Bug 1340398 - Part 2: Support NV12 texture hosts in CompositorD3D11. r=mattwoodrow draft
authorBas Schouten <bschouten@mozilla.com>
Thu, 02 Mar 2017 19:19:05 +0000
changeset 492060 deabd96cb2ccb7168cf854ecfe35467e5af11e66
parent 492059 f82fc3e5c0a28c051bf29b543828a1a9c8cb9b4d
child 492061 643e20e44a8f4fcd1a77736c076b1b9233b6fb7c
push id47512
push userbschouten@mozilla.com
push dateThu, 02 Mar 2017 19:28:43 +0000
reviewersmattwoodrow
bugs1340398
milestone54.0a1
Bug 1340398 - Part 2: Support NV12 texture hosts in CompositorD3D11. r=mattwoodrow MozReview-Commit-ID: 4iK8UIdzXYW
dom/media/platforms/wmf/DXVA2Manager.cpp
dom/media/platforms/wmf/DXVA2Manager.h
gfx/layers/D3D11ShareHandleImage.cpp
gfx/layers/d3d11/BlendShaderConstants.h
gfx/layers/d3d11/CompositorD3D11.cpp
gfx/layers/d3d11/CompositorD3D11.hlsl
gfx/layers/d3d11/CompositorD3D11Shaders.h
gfx/layers/d3d11/TextureD3D11.cpp
gfx/layers/d3d11/genshaders.sh
--- a/dom/media/platforms/wmf/DXVA2Manager.cpp
+++ b/dom/media/platforms/wmf/DXVA2Manager.cpp
@@ -15,16 +15,17 @@
 #include "gfxPrefs.h"
 #include "gfxWindowsPlatform.h"
 #include "mfapi.h"
 #include "mozilla/Telemetry.h"
 #include "mozilla/gfx/DeviceManagerDx.h"
 #include "mozilla/layers/D3D11ShareHandleImage.h"
 #include "mozilla/layers/ImageBridgeChild.h"
 #include "mozilla/layers/TextureForwarder.h"
+#include "mozilla/layers/TextureD3D11.h"
 #include "nsPrintfCString.h"
 #include "nsThreadUtils.h"
 
 const CLSID CLSID_VideoProcessorMFT =
 {
   0x88753b26,
   0x5b24,
   0x49bd,
@@ -79,16 +80,18 @@ static const uint32_t kSyncSurfaceSize =
 namespace mozilla {
 
 using layers::Image;
 using layers::ImageContainer;
 using layers::D3D9SurfaceImage;
 using layers::D3D9RecycleAllocator;
 using layers::D3D11ShareHandleImage;
 using layers::D3D11RecycleAllocator;
+using namespace layers;
+using namespace gfx;
 
 class D3D9DXVA2Manager : public DXVA2Manager
 {
 public:
   D3D9DXVA2Manager();
   virtual ~D3D9DXVA2Manager();
 
   HRESULT Init(layers::KnowsCompositor* aKnowsCompositor,
@@ -588,26 +591,33 @@ D3D9DXVA2Manager::CreateDecoder(const DX
 }
 
 class D3D11DXVA2Manager : public DXVA2Manager
 {
 public:
   virtual ~D3D11DXVA2Manager();
 
   HRESULT Init(layers::KnowsCompositor* aKnowsCompositor,
-               nsACString& aFailureReason);
+               nsACString& aFailureReason,
+               ID3D11Device* aDevice);
+  HRESULT InitInternal(layers::KnowsCompositor* aKnowsCompositor,
+                       nsACString& aFailureReason,
+                       ID3D11Device* aDevice);
 
   IUnknown* GetDXVADeviceManager() override;
 
   // Copies a region (aRegion) of the video frame stored in aVideoSample
   // into an image which is returned by aOutImage.
   HRESULT CopyToImage(IMFSample* aVideoSample,
                       const nsIntRect& aRegion,
                       Image** aOutImage) override;
 
+  virtual HRESULT CopyToBGRATexture(ID3D11Texture2D *aInTexture,
+                                    ID3D11Texture2D** aOutTexture);
+
   HRESULT ConfigureForSize(uint32_t aWidth, uint32_t aHeight) override;
 
   bool IsD3D11() override { return true; }
 
   bool SupportsConfig(IMFMediaType* aType, float aFramerate) override;
 
   bool CreateDXVA2Decoder(const VideoInfo& aVideoInfo,
                           nsACString& aFailureReason) override;
@@ -620,20 +630,22 @@ private:
 
   bool CanCreateDecoder(const D3D11_VIDEO_DECODER_DESC& aDesc,
                         const float aFramerate) const;
 
   already_AddRefed<ID3D11VideoDecoder>
   CreateDecoder(const D3D11_VIDEO_DECODER_DESC& aDesc) const;
 
   RefPtr<ID3D11Device> mDevice;
+  RefPtr<ID3D11DeviceContext> mContext;
   RefPtr<IMFDXGIDeviceManager> mDXGIDeviceManager;
   RefPtr<MFTDecoder> mTransform;
   RefPtr<D3D11RecycleAllocator> mTextureClientAllocator;
   RefPtr<ID3D11VideoDecoder> mDecoder;
+  RefPtr<layers::SyncObject> mSyncObject;
   GUID mDecoderGUID;
   uint32_t mWidth = 0;
   uint32_t mHeight = 0;
   UINT mDeviceManagerToken = 0;
 };
 
 bool
 D3D11DXVA2Manager::SupportsConfig(IMFMediaType* aType, float aFramerate)
@@ -650,38 +662,88 @@ D3D11DXVA2Manager::SupportsConfig(IMFMed
 D3D11DXVA2Manager::~D3D11DXVA2Manager() { }
 
 IUnknown*
 D3D11DXVA2Manager::GetDXVADeviceManager()
 {
   MutexAutoLock lock(mLock);
   return mDXGIDeviceManager;
 }
-
 HRESULT
 D3D11DXVA2Manager::Init(layers::KnowsCompositor* aKnowsCompositor,
-                        nsACString& aFailureReason)
+                        nsACString& aFailureReason,
+                        ID3D11Device* aDevice)
 {
+  if (!NS_IsMainThread()) {
+    // DXVA Managers used for full video have to be initialized on the main
+    // thread. Managers initialized off the main thread have to pass a device
+    // and can only be used for color conversion.
+    MOZ_ASSERT(aDevice);
+    return InitInternal(aKnowsCompositor, aFailureReason, aDevice);
+  }
+
   HRESULT hr;
-
   ScopedGfxFeatureReporter reporter("DXVA2D3D11");
 
   gfx::D3D11VideoCrashGuard crashGuard;
   if (crashGuard.Crashed()) {
     NS_WARNING("DXVA2D3D11 crash detected");
     aFailureReason.AssignLiteral("DXVA2D3D11 crashes detected in the past");
     return E_FAIL;
   }
 
-  mDevice = gfx::DeviceManagerDx::Get()->CreateDecoderDevice();
+  hr = InitInternal(aKnowsCompositor, aFailureReason, aDevice);
+  NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
+
+  if (layers::ImageBridgeChild::GetSingleton() || !aKnowsCompositor) {
+    // There's no proper KnowsCompositor for ImageBridge currently (and it
+    // implements the interface), so just use that if it's available.
+    mTextureClientAllocator = new D3D11RecycleAllocator(
+      layers::ImageBridgeChild::GetSingleton().get(), mDevice);
+  } else {
+    mTextureClientAllocator =
+      new D3D11RecycleAllocator(aKnowsCompositor, mDevice);
+  }
+  mTextureClientAllocator->SetMaxPoolSize(5);
+
+  // We use a syncobject to avoid the cost of the mutex lock when compositing,
+  // and because it allows color conversion ocurring directly from this texture
+  // DXVA does not seem to accept IDXGIKeyedMutex textures as input.
+  mSyncObject =
+    layers::SyncObject::CreateSyncObject(layers::ImageBridgeChild::GetSingleton()->
+                                           GetTextureFactoryIdentifier().mSyncHandle,
+                                         mDevice);
+
+  Telemetry::Accumulate(Telemetry::MEDIA_DECODER_BACKEND_USED,
+                        uint32_t(media::MediaDecoderBackend::WMFDXVA2D3D11));
+
+  reporter.SetSuccessful();
+
+  return S_OK;
+}
+
+HRESULT
+D3D11DXVA2Manager::InitInternal(layers::KnowsCompositor* aKnowsCompositor,
+                                nsACString& aFailureReason,
+                                ID3D11Device* aDevice)
+{
+  HRESULT hr;
+
+  mDevice = aDevice;
+  
   if (!mDevice) {
-    aFailureReason.AssignLiteral("Failed to create D3D11 device for decoder");
-    return E_FAIL;
+    mDevice = gfx::DeviceManagerDx::Get()->CreateDecoderDevice();
+    if (!mDevice) {
+      aFailureReason.AssignLiteral("Failed to create D3D11 device for decoder");
+      return E_FAIL;
+    }
   }
 
+  mDevice->GetImmediateContext(getter_AddRefs(mContext));
+
   hr = wmf::MFCreateDXGIDeviceManager(&mDeviceManagerToken,
                                       getter_AddRefs(mDXGIDeviceManager));
   if (!SUCCEEDED(hr)) {
     aFailureReason =
       nsPrintfCString("MFCreateDXGIDeviceManager failed with code %X", hr);
     return hr;
   }
 
@@ -777,32 +839,16 @@ D3D11DXVA2Manager::Init(layers::KnowsCom
     for (const auto& model : sAMDPreUVD4) {
       if (adapterDesc.DeviceId == model) {
         mIsAMDPreUVD4 = true;
         break;
       }
     }
   }
 
-  if (layers::ImageBridgeChild::GetSingleton()) {
-    // There's no proper KnowsCompositor for ImageBridge currently (and it
-    // implements the interface), so just use that if it's available.
-    mTextureClientAllocator = new D3D11RecycleAllocator(
-      layers::ImageBridgeChild::GetSingleton().get(), mDevice);
-  } else {
-    mTextureClientAllocator =
-      new D3D11RecycleAllocator(aKnowsCompositor, mDevice);
-  }
-  mTextureClientAllocator->SetMaxPoolSize(5);
-
-  Telemetry::Accumulate(Telemetry::MEDIA_DECODER_BACKEND_USED,
-                        uint32_t(media::MediaDecoderBackend::WMFDXVA2D3D11));
-
-  reporter.SetSuccessful();
-
   return S_OK;
 }
 
 HRESULT
 D3D11DXVA2Manager::CreateOutputSample(RefPtr<IMFSample>& aSample,
                                       ID3D11Texture2D* aTexture)
 {
   RefPtr<IMFSample> sample;
@@ -822,48 +868,150 @@ D3D11DXVA2Manager::CreateOutputSample(Re
 
 HRESULT
 D3D11DXVA2Manager::CopyToImage(IMFSample* aVideoSample,
                                const nsIntRect& aRegion,
                                Image** aOutImage)
 {
   NS_ENSURE_TRUE(aVideoSample, E_POINTER);
   NS_ENSURE_TRUE(aOutImage, E_POINTER);
-
-  // Our video frame is stored in a non-sharable ID3D11Texture2D. We need
-  // to create a copy of that frame as a sharable resource, save its share
-  // handle, and put that handle into the rendering pipeline.
+  NS_ENSURE_TRUE(mSyncObject, E_FAIL);
+  MOZ_ASSERT(mTextureClientAllocator);
 
   RefPtr<D3D11ShareHandleImage> image =
     new D3D11ShareHandleImage(gfx::IntSize(mWidth, mHeight), aRegion);
   bool ok = image->AllocateTexture(mTextureClientAllocator, mDevice);
   NS_ENSURE_TRUE(ok, E_FAIL);
 
-  HRESULT hr = mTransform->Input(aVideoSample);
-  NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
+  RefPtr<TextureClient> client = image->GetTextureClient(ImageBridgeChild::GetSingleton().get());
+  NS_ENSURE_TRUE(client, E_FAIL);
 
   RefPtr<IDXGIKeyedMutex> mutex;
-  RefPtr<IMFSample> sample;
+  HRESULT hr;
   RefPtr<ID3D11Texture2D> texture = image->GetTexture();
 
   texture->QueryInterface((IDXGIKeyedMutex**)getter_AddRefs(mutex));
 
-  hr = mutex->AcquireSync(0, 2000);
+  if (mutex) {
+    hr = mutex->AcquireSync(0, 2000);
+    NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
+  }
+
+  if (client && client->GetFormat() == SurfaceFormat::NV12) {
+    // Our video frame is stored in a non-sharable ID3D11Texture2D. We need
+    // to create a copy of that frame as a sharable resource, save its share
+    // handle, and put that handle into the rendering pipeline.
+
+    RefPