0.437][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.437][d][vo/gpu/d3d11] [ 26] {
[   0.437][d][vo/gpu/d3d11] [ 27]     vertex_position = stage_input.vertex_position;
[   0.437][d][vo/gpu/d3d11] [ 28]     vertex_texcoord0 = stage_input.vertex_texcoord0;
[   0.437][d][vo/gpu/d3d11] [ 29]     vert_main();
[   0.437][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   0.437][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   0.437][d][vo/gpu/d3d11] [ 32]     stage_output.texcoord0 = texcoord0;
[   0.437][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   0.437][d][vo/gpu/d3d11] [ 34] }
[   0.443][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.452][v][vo/gpu/d3d11] Compiled a fragment shader in 14654500ns
[   0.452][v][vo/gpu/d3d11] shaderc: 5735500ns, SPIRV-Cross: 493300ns, D3DCompile: 8425700ns
[   0.452][d][vo/gpu/d3d11] GLSL source:
[   0.452][d][vo/gpu/d3d11] [  1] #version 450
[   0.452][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.452][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.452][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.452][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   0.452][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   0.452][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   0.452][d][vo/gpu/d3d11] [  8] layout(offset=0) vec2 texture_size0;
[   0.452][d][vo/gpu/d3d11] [  9] layout(offset=16) mat2 texture_rot0;
[   0.452][d][vo/gpu/d3d11] [ 10] layout(offset=48) vec2 texture_off0;
[   0.452][d][vo/gpu/d3d11] [ 11] layout(offset=56) vec2 pixel_size0;
[   0.452][d][vo/gpu/d3d11] [ 12] };
[   0.452][d][vo/gpu/d3d11] [ 13] layout(binding=0) uniform sampler2D lut;
[   0.452][d][vo/gpu/d3d11] [ 14] layout(binding=1) uniform sampler2D texture0;
[   0.452][d][vo/gpu/d3d11] [ 15] void main() {
[   0.452][d][vo/gpu/d3d11] [ 16] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   0.452][d][vo/gpu/d3d11] [ 17] // upscaling plane 1
[   0.452][d][vo/gpu/d3d11] [ 18] #undef tex
[   0.452][d][vo/gpu/d3d11] [ 19] #undef texmap
[   0.452][d][vo/gpu/d3d11] [ 20] #define tex texture0
[   0.452][d][vo/gpu/d3d11] [ 21] #define texmap texmap0
[   0.452][d][vo/gpu/d3d11] [ 22] vec2 pos = texcoord0;
[   0.452][d][vo/gpu/d3d11] [ 23] vec2 size = texture_size0;
[   0.452][d][vo/gpu/d3d11] [ 24] vec2 pt = pixel_size0;
[   0.452][d][vo/gpu/d3d11] [ 25] // first pass
[   0.452][d][vo/gpu/d3d11] [ 26] color = vec4(0.0);
[   0.452][d][vo/gpu/d3d11] [ 27] {
[   0.452][d][vo/gpu/d3d11] [ 28] vec2 dir = vec2(0.0, 1.0);
[   0.452][d][vo/gpu/d3d11] [ 29] pt *= dir;
[   0.452][d][vo/gpu/d3d11] [ 30] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[   0.452][d][vo/gpu/d3d11] [ 31] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[   0.452][d][vo/gpu/d3d11] [ 32] vec4 c;
[   0.452][d][vo/gpu/d3d11] [ 33] float ypos = LUT_POS(fcoord, 256.0);
[   0.452][d][vo/gpu/d3d11] [ 34] float weights[6];
[   0.452][d][vo/gpu/d3d11] [ 35] c = texture(lut, vec2(0.250000, ypos));
[   0.452][d][vo/gpu/d3d11] [ 36] weights[0] = c[0];
[   0.452][d][vo/gpu/d3d11] [ 37] weights[1] = c[1];
[   0.452][d][vo/gpu/d3d11] [ 38] weights[2] = c[2];
[   0.452][d][vo/gpu/d3d11] [ 39] weights[3] = c[3];
[   0.452][d][vo/gpu/d3d11] [ 40] c = texture(lut, vec2(0.750000, ypos));
[   0.452][d][vo/gpu/d3d11] [ 41] weights[4] = c[0];
[   0.452][d][vo/gpu/d3d11] [ 42] weights[5] = c[1];
[   0.452][d][vo/gpu/d3d11] [ 43] // scaler samples
[   0.452][d][vo/gpu/d3d11] [ 44] c = texture(tex, base + pt * vec2(0.0));
[   0.452][d][vo/gpu/d3d11] [ 45] color += vec4(weights[0]) * c;
[   0.452][d][vo/gpu/d3d11] [ 46] c = texture(tex, base + pt * vec2(1.0));
[   0.452][d][vo/gpu/d3d11] [ 47] color += vec4(weights[1]) * c;
[   0.452][d][vo/gpu/d3d11] [ 48] c = texture(tex, base + pt * vec2(2.0));
[   0.452][d][vo/gpu/d3d11] [ 49] color += vec4(weights[2]) * c;
[   0.452][d][vo/gpu/d3d11] [ 50] c = texture(tex, base + pt * vec2(3.0));
[   0.452][d][vo/gpu/d3d11] [ 51] color += vec4(weights[3]) * c;
[   0.452][d][vo/gpu/d3d11] [ 52] c = texture(tex, base + pt * vec2(4.0));
[   0.452][d][vo/gpu/d3d11] [ 53] color += vec4(weights[4]) * c;
[   0.452][d][vo/gpu/d3d11] [ 54] c = texture(tex, base + pt * vec2(5.0));
[   0.452][d][vo/gpu/d3d11] [ 55] color += vec4(weights[5]) * c;
[   0.452][d][vo/gpu/d3d11] [ 56] }
[   0.452][d][vo/gpu/d3d11] [ 57] color *= 1.000000;
[   0.452][d][vo/gpu/d3d11] [ 58] out_color = color;
[   0.452][d][vo/gpu/d3d11] [ 59] }
[   0.452][d][vo/gpu/d3d11] HLSL source:
[   0.452][d][vo/gpu/d3d11] [  1] cbuffer UBO : register(b0)
[   0.452][d][vo/gpu/d3d11] [  2] {
[   0.452][d][vo/gpu/d3d11] [  3]     float2 _24_texture_size0 : packoffset(c0);
[   0.452][d][vo/gpu/d3d11] [  4]     row_major float2x2 _24_texture_rot0 : packoffset(c1);
[   0.452][d][vo/gpu/d3d11] [  5]     float2 _24_texture_off0 : packoffset(c3);
[   0.452][d][vo/gpu/d3d11] [  6]     float2 _24_pixel_size0 : packoffset(c3.z);
[   0.452][d][vo/gpu/d3d11] [  7] };
[   0.452][d][vo/gpu/d3d11] [  8] 
[   0.452][d][vo/gpu/d3d11] [  9] Texture2D<float4> lut : register(t0);
[   0.452][d][vo/gpu/d3d11] [ 10] SamplerState _lut_sampler : register(s0);
[   0.452][d][vo/gpu/d3d11] [ 11] Texture2D<float4> texture0 : register(t1);
[   0.452][d][vo/gpu/d3d11] [ 12] SamplerState _texture0_sampler : register(s1);
[   0.452][d][vo/gpu/d3d11] [ 13] 
[   0.452][d][vo/gpu/d3d11] [ 14] static float2 texcoord0;
[   0.452][d][vo/gpu/d3d11] [ 15] static float4 out_color;
[   0.452][d][vo/gpu/d3d11] [ 16] 
[   0.452][d][vo/gpu/d3d11] [ 17] struct SPIRV_Cross_Input
[   0.452][d][vo/gpu/d3d11] [ 18] {
[   0.452][d][vo/gpu/d3d11] [ 19]     float2 texcoord0 : TEXCOORD1;
[   0.452][d][vo/gpu/d3d11] [ 20] };
[   0.452][d][vo/gpu/d3d11] [ 21] 
[   0.452][d][vo/gpu/d3d11] [ 22] struct SPIRV_Cross_Output
[   0.452][d][vo/gpu/d3d11] [ 23] {
[   0.452][d][vo/gpu/d3d11] [ 24]     float4 out_color : SV_Target0;
[   0.452][d][vo/gpu/d3d11] [ 25] };
[   0.452][d][vo/gpu/d3d11] [ 26] 
[   0.452][d][vo/gpu/d3d11] [ 27] void frag_main()
[   0.452][d][vo/gpu/d3d11] [ 28] {
[   0.452][d][vo/gpu/d3d11] [ 29]     float2 _48 = frac(mad(texcoord0, _24_texture_size0, (-0.5f).xx));
[   0.452][d][vo/gpu/d3d11] [ 30]     float _50 = _48.y;
[   0.452][d][vo/gpu/d3d11] [ 31]     float2 _61 = mad(-_24_pixel_size0, float2(0.0f, 2.0f), texcoord0 - ((_24_pixel_size0 * float2(0.0f, 1.0f)) * _50));
[   0.452][d][vo/gpu/d3d11] [ 32]     float _66 = lerp(0.001953125f, 0.998046875f, _50);
[   0.452][d][vo/gpu/d3d11] [ 33]     float4 _76 = lut.Sample(_lut_sampler, float2(0.25f, _66));
[   0.452][d][vo/gpu/d3d11] [ 34]     float4 _104 = lut.Sample(_lut_sampler, float2(0.75f, _66));
[   0.452][d][vo/gpu/d3d11] [ 35]     out_color = mad(_104.y.xxxx, texture0.Sample(_texture0_sampler, mad(_24_pixel_size0, float2(0.0f, 5.0f), _61)), mad(_104.x.xxxx, texture0.Sample(_texture0_sampler, mad(_24_pixel_size0, float2(0.0f, 4.0f), _61)), mad(_76.w.xxxx, texture0.Sample(_texture0_sampler, mad(_24_pixel_size0, float2(0.0f, 3.0f), _61)), mad(_76.z.xxxx, texture0.Sample(_texture0_sampler, mad(_24_pixel_size0, float2(0.0f, 2.0f), _61)), mad(_76.x.xxxx, texture0.Sample(_texture0_sampler, _61), _76.y.xxxx * texture0.Sample(_texture0_sampler, mad(_24_pixel_size0, float2(0.0f, 1.0f), _61))))))) * 1.0f;
[   0.452][d][vo/gpu/d3d11] [ 36] }
[   0.452][d][vo/gpu/d3d11] [ 37] 
[   0.452][d][vo/gpu/d3d11] [ 38] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.452][d][vo/gpu/d3d11] [ 39] {
[   0.452][d][vo/gpu/d3d11] [ 40]     texcoord0 = stage_input.texcoord0;
[   0.452][d][vo/gpu/d3d11] [ 41]     frag_main();
[   0.452][d][vo/gpu/d3d11] [ 42]     SPIRV_Cross_Output stage_output;
[   0.452][d][vo/gpu/d3d11] [ 43]     stage_output.out_color = out_color;
[   0.452][d][vo/gpu/d3d11] [ 44]     return stage_output;
[   0.452][d][vo/gpu/d3d11] [ 45] }
[   0.452][d][vo/gpu] Resizing texture: 1920x1080
[   0.455][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.457][v][vo/gpu/d3d11] Compiled a vertex shader in 3989600ns
[   0.457][v][vo/gpu/d3d11] shaderc: 2199200ns, SPIRV-Cross: 150700ns, D3DCompile: 1639700ns
[   0.457][d][vo/gpu/d3d11] GLSL source:
[   0.457][d][vo/gpu/d3d11] [  1] #version 450
[   0.457][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.457][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.457][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.457][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   0.457][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   0.457][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   0.457][d][vo/gpu/d3d11] [  8] void main() {
[   0.457][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   0.457][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   0.457][d][vo/gpu/d3d11] [ 11] }
[   0.457][d][vo/gpu/d3d11] HLSL source:
[   0.457][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   0.457][d][vo/gpu/d3d11] [  2] static float2 vertex_position;
[   0.457][d][vo/gpu/d3d11] [  3] static float2 texcoord0;
[   0.457][d][vo/gpu/d3d11] [  4] static float2 vertex_texcoord0;
[   0.457][d][vo/gpu/d3d11] [  5] 
[   0.457][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   0.457][d][vo/gpu/d3d11] [  7] {
[   0.457][d][vo/gpu/d3d11] [  8]     float2 vertex_position : TEXCOORD0;
[   0.457][d][vo/gpu/d3d11] [  9]     float2 vertex_texcoord0 : TEXCOORD1;
[   0.457][d][vo/gpu/d3d11] [ 10] };
[   0.457][d][vo/gpu/d3d11] [ 11] 
[   0.457][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   0.457][d][vo/gpu/d3d11] [ 13] {
[   0.457][d][vo/gpu/d3d11] [ 14]     float2 texcoord0 : TEXCOORD1;
[   0.457][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   0.457][d][vo/gpu/d3d11] [ 16] };
[   0.457][d][vo/gpu/d3d11] [ 17] 
[   0.457][d][vo/gpu/d3d11] [ 18] void vert_main()
[   0.457][d][vo/gpu/d3d11] [ 19] {
[   0.457][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(vertex_position, 1.0f, 1.0f);
[   0.457][d][vo/gpu/d3d11] [ 21]     texcoord0 = vertex_texcoord0;
[   0.457][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   0.457][d][vo/gpu/d3d11] [ 23] }
[   0.457][d][vo/gpu/d3d11] [ 24] 
[   0.457][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.457][d][vo/gpu/d3d11] [ 26] {
[   0.457][d][vo/gpu/d3d11] [ 27]     vertex_position = stage_input.vertex_position;
[   0.457][d][vo/gpu/d3d11] [ 28]     vertex_texcoord0 = stage_input.vertex_texcoord0;
[   0.457][d][vo/gpu/d3d11] [ 29]     vert_main();
[   0.457][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   0.457][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   0.457][d][vo/gpu/d3d11] [ 32]     stage_output.texcoord0 = texcoord0;
[   0.457][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   0.457][d][vo/gpu/d3d11] [ 34] }
[   0.462][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.469][v][vo/gpu/d3d11] Compiled a fragment shader in 12270700ns
[   0.469][v][vo/gpu/d3d11] shaderc: 5380500ns, SPIRV-Cross: 415300ns, D3DCompile: 6474900ns
[   0.469][d][vo/gpu/d3d11] GLSL source:
[   0.469][d][vo/gpu/d3d11] [  1] #version 450
[   0.469][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.469][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.469][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.469][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   0.469][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   0.469][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   0.469][d][vo/gpu/d3d11] [  8] layout(offset=0) vec2 texture_size0;
[   0.469][d][vo/gpu/d3d11] [  9] layout(offset=16) mat2 texture_rot0;
[   0.469][d][vo/gpu/d3d11] [ 10] layout(offset=48) vec2 texture_off0;
[   0.469][d][vo/gpu/d3d11] [ 11] layout(offset=56) vec2 pixel_size0;
[   0.469][d][vo/gpu/d3d11] [ 12] };
[   0.469][d][vo/gpu/d3d11] [ 13] layout(binding=0) uniform sampler2D lut;
[   0.469][d][vo/gpu/d3d11] [ 14] layout(binding=1) uniform sampler2D texture0;
[   0.469][d][vo/gpu/d3d11] [ 15] void main() {
[   0.469][d][vo/gpu/d3d11] [ 16] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   0.469][d][vo/gpu/d3d11] [ 17] #undef tex
[   0.469][d][vo/gpu/d3d11] [ 18] #undef texmap
[   0.469][d][vo/gpu/d3d11] [ 19] #define tex texture0
[   0.469][d][vo/gpu/d3d11] [ 20] #define texmap texmap0
[   0.469][d][vo/gpu/d3d11] [ 21] vec2 pos = texcoord0;
[   0.469][d][vo/gpu/d3d11] [ 22] vec2 size = texture_size0;
[   0.469][d][vo/gpu/d3d11] [ 23] vec2 pt = pixel_size0;
[   0.469][d][vo/gpu/d3d11] [ 24] color = vec4(0.0);
[   0.469][d][vo/gpu/d3d11] [ 25] {
[   0.469][d][vo/gpu/d3d11] [ 26] vec2 dir = vec2(1.0, 0.0);
[   0.469][d][vo/gpu/d3d11] [ 27] pt *= dir;
[   0.469][d][vo/gpu/d3d11] [ 28] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[   0.469][d][vo/gpu/d3d11] [ 29] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[   0.469][d][vo/gpu/d3d11] [ 30] vec4 c;
[   0.469][d][vo/gpu/d3d11] [ 31] float ypos = LUT_POS(fcoord, 256.0);
[   0.469][d][vo/gpu/d3d11] [ 32] float weights[6];
[   0.469][d][vo/gpu/d3d11] [ 33] c = texture(lut, vec2(0.250000, ypos));
[   0.469][d][vo/gpu/d3d11] [ 34] weights[0] = c[0];
[   0.469][d][vo/gpu/d3d11] [ 35] weights[1] = c[1];
[   0.469][d][vo/gpu/d3d11] [ 36] weights[2] = c[2];
[   0.469][d][vo/gpu/d3d11] [ 37] weights[3] = c[3];
[   0.469][d][vo/gpu/d3d11] [ 38] c = texture(lut, vec2(0.750000, ypos));
[   0.469][d][vo/gpu/d3d11] [ 39] weights[4] = c[0];
[   0.469][d][vo/gpu/d3d11] [ 40] weights[5] = c[1];
[   0.469][d][vo/gpu/d3d11] [ 41] // scaler samples
[   0.469][d][vo/gpu/d3d11] [ 42] c = texture(tex, base + pt * vec2(0.0));
[   0.469][d][vo/gpu/d3d11] [ 43] color += vec4(weights[0]) * c;
