Strange smeared edges pattern using HLSL for YUV to RGB conversion
问题 I'm trying to write a YUV to RGB shader in HLSL. Specifically, it converts the Yuv420p format which consists of an N M plane of Y values, followed by an (N/2) (M/2) plane of U values and then an (N/2)*(M/2) plane of V values. For example this 1280x720 picture: looks like this in YUV format interpreted as an 8-bit, 1280x1080 texture: In Direct3D11, I'm loading this as a Texture2D with format R8_UNorm and dimensions 1280x1080. The tricky part is reconstituting the U and V planes, because as you