[   0.469][d][vo/gpu/d3d11] [ 44] c = texture(tex, base + pt * vec2(1.0));
[   0.469][d][vo/gpu/d3d11] [ 45] color += vec4(weights[1]) * c;
[   0.469][d][vo/gpu/d3d11] [ 46] c = texture(tex, base + pt * vec2(2.0));
[   0.469][d][vo/gpu/d3d11] [ 47] color += vec4(weights[2]) * c;
[   0.469][d][vo/gpu/d3d11] [ 48] c = texture(tex, base + pt * vec2(3.0));
[   0.469][d][vo/gpu/d3d11] [ 49] color += vec4(weights[3]) * c;
[   0.469][d][vo/gpu/d3d11] [ 50] c = texture(tex, base + pt * vec2(4.0));
[   0.469][d][vo/gpu/d3d11] [ 51] color += vec4(weights[4]) * c;
[   0.469][d][vo/gpu/d3d11] [ 52] c = texture(tex, base + pt * vec2(5.0));
[   0.469][d][vo/gpu/d3d11] [ 53] color += vec4(weights[5]) * c;
[   0.469][d][vo/gpu/d3d11] [ 54] }
[   0.470][d][vo/gpu/d3d11] [ 55] color.b = 0.000000;
[   0.470][d][vo/gpu/d3d11] [ 56] color.a = 1.000000;
[   0.470][d][vo/gpu/d3d11] [ 57] out_color = color;
[   0.470][d][vo/gpu/d3d11] [ 58] }
[   0.470][d][vo/gpu/d3d11] HLSL source:
[   0.470][d][vo/gpu/d3d11] [  1] cbuffer UBO : register(b0)
[   0.470][d][vo/gpu/d3d11] [  2] {
[   0.470][d][vo/gpu/d3d11] [  3]     float2 _24_texture_size0 : packoffset(c0);
[   0.470][d][vo/gpu/d3d11] [  4]     row_major float2x2 _24_texture_rot0 : packoffset(c1);
[   0.470][d][vo/gpu/d3d11] [  5]     float2 _24_texture_off0 : packoffset(c3);
[   0.470][d][vo/gpu/d3d11] [  6]     float2 _24_pixel_size0 : packoffset(c3.z);
[   0.470][d][vo/gpu/d3d11] [  7] };
[   0.470][d][vo/gpu/d3d11] [  8] 
[   0.470][d][vo/gpu/d3d11] [  9] Texture2D<float4> lut : register(t0);
[   0.470][d][vo/gpu/d3d11] [ 10] SamplerState _lut_sampler : register(s0);
[   0.470][d][vo/gpu/d3d11] [ 11] Texture2D<float4> texture0 : register(t1);
[   0.470][d][vo/gpu/d3d11] [ 12] SamplerState _texture0_sampler : register(s1);
[   0.470][d][vo/gpu/d3d11] [ 13] 
[   0.470][d][vo/gpu/d3d11] [ 14] static float2 texcoord0;
[   0.470][d][vo/gpu/d3d11] [ 15] static float4 out_color;
[   0.470][d][vo/gpu/d3d11] [ 16] 
[   0.470][d][vo/gpu/d3d11] [ 17] struct SPIRV_Cross_Input
[   0.470][d][vo/gpu/d3d11] [ 18] {
[   0.470][d][vo/gpu/d3d11] [ 19]     float2 texcoord0 : TEXCOORD1;
[   0.470][d][vo/gpu/d3d11] [ 20] };
[   0.470][d][vo/gpu/d3d11] [ 21] 
[   0.470][d][vo/gpu/d3d11] [ 22] struct SPIRV_Cross_Output
[   0.470][d][vo/gpu/d3d11] [ 23] {
[   0.470][d][vo/gpu/d3d11] [ 24]     float4 out_color : SV_Target0;
[   0.470][d][vo/gpu/d3d11] [ 25] };
[   0.470][d][vo/gpu/d3d11] [ 26] 
[   0.470][d][vo/gpu/d3d11] [ 27] void frag_main()
[   0.470][d][vo/gpu/d3d11] [ 28] {
[   0.470][d][vo/gpu/d3d11] [ 29]     float2 _48 = frac(mad(texcoord0, _24_texture_size0, (-0.5f).xx));
[   0.470][d][vo/gpu/d3d11] [ 30]     float _50 = _48.x;
[   0.470][d][vo/gpu/d3d11] [ 31]     float2 _61 = mad(-_24_pixel_size0, float2(2.0f, 0.0f), texcoord0 - ((_24_pixel_size0 * float2(1.0f, 0.0f)) * _50));
[   0.470][d][vo/gpu/d3d11] [ 32]     float _66 = lerp(0.001953125f, 0.998046875f, _50);
[   0.470][d][vo/gpu/d3d11] [ 33]     float4 _76 = lut.Sample(_lut_sampler, float2(0.25f, _66));
[   0.470][d][vo/gpu/d3d11] [ 34]     float4 _104 = lut.Sample(_lut_sampler, float2(0.75f, _66));
[   0.470][d][vo/gpu/d3d11] [ 35]     float4 _199 = mad(_104.y.xxxx, texture0.Sample(_texture0_sampler, mad(_24_pixel_size0, float2(5.0f, 0.0f), _61)), mad(_104.x.xxxx, texture0.Sample(_texture0_sampler, mad(_24_pixel_size0, float2(4.0f, 0.0f), _61)), mad(_76.w.xxxx, texture0.Sample(_texture0_sampler, mad(_24_pixel_size0, float2(3.0f, 0.0f), _61)), mad(_76.z.xxxx, texture0.Sample(_texture0_sampler, mad(_24_pixel_size0, float2(2.0f, 0.0f), _61)), mad(_76.x.xxxx, texture0.Sample(_texture0_sampler, _61), _76.y.xxxx * texture0.Sample(_texture0_sampler, mad(_24_pixel_size0, float2(1.0f, 0.0f), _61)))))));
[   0.470][d][vo/gpu/d3d11] [ 36]     _199.z = 0.0f;
[   0.470][d][vo/gpu/d3d11] [ 37]     _199.w = 1.0f;
[   0.470][d][vo/gpu/d3d11] [ 38]     out_color = _199;
[   0.470][d][vo/gpu/d3d11] [ 39] }
[   0.470][d][vo/gpu/d3d11] [ 40] 
[   0.470][d][vo/gpu/d3d11] [ 41] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.470][d][vo/gpu/d3d11] [ 42] {
[   0.470][d][vo/gpu/d3d11] [ 43]     texcoord0 = stage_input.texcoord0;
[   0.470][d][vo/gpu/d3d11] [ 44]     frag_main();
[   0.470][d][vo/gpu/d3d11] [ 45]     SPIRV_Cross_Output stage_output;
[   0.470][d][vo/gpu/d3d11] [ 46]     stage_output.out_color = out_color;
[   0.470][d][vo/gpu/d3d11] [ 47]     return stage_output;
[   0.470][d][vo/gpu/d3d11] [ 48] }
[   0.470][d][vo/gpu] Resizing texture: 1920x1080
[   0.473][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.475][v][vo/gpu/d3d11] Compiled a vertex shader in 4222300ns
[   0.475][v][vo/gpu/d3d11] shaderc: 2253300ns, SPIRV-Cross: 148100ns, D3DCompile: 1820900ns
[   0.475][d][vo/gpu/d3d11] GLSL source:
[   0.475][d][vo/gpu/d3d11] [  1] #version 450
[   0.475][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.475][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.475][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.475][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   0.475][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   0.475][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   0.475][d][vo/gpu/d3d11] [  8] layout(location=2) in vec2 vertex_texcoord1;
[   0.475][d][vo/gpu/d3d11] [  9] layout(location=2) out vec2 texcoord1;
[   0.475][d][vo/gpu/d3d11] [ 10] void main() {
[   0.475][d][vo/gpu/d3d11] [ 11] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   0.475][d][vo/gpu/d3d11] [ 12] texcoord0 = vertex_texcoord0;
[   0.475][d][vo/gpu/d3d11] [ 13] texcoord1 = vertex_texcoord1;
[   0.475][d][vo/gpu/d3d11] [ 14] }
[   0.475][d][vo/gpu/d3d11] HLSL source:
[   0.475][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   0.475][d][vo/gpu/d3d11] [  2] static float2 vertex_position;
[   0.475][d][vo/gpu/d3d11] [  3] static float2 texcoord0;
[   0.475][d][vo/gpu/d3d11] [  4] static float2 vertex_texcoord0;
[   0.475][d][vo/gpu/d3d11] [  5] static float2 texcoord1;
[   0.475][d][vo/gpu/d3d11] [  6] static float2 vertex_texcoord1;
[   0.475][d][vo/gpu/d3d11] [  7] 
[   0.475][d][vo/gpu/d3d11] [  8] struct SPIRV_Cross_Input
[   0.475][d][vo/gpu/d3d11] [  9] {
[   0.475][d][vo/gpu/d3d11] [ 10]     float2 vertex_position : TEXCOORD0;
[   0.475][d][vo/gpu/d3d11] [ 11]     float2 vertex_texcoord0 : TEXCOORD1;
[   0.475][d][vo/gpu/d3d11] [ 12]     float2 vertex_texcoord1 : TEXCOORD2;
[   0.475][d][vo/gpu/d3d11] [ 13] };
[   0.475][d][vo/gpu/d3d11] [ 14] 
[   0.475][d][vo/gpu/d3d11] [ 15] struct SPIRV_Cross_Output
[   0.475][d][vo/gpu/d3d11] [ 16] {
[   0.475][d][vo/gpu/d3d11] [ 17]     float2 texcoord0 : TEXCOORD1;
[   0.475][d][vo/gpu/d3d11] [ 18]     float2 texcoord1 : TEXCOORD2;
[   0.475][d][vo/gpu/d3d11] [ 19]     float4 gl_Position : SV_Position;
[   0.475][d][vo/gpu/d3d11] [ 20] };
[   0.475][d][vo/gpu/d3d11] [ 21] 
[   0.475][d][vo/gpu/d3d11] [ 22] void vert_main()
[   0.475][d][vo/gpu/d3d11] [ 23] {
[   0.475][d][vo/gpu/d3d11] [ 24]     gl_Position = float4(vertex_position, 1.0f, 1.0f);
[   0.475][d][vo/gpu/d3d11] [ 25]     texcoord0 = vertex_texcoord0;
[   0.475][d][vo/gpu/d3d11] [ 26]     texcoord1 = vertex_texcoord1;
[   0.475][d][vo/gpu/d3d11] [ 27]     gl_Position.y = -gl_Position.y;
[   0.475][d][vo/gpu/d3d11] [ 28] }
[   0.475][d][vo/gpu/d3d11] [ 29] 
[   0.475][d][vo/gpu/d3d11] [ 30] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.475][d][vo/gpu/d3d11] [ 31] {
[   0.475][d][vo/gpu/d3d11] [ 32]     vertex_position = stage_input.vertex_position;
[   0.475][d][vo/gpu/d3d11] [ 33]     vertex_texcoord0 = stage_input.vertex_texcoord0;
[   0.475][d][vo/gpu/d3d11] [ 34]     vertex_texcoord1 = stage_input.vertex_texcoord1;
[   0.475][d][vo/gpu/d3d11] [ 35]     vert_main();
[   0.475][d][vo/gpu/d3d11] [ 36]     SPIRV_Cross_Output stage_output;
[   0.475][d][vo/gpu/d3d11] [ 37]     stage_output.gl_Position = gl_Position;
[   0.475][d][vo/gpu/d3d11] [ 38]     stage_output.texcoord0 = texcoord0;
[   0.475][d][vo/gpu/d3d11] [ 39]     stage_output.texcoord1 = texcoord1;
[   0.475][d][vo/gpu/d3d11] [ 40]     return stage_output;
[   0.475][d][vo/gpu/d3d11] [ 41] }
[   0.479][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.483][v][vo/gpu/d3d11] Compiled a fragment shader in 7978800ns
[   0.483][v][vo/gpu/d3d11] shaderc: 3775200ns, SPIRV-Cross: 296100ns, D3DCompile: 3907500ns
[   0.483][d][vo/gpu/d3d11] GLSL source:
[   0.483][d][vo/gpu/d3d11] [  1] #version 450
[   0.483][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.483][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.483][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.483][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   0.483][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   0.483][d][vo/gpu/d3d11] [  7] layout(location=2) in vec2 texcoord1;
[   0.483][d][vo/gpu/d3d11] [  8] layout(std140, binding=0) uniform UBO {
[   0.483][d][vo/gpu/d3d11] [  9] layout(offset=0) mat3 colormatrix;
[   0.483][d][vo/gpu/d3d11] [ 10] layout(offset=48) vec3 colormatrix_c;
[   0.483][d][vo/gpu/d3d11] [ 11] layout(offset=64) vec2 texture_size0;
[   0.483][d][vo/gpu/d3d11] [ 12] layout(offset=80) mat2 texture_rot0;
[   0.483][d][vo/gpu/d3d11] [ 13] layout(offset=112) vec2 texture_off0;
[   0.483][d][vo/gpu/d3d11] [ 14] layout(offset=120) vec2 pixel_size0;
[   0.483][d][vo/gpu/d3d11] [ 15] layout(offset=128) vec2 texture_size1;
[   0.483][d][vo/gpu/d3d11] [ 16] layout(offset=144) mat2 texture_rot1;
[   0.483][d][vo/gpu/d3d11] [ 17] layout(offset=176) vec2 texture_off1;
[   0.483][d][vo/gpu/d3d11] [ 18] layout(offset=184) vec2 pixel_size1;
[   0.483][d][vo/gpu/d3d11] [ 19] };
[   0.483][d][vo/gpu/d3d11] [ 20] layout(binding=0) uniform sampler2D texture0;
[   0.483][d][vo/gpu/d3d11] [ 21] layout(binding=1) uniform sampler2D texture1;
[   0.483][d][vo/gpu/d3d11] [ 22] void main() {
[   0.483][d][vo/gpu/d3d11] [ 23] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   0.483][d][vo/gpu/d3d11] [ 24] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
[   0.483][d][vo/gpu/d3d11] [ 25] color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;
[   0.483][d][vo/gpu/d3d11] [ 26] color = color.rgbr;
[   0.483][d][vo/gpu/d3d11] [ 27] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;
[   0.483][d][vo/gpu/d3d11] [ 28] color.a = 1.0;
[   0.483][d][vo/gpu/d3d11] [ 29] // scaler pre-conversion
[   0.483][d][vo/gpu/d3d11] [ 30] // main scaling
[   0.483][d][vo/gpu/d3d11] [ 31] out_color = color;
[   0.483][d][vo/gpu/d3d11] [ 32] }
[   0.483][d][vo/gpu/d3d11] HLSL source:
[   0.483][d][vo/gpu/d3d11] [  1] static float4 _105;
[   0.483][d][vo/gpu/d3d11] [  2] 
[   0.483][d][vo/gpu/d3d11] [  3] cbuffer UBO : register(b0)
[   0.483][d][vo/gpu/d3d11] [  4] {
[   0.483][d][vo/gpu/d3d11] [  5]     row_major float3x3 _60_colormatrix : packoffset(c0);
[   0.483][d][vo/gpu/d3d11] [  6]     float3 _60_colormatrix_c : packoffset(c3);
[   0.483][d][vo/gpu/d3d11] [  7]     float2 _60_texture_size0 : packoffset(c4);
[   0.483][d][vo/gpu/d3d11] [  8]     row_major float2x2 _60_texture_rot0 : packoffset(c5);
[   0.483][d][vo/gpu/d3d11] [  9]     float2 _60_texture_off0 : packoffset(c7);
[   0.483][d][vo/gpu/d3d11] [ 10]     float2 _60_pixel_size0 : packoffset(c7.z);
[   0.483][d][vo/gpu/d3d11] [ 11]     float2 _60_texture_size1 : packoffset(c8);
[   0.483][d][vo/gpu/d3d11] [ 12]     row_major float2x2 _60_texture_rot1 : packoffset(c9);
[   0.483][d][vo/gpu/d3d11] [ 13]     float2 _60_texture_off1 : packoffset(c11);
[   0.483][d][vo/gpu/d3d11] [ 14]     float2 _60_pixel_size1 : packoffset(c11.z);
[   0.483][d][vo/gpu/d3d11] [ 15] };
[   0.483][d][vo/gpu/d3d11] [ 16] 
[   0.483][d][vo/gpu/d3d11] [ 17] Texture2D<float4> texture0 : register(t0);
[   0.483][d][vo/gpu/d3d11] [ 18] SamplerState _texture0_sampler : register(s0);
[   0.483][d][vo/gpu/d3d11] [ 19] Texture2D<float4> texture1 : register(t1);
[   0.483][d][vo/gpu/d3d11] [ 20] SamplerState _texture1_sampler : register(s1);
[   0.483][d][vo/gpu/d3d11] [ 21] 
[   0.483][d][vo/gpu/d3d11] [ 22] static float2 texcoord0;
[   0.483][d][vo/gpu/d3d11] [ 23] static float2 texcoord1;
[   0.483][d][vo/gpu/d3d11] [ 24] static float4 out_color;
[   0.483][d][vo/gpu/d3d11] [ 25] 
[   0.483][d][vo/gpu/d3d11] [ 26] struct SPIRV_Cross_Input
[   0.483][d][vo/gpu/d3d11] [ 27] {
[   0.483][d][vo/gpu/d3d11] [ 28]     float2 texcoord0 : TEXCOORD1;
[   0.483][d][vo/gpu/d3d11] [ 29]     float2 texcoord1 : TEXCOORD2;
[   0.483][d][vo/gpu/d3d11] [ 30] };
[   0.483][d][vo/gpu/d3d11] [ 31] 
[   0.483][d][vo/gpu/d3d11] [ 32] struct SPIRV_Cross_Output
[   0.483][d][vo/gpu/d3d11] [ 33] {
[   0.483][d][vo/gpu/d3d11] [ 34]     float4 out_color : SV_Target0;
[   0.483][d][vo/gpu/d3d11] [ 35] };
[   0.483][d][vo/gpu/d3d11] [ 36] 
[   0.483][d][vo/gpu/d3d11] [ 37] void frag_main()
[   0.483][d][vo/gpu/d3d11] [ 38] {
[   0.483][d][vo/gpu/d3d11] [ 39]     float4 _90;
[   0.483][d][vo/gpu/d3d11] [ 40]     _90.x = texture0.Sample(_texture0_sampler, texcoord0).x;
[   0.483][d][vo/gpu/d3d11] [ 41]     float2 _46 = texture1.Sample(_texture1_sampler, texcoord1).xy * 1.0f;
[   0.483][d][vo/gpu/d3d11] [ 42]     _90.y = _46.x;
[   0.483][d][vo/gpu/d3d11] [ 43]     _90.z = _46.y;
[   0.483][d][vo/gpu/d3d11] [ 44]     out_color = float4(mul(_90.xyz, _60_colormatrix) + _60_colormatrix_c, 1.0f);
[   0.483][d][vo/gpu/d3d11] [ 45] }
[   0.483][d][vo/gpu/d3d11] [ 46] 
[   0.483][d][vo/gpu/d3d11] [ 47] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.483][d][vo/gpu/d3d11] [ 48] {
[   0.483][d][vo/gpu/d3d11] [ 49]     texcoord0 = stage_input.texcoord0;
[   0.483][d][vo/gpu/d3d11] [ 50]     texcoord1 = stage_input.texcoord1;
[   0.483][d][vo/gpu/d3d11] [ 51]     frag_main();
[   0.483][d][vo/gpu/d3d11] [ 52]     SPIRV_Cross_Output stage_output;
[   0.483][d][vo/gpu/d3d11] [ 53]     stage_output.out_color = out_color;
[   0.483][d][vo/gpu/d3d11] [ 54]     return stage_output;
[   0.483][d][vo/gpu/d3d11] [ 55] }
[   0.483][v][vo/gpu] Dither to 8.
[   0.502][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.504][v][vo/gpu/d3d11] Compiled a vertex shader in 3917200ns
[   0.504][v][vo/gpu/d3d11] shaderc: 2088300ns, SPIRV-Cross: 131000ns, D3DCompile: 1697900ns
[   0.504][d][vo/gpu/d3d11] GLSL source:
[   0.504][d][vo/gpu/d3d11] [  1] #version 450
[   0.504][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.504][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.504][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.504][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   0.504][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   0.504][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   0.504][d][vo/gpu/d3d11] [  8] void main() {
[   0.504][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   0.504][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   0.504][d][vo/gpu/d3d11] [ 11] }
[   0.504][d][vo/gpu/d3d11] HLSL source:
[   0.504][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   0.504][d][vo/gpu/d3d11] [  2] static float2 vertex_position;
[   0.504][d][vo/gpu/d3d11] [  3] static float2 texcoord0;
[   0.504][d][vo/gpu/d3d11] [  4] static float2 vertex_texcoord0;
[   0.504][d][vo/gpu/d3d11] [  5] 
[   0.504][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   0.504][d][vo/gpu/d3d11] [  7] {
[   0.504][d][vo/gpu/d3d11] [  8]     float2 vertex_position : TEXCOORD0;
[   0.504][d][vo/gpu/d3d11] [  9]     float2 vertex_texcoord0 : TEXCOORD1;
[   0.504][d][vo/gpu/d3d11] [ 10] };
[   0.504][d][vo/gpu/d3d11] [ 11] 
[   0.504][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   0.504][d][vo/gpu/d3d11] [ 13] {
[   0.504][d][vo/gpu/d3d11] [ 14]     float2 texcoord0 : TEXCOORD1;
[   0.504][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   0.504][d][vo/gpu/d3d11] [ 16] };
[   0.504][d][vo/gpu/d3d11] [ 17] 
[   0.504][d][vo/gpu/d3d11] [ 18] void vert_main()
[   0.504][d][vo/gpu/d3d11] [ 19] {
[   0.504][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(vertex_position, 1.0f, 1.0f);
[   0.504][d][vo/gpu/d3d11] [ 21]     texcoord0 = vertex_texcoord0;
[   0.504][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   0.504][d][vo/gpu/d3d11] [ 23] }
[   0.504][d][vo/gpu/d3d11] [ 24] 
[   0.504][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.504][d][vo/gpu/d3d11] [ 26] {
[   0.504][d][vo/gpu/d3d11] [ 27]     vertex_position = stage_input.vertex_position;
[   0.504][d][vo/gpu/d3d11] [ 28]     vertex_texcoord0 = stage_input.vertex_texcoord0;
[   0.504][d][vo/gpu/d3d11] [ 29]     vert_main();
[   0.504][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   0.504][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   0.504][d][vo/gpu/d3d11] [ 32]     stage_output.texcoord0 = texcoord0;
[   0.504][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   0.504][d][vo/gpu/d3d11] [ 34] }
[   0.508][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.512][v][vo/gpu/d3d11] Compiled a fragment shader in 8453300ns
[   0.512][v][vo/gpu/d3d11] shaderc: 4153700ns, SPIRV-Cross: 277000ns, D3DCompile: 4022600ns
[   0.512][d][vo/gpu/d3d11] GLSL source:
[   0.512][d][vo/gpu/d3d11] [  1] #version 450
[   0.512][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.512][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.512][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.512][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   0.512][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   0.512][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   0.512][d][vo/gpu/d3d11] [  8] layout(offset=0) vec3 src_luma;
[   0.512][d][vo/gpu/d3d11] [  9] layout(offset=16) vec3 dst_luma;
[   0.512][d][vo/gpu/d3d11] [ 10] layout(offset=32) vec2 texture_size0;
[   0.512][d][vo/gpu/d3d11] [ 11] layout(offset=48) mat2 texture_rot0;
[   0.512][d][vo/gpu/d3d11] [ 12] layout(offset=80) vec2 texture_off0;
[   0.512][d][vo/gpu/d3d11] [ 13] layout(offset=88) vec2 pixel_size0;
[   0.512][d][vo/gpu/d3d11] [ 14] };
[   0.512][d][vo/gpu/d3d11] [ 15] layout(binding=0) uniform sampler2D dither;
[   0.512][d][vo/gpu/d3d11] [ 16] layout(binding=1) uniform sampler2D texture0;
[   0.512][d][vo/gpu/d3d11] [ 17] void main() {
[   0.512][d][vo/gpu/d3d11] [ 18] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   0.512][d][vo/gpu/d3d11] [ 19] #undef tex
[   0.512][d][vo/gpu/d3d11] [ 20] #undef texmap
[   0.512][d][vo/gpu/d3d11] [ 21] #define tex texture0
[   0.512][d][vo/gpu/d3d11] [ 22] #define texmap texmap0
[   0.512][d][vo/gpu/d3d11] [ 23] vec2 pos = texcoord0;
[   0.512][d][vo/gpu/d3d11] [ 24] vec2 size = texture_size0;
[   0.512][d][vo/gpu/d3d11] [ 25] vec2 pt = pixel_size0;
[   0.512][d][vo/gpu/d3d11] [ 26] color = texture(tex, pos);
[   0.512][d][vo/gpu/d3d11] [ 27] color *= 1.000000;
[   0.512][d][vo/gpu/d3d11] [ 28] color.a = 1.000000;
[   0.512][d][vo/gpu/d3d11] [ 29] // scaler post-conversion
[   0.512][d][vo/gpu/d3d11] [ 30] // color mapping
[   0.512][d][vo/gpu/d3d11] [ 31] color.rgb *= vec3(1.000000);
[   0.513][d][vo/gpu/d3d11] [ 32] color.rgb *= vec3(1.000000);
[   0.513][d][vo/gpu/d3d11] [ 33] // dithering
[   0.513][d][vo/gpu/d3d11] [ 34] vec2 dither_coord = vec2(gl_FragCoord.x, 0.0 + 1.000000 * gl_FragCoord.y);vec2 dither_pos = dither_coord * 1.0/64.0;
[   0.513][d][vo/gpu/d3d11] [ 35] float dither_value = texture(dither, dither_pos).r;
[   0.513][d][vo/gpu/d3d11] [ 36] color = floor(color * 255.0 + dither_value + 0.5 / 4096.0) * 1.0/255.0;
[   0.513][d][vo/gpu/d3d11] [ 37] out_color = color;
[   0.513][d][vo/gpu/d3d11] [ 38] }
[   0.513][d][vo/gpu/d3d11] HLSL source:
[   0.513][d][vo/gpu/d3d11] [  1] Texture2D<float4> texture0 : register(t1);
[   0.513][d][vo/gpu/d3d11] [  2] SamplerState _texture0_sampler : register(s1);
[   0.513][d][vo/gpu/d3d11] [  3] Texture2D<float4> dither : register(t0);
[   0.513][d][vo/gpu/d3d11] [  4] SamplerState _dither_sampler : register(s0);
[   0.513][d][vo/gpu/d3d11] [  5] 
[   0.513][d][vo/gpu/d3d11] [  6] static float4 gl_FragCoord;
[   0.513][d][vo/gpu/d3d11] [  7] static float2 texcoord0;
[   0.513][d][vo/gpu/d3d11] [  8] static float4 out_color;
[   0.513][d][vo/gpu/d3d11] [  9] 
[   0.513][d][vo/gpu/d3d11] [ 10] struct SPIRV_Cross_Input
[   0.513][d][vo/gpu/d3d11] [ 11] {
[   0.513][d][vo/gpu/d3d11] [ 12]     float2 texcoord0 : TEXCOORD1;
[   0.513][d][vo/gpu/d3d11] [ 13]     float4 gl_FragCoord : SV_Position;
[   0.513][d][vo/gpu/d3d11] [ 14] };
[   0.513][d][vo/gpu/d3d11] [ 15] 
[   0.513][d][vo/gpu/d3d11] [ 16] struct SPIRV_Cross_Output
[   0.513][d][vo/gpu/d3d11] [ 17] {
[   0.513][d][vo/gpu/d3d11] [ 18]     float4 out_color : SV_Target0;
[   0.513][d][vo/gpu/d3d11] [ 19] };
[   0.513][d][vo/gpu/d3d11] [ 20] 
[   0.513][d][vo/gpu/d3d11] [ 21] void frag_main()
[   0.513][d][vo/gpu/d3d11] [ 22] {
[   0.513][d][vo/gpu/d3d11] [ 23]     float4 _43 = texture0.Sample(_texture0_sampler, texcoord0) * 1.0f;
[   0.513][d][vo/gpu/d3d11] [ 24]     float _54 = _43.x;
[   0.513][d][vo/gpu/d3d11] [ 25]     float4 _126 = float4(_54, _43.yz, 1.0f);
[   0.513][d][vo/gpu/d3d11] [ 26]     _126.x = _54;
[   0.513][d][vo/gpu/d3d11] [ 27]     _126.y = _43.y;
[   0.513][d][vo/gpu/d3d11] [ 28]     _126.z = _43.z;
[   0.513][d][vo/gpu/d3d11] [ 29]     out_color = (floor(((_126 * 255.0f) + dither.Sample(_dither_sampler, (float2(gl_FragCoord.x, gl_FragCoord.y) * 1.0f) * 0.015625f.xx).x.xxxx) + 0.0001220703125f.xxxx) * 1.0f) * 0.0039215688593685626983642578125f.xxxx;
[   0.513][d][vo/gpu/d3d11] [ 30] }
[   0.513][d][vo/gpu/d3d11] [ 31] 
[   0.513][d][vo/gpu/d3d11] [ 32] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.513][d][vo/gpu/d3d11] [ 33] {
[   0.513][d][vo/gpu/d3d11] [ 34]     gl_FragCoord = stage_input.gl_FragCoord;
[   0.513][d][vo/gpu/d3d11] [ 35]     gl_FragCoord.w = 1.0 / gl_FragCoord.w;
[   0.513][d][vo/gpu/d3d11] [ 36]     texcoord0 = stage_input.texcoord0;
[   0.513][d][vo/gpu/d3d11] [ 37]     frag_main();
[   0.513][d][vo/gpu/d3d11] [ 38]     SPIRV_Cross_Output stage_output;
[   0.513][d][vo/gpu/d3d11] [ 39]     stage_output.out_color = out_color;
[   0.513][d][vo/gpu/d3d11] [ 40]     return stage_output;
[   0.513][d][vo/gpu/d3d11] [ 41] }
[   0.515][v][cplayer] first video frame after restart shown
[   0.515][d][vo/gpu] Resizing texture: 1920x1080
[   0.515][d][osc] osc_init
[   0.517][v][cplayer] audio ready
[   0.518][d][cplayer] starting video playback
[   0.518][v][cplayer] starting audio playback
[   0.518][d][ao/wasapi] Thread Resume
[   0.518][d][ao/wasapi] Thread Reset
[   0.518][d][ao/wasapi] Thread Pause
[   0.518][v][cplayer] playback restart complete @ 0.066667, audio=playing, video=playing
[   0.518][d][ao/wasapi] Thread Unpause
[   0.518][v][cplayer] Set property: user-data/osc/margins={"t":0,"l":0,"r":0,"b":0} -> 1
[   1.037][v][cplayer] Set property: user-data/osc/margins={"t":0,"l":0,"r":0,"b":0} -> 1
[   1.049][d][cplayer] Run command: enable-section, flags=64, args=[name="input", flags=""]
[   1.062][v][osd/libass] fontselect: (sans-serif, 400, 0) -> ArialMT, 0, ArialMT
[   1.064][v][osd/libass] fontselect: (mpv-osd-symbols, 400, 0) -> mpv-osd-symbols-Regular, 0, mpv-osd-symbols-Regular
[   1.065][v][vo/gpu] Reallocating OSD texture to 2048x256.
[   1.068][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   1.071][v][vo/gpu/d3d11] Compiled a vertex shader in 4645000ns
[   1.071][v][vo/gpu/d3d11] shaderc: 2416000ns, SPIRV-Cross: 159100ns, D3DCompile: 2069900ns
[   1.071][d][vo/gpu/d3d11] GLSL source:
[   1.071][d][vo/gpu/d3d11] [  1] #version 450
[   1.071][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   1.071][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   1.071][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   1.071][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   1.071][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord;
[   1.071][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord;
[   1.071][d][vo/gpu/d3d11] [  8] layout(location=2) in vec4 vertex_ass_color;
[   1.071][d][vo/gpu/d3d11] [  9] layout(location=2) out vec4 ass_color;
[   1.071][d][vo/gpu/d3d11] [ 10] void main() {
[   1.071][d][vo/gpu/d3d11] [ 11] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   1.071][d][vo/gpu/d3d11] [ 12] texcoord = vertex_texcoord;
[   1.071][d][vo/gpu/d3d11] [ 13] ass_color = vertex_ass_color;
[   1.071][d][vo/gpu/d3d11] [ 14] }
[   1.071][d][vo/gpu/d3d11] HLSL source:
[   1.072][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   1.072][d][vo/gpu/d3d11] [  2] static float2 vertex_position;
[   1.072][d][vo/gpu/d3d11] [  3] static float2 texcoord;
[   1.072][d][vo/gpu/d3d11] [  4] static float2 vertex_texcoord;
[   1.072][d][vo/gpu/d3d11] [  5] static float4 ass_color;
[   1.072][d][vo/gpu/d3d11] [  6] static float4 vertex_ass_color;
[   1.072][d][vo/gpu/d3d11] [  7] 
[   1.072][d][vo/gpu/d3d11] [  8] struct SPIRV_Cross_Input
[   1.072][d][vo/gpu/d3d11] [  9] {
[   1.072][d][vo/gpu/d3d11] [ 10]     float2 vertex_position : TEXCOORD0;
[   1.072][d][vo/gpu/d3d11] [ 11]     float2 vertex_texcoord : TEXCOORD1;
[   1.072][d][vo/gpu/d3d11] [ 12]     float4 vertex_ass_color : TEXCOORD2;
[   1.072][d][vo/gpu/d3d11] [ 13] };
[   1.072][d][vo/gpu/d3d11] [ 14] 
[   1.072][d][vo/gpu/d3d11] [ 15] struct SPIRV_Cross_Output
[   1.072][d][vo/gpu/d3d11] [ 16] {
[   1.072][d][vo/gpu/d3d11] [ 17]     float2 texcoord : TEXCOORD1;
[   1.072][d][vo/gpu/d3d11] [ 18]     float4 ass_color : TEXCOORD2;
[   1.072][d][vo/gpu/d3d11] [ 19]     float4 gl_Position : SV_Position;
[   1.072][d][vo/gpu/d3d11] [ 20] };
[   1.072][d][vo/gpu/d3d11] [ 21] 
[   1.072][d][vo/gpu/d3d11] [ 22] void vert_main()
[   1.072][d][vo/gpu/d3d11] [ 23] {
[   1.072][d][vo/gpu/d3d11] [ 24]     gl_Position = float4(vertex_position, 1.0f, 1.0f);
[   1.072][d][vo/gpu/d3d11] [ 25]     texcoord = vertex_texcoord;
[   1.072][d][vo/gpu/d3d11] [ 26]     ass_color = vertex_ass_color;
[   1.072][d][vo/gpu/d3d11] [ 27]     gl_Position.y = -gl_Position.y;
[   1.072][d][vo/gpu/d3d11] [ 28] }
[   1.072][d][vo/gpu/d3d11] [ 29] 
[   1.072][d][vo/gpu/d3d11] [ 30] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   1.072][d][vo/gpu/d3d11] [ 31] {
[   1.072][d][vo/gpu/d3d11] [ 32]     vertex_position = stage_input.vertex_position;
[   1.072][d][vo/gpu/d3d11] [ 33]     vertex_texcoord = stage_input.vertex_texcoord;
[   1.072][d][vo/gpu/d3d11] [ 34]     vertex_ass_color = stage_input.vertex_ass_color;
[   1.073][d][vo/gpu/d3d11] [ 35]     vert_main();
[   1.073][d][vo/gpu/d3d11] [ 36]     SPIRV_Cross_Output stage_output;
[   1.073][d][vo/gpu/d3d11] [ 37]     stage_output.gl_Position = gl_Position;
[   1.073][d][vo/gpu/d3d11] [ 38]     stage_output.texcoord = texcoord;
[   1.073][d][vo/gpu/d3d11] [ 39]     stage_output.ass_color = ass_color;
[   1.073][d][vo/gpu/d3d11] [ 40]     return stage_output;
[   1.073][d][vo/gpu/d3d11] [ 41] }
[   1.076][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   1.078][v][vo/gpu/d3d11] Compiled a fragment shader in 5664200ns
[   1.078][v][vo/gpu/d3d11] shaderc: 3127200ns, SPIRV-Cross: 179100ns, D3DCompile: 2357900ns
[   1.079][d][vo/gpu/d3d11] GLSL source:
[   1.079][d][vo/gpu/d3d11] [  1] #version 450
[   1.079][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   1.079][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   1.079][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   1.079][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   1.079][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord;
[   1.079][d][vo/gpu/d3d11] [  7] layout(location=2) in vec4 ass_color;
[   1.079][d][vo/gpu/d3d11] [  8] layout(std140, binding=0) uniform UBO {
[   1.079][d][vo/gpu/d3d11] [  9] layout(offset=0) vec3 src_luma;
[   1.079][d][vo/gpu/d3d11] [ 10] layout(offset=16) vec3 dst_luma;
[   1.079][d][vo/gpu/d3d11] [ 11] };
[   1.080][d][vo/gpu/d3d11] [ 12] layout(binding=0) uniform sampler2D osdtex;
[   1.080][d][vo/gpu/d3d11] [ 13] void main() {
[   1.080][d][vo/gpu/d3d11] [ 14] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   1.080][d][vo/gpu/d3d11] [ 15] color = vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);
[   1.080][d][vo/gpu/d3d11] [ 16] // color mapping
[   1.080][d][vo/gpu/d3d11] [ 17] color.rgb *= vec3(1.000000);
[   1.080][d][vo/gpu/d3d11] [ 18] color.rgb *= vec3(1.000000);
[   1.080][d][vo/gpu/d3d11] [ 19] out_color = color;
[   1.080][d][vo/gpu/d3d11] [ 20] }
[   1.080][d][vo/gpu/d3d11] HLSL source:
[   1.080][d][vo/gpu/d3d11] [  1] Texture2D<float4> osdtex : register(t0);
[   1.080][d][vo/gpu/d3d11] [  2] SamplerState _osdtex_sampler : register(s0);
[   1.080][d][vo/gpu/d3d11] [  3] 
[   1.080][d][vo/gpu/d3d11] [  4] static float4 ass_color;
[   1.080][d][vo/gpu/d3d11] [  5] static float2 texcoord;
[   1.080][d][vo/gpu/d3d11] [  6] static float4 out_color;
[   1.080][d][vo/gpu/d3d11] [  7] 
[   1.080][d][vo/gpu/d3d11] [  8] struct SPIRV_Cross_Input
[   1.080][d][vo/gpu/d3d11] [  9] {
[   1.080][d][vo/gpu/d3d11] [ 10]     float2 texcoord : TEXCOORD1;
[   1.080][d][vo/gpu/d3d11] [ 11]     float4 ass_color : TEXCOORD2;
[   1.080][d][vo/gpu/d3d11] [ 12] };
[   1.080][d][vo/gpu/d3d11] [ 13] 
[   1.080][d][vo/gpu/d3d11] [ 14] struct SPIRV_Cross_Output
[   1.080][d][vo/gpu/d3d11] [ 15] {
[   1.080][d][vo/gpu/d3d11] [ 16]     float4 out_color : SV_Target0;
[   1.080][d][vo/gpu/d3d11] [ 17] };
[   1.080][d][vo/gpu/d3d11] [ 18] 
[   1.080][d][vo/gpu/d3d11] [ 19] void frag_main()
[   1.080][d][vo/gpu/d3d11] [ 20] {
[   1.080][d][vo/gpu/d3d11] [ 21]     float4 _40 = float4(ass_color.xyz, ass_color.w * osdtex.Sample(_osdtex_sampler, texcoord).x);
[   1.080][d][vo/gpu/d3d11] [ 22]     _40.x = ass_color.x;
[   1.080][d][vo/gpu/d3d11] [ 23]     _40.y = ass_color.y;
[   1.080][d][vo/gpu/d3d11] [ 24]     _40.z = ass_color.z;
[   1.080][d][vo/gpu/d3d11] [ 25]     out_color = _40;
[   1.080][d][vo/gpu/d3d11] [ 26] }
[   1.080][d][vo/gpu/d3d11] [ 27] 
[   1.080][d][vo/gpu/d3d11] [ 28] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   1.080][d][vo/gpu/d3d11] [ 29] {
[   1.080][d][vo/gpu/d3d11] [ 30]     ass_color = stage_input.ass_color;
[   1.080][d][vo/gpu/d3d11] [ 31]     texcoord = stage_input.texcoord;
[   1.080][d][vo/gpu/d3d11] [ 32]     frag_main();
[   1.080][d][vo/gpu/d3d11] [ 33]     SPIRV_Cross_Output stage_output;
[   1.080][d][vo/gpu/d3d11] [ 34]     stage_output.out_color = out_color;
[   1.080][d][vo/gpu/d3d11] [ 35]     return stage_output;
[   1.080][d][vo/gpu/d3d11] [ 36] }
[   1.132][d][cplayer] Run command: script-binding, flags=73, args=[name="osc/__keybinding2"]
[   1.356][v][cplayer] Set property: user-data/osc/margins={"t":0,"l":0,"r":0,"b":0} -> 1
[   1.357][d][cplayer] Run command: disable-section, flags=64, args=[name="input"]
[   1.364][d][cplayer] Run command: script-binding, flags=73, args=[name="osc/__keybinding4"]
[   1.785][d][cplayer] Run command: script-binding, flags=73, args=[name="osc/__keybinding4"]
[   2.072][d][cplayer] Run command: quit, flags=73, args=[code="0"]
[   2.072][v][cplayer] EOF code: 5  
[   2.072][d][ao/wasapi] Thread Reset
[   2.073][d][ao/wasapi] Thread Pause
[   2.073][d][ad] Uninit decoder.
[   2.073][d][vd] Uninit decoder.
[   2.080][d][cplayer] Terminating demuxers...
[   2.081][d][cplayer] Done terminating demuxers.
[   2.082][v][cplayer] finished playback, success (reason 3)
[   2.082][i][cplayer] Exiting... (Quit)
[   2.082][d][ytdl_hook] Exiting...
[   2.082][d][console] Exiting...
[   2.082][d][stats] Exiting...
[   2.082][d][auto_profiles] Exiting...
[   2.083][d][cplayer] Run command: del, flags=64, args=[name="user-data/osc"]
[   2.083][d][osc] Exiting...
[   2.084][d][ao/wasapi] Uninit wasapi
[   2.085][d][ao/wasapi] Thread Reset
[   2.085][d][ao/wasapi] Thread Pause
[   2.085][d][ao/wasapi] Thread shutdown
[   2.093][d][ao/wasapi] Thread uninit done
[   2.093][d][ao/wasapi] Thread return
[   2.093][d][ao/wasapi] Uninit wasapi done
[   2.095][d][vo/gpu] flushing shader cache
[   2.109][v][vo/gpu/win32] uninit
[   2.117][i][vo/gpu/d3d11] after leak check:
[   2.118][w][vo/gpu/d3d11] 441: Live ID3D11Device at 0x00000222BB5E4860, Refcount: 3
[   2.118][w][vo/gpu/d3d11] 2097226:    Live ID3D11Context at 0x00000222BBA23070, Refcount: 0, IntRef: 1
[   2.118][w][vo/gpu/d3d11] 3145742:    Live ID3DDeviceContextState at 0x00000222BBCB81B0, Refcount: 0, IntRef: 1
[   2.118][w][vo/gpu/d3d11] 435:    Live ID3D11BlendState at 0x00000222BBC4FD30, Refcount: 0, IntRef: 1
[   2.118][w][vo/gpu/d3d11] 436:    Live ID3D11DepthStencilState at 0x00000222BBC36970, Refcount: 0, IntRef: 1
[   2.119][w][vo/gpu/d3d11] 437:    Live ID3D11RasterizerState at 0x00000222BBC36B70, Refcount: 0, IntRef: 1
[   2.119][w][vo/gpu/d3d11] 434:    Live ID3D11Sampler at 0x00000222BBCC9830, Refcount: 0, IntRef: 1
[   2.119][w][vo/gpu/d3d11] 438:    Live ID3D11Query at 0x00000222BBC36D70, Refcount: 0, IntRef: 1
[   2.120][i][vo/gpu/d3d11] after leak summary:
[   2.120][w][vo/gpu/d3d11] 422: Using ID3D11Debug::ReportLiveDeviceObjects with D3D11_RLDO_DETAIL will help drill into object lifetimes. Objects with Refcount=0 and IntRef=0 will be eventually destroyed through typical Immediate Context usage. However, if the application requires these objects to be destroyed sooner, ClearState followed by Flush on the Immediate Context will realize their destruction.
[   2.120][w][vo/gpu/d3d11] 
[   2.120][w][vo/gpu/d3d11] 441: Live ID3D11Device at 0x00000222BB5E4860, Refcount: 3
[   2.120][w][vo/gpu/d3d11] 422: Live                  ID3D11Context :      1
[   2.120][w][vo/gpu/d3d11] 422: Live         ID3DDeviceContextState :      1
[   2.120][w][vo/gpu/d3d11] 422: Live               ID3D11BlendState :      1
[   2.121][w][vo/gpu/d3d11] 422: Live        ID3D11DepthStencilState :      1
[   2.121][w][vo/gpu/d3d11] 422: Live          ID3D11RasterizerState :      1
[   2.121][w][vo/gpu/d3d11] 422: Live                  ID3D11Sampler :      1
[   2.121][w][vo/gpu/d3d11] 422: Live                    ID3D11Query :      1
CounterPillow commented 2 months ago

Log File

will provide one if needed

The template specifically asks you to confirm you provided one three times because it is needed.

LifeJustDLC commented 2 months ago

@CounterPillow edited

kasper93 commented 2 months ago

--script=C:\Users\sanitized\AppData\Roaming\mpv\scripts\ it should be a path to a .lua file or directory with main.lua in it.

LifeJustDLC commented 2 months ago

@kasper93

mpv --script=C:\Users\lol\AppData\Roaming\mpv\scripts\uosc\main.lua --no-config "C:\DEV\testing\bbb_sunflower 1080p_30fps_normal.mp4"
[main]
[main] stack traceback:
[main]  C:\Users\lol\AppData\Roaming\mpv\scripts\uosc\main.lua:13: in main chunk
[main]  [C]: at 0x7ff6fc078e30
[main]  [C]: at 0x7ff6fc077d00
[main] Lua error: C:\Users\lol\AppData\Roaming\mpv\scripts\uosc\main.lua:13: module 'lib/std' not found:
[main]  no field package.preload['lib/std']
[main]  no file 'C:\Users\lol\scoop\apps\mpv\current\lua\lib/std.lua'
[main]  no file 'C:\Users\lol\scoop\apps\mpv\current\lua\lib/std\init.lua'
[main]  no file 'C:\Users\lol\scoop\apps\mpv\current\lib/std.dll'
[main]  no file 'C:\Users\lol\scoop\apps\mpv\current\loadall.dll'
 (+) Video --vid=1 (*) (h264 1920x1080 30.000fps)
 (+) Audio --aid=1 (*) (mp3 2ch 48000Hz)
     Audio --aid=2 (*) (ac3 6ch 48000Hz)
File tags:
 Artist: Blender Foundation 2008, Janus Bager Kristensen 2013
 Comment: Creative Commons Attribution 3.0 - http://bbb3d.renderfarming.net
 Composer: Sacha Goedegebure
 Genre: Animation
 Title: Big Buck Bunny, Sunflower version
AO: [wasapi] 48000Hz stereo 2ch float
VO: [gpu] 1920x1080 yuv420p
(Paused) AV: 00:00:03 / 00:10:34 (0%) A-V:  0.000
Exiting... (Quit)

below one no error but nothing load, thumnail not appearing:

mpv --script=C:\Users\lol\AppData\Roaming\mpv\scripts\thumbfast.lua --no-config "C:\DEV\testing\bbb_sunflower 1080p_30fps_normal.mp4"
 (+) Video --vid=1 (*) (h264 1920x1080 30.000fps)
 (+) Audio --aid=1 (*) (mp3 2ch 48000Hz)
     Audio --aid=2 (*) (ac3 6ch 48000Hz)
File tags:
 Artist: Blender Foundation 2008, Janus Bager Kristensen 2013
 Comment: Creative Commons Attribution 3.0 - http://bbb3d.renderfarming.net
 Composer: Sacha Goedegebure
 Genre: Animation
 Title: Big Buck Bunny, Sunflower version
AO: [wasapi] 48000Hz stereo 2ch float
VO: [gpu] 1920x1080 yuv420p
(Paused) AV: 00:06:17 / 00:10:34 (60%) A-V:  0.000
Exiting... (Quit)

I'm going to uninstall it through scoop but thank you any way.

kasper93 commented 2 months ago

I don't know what's going on here, but we don't support scoop or whatever that is, so if it works on other builds, report to them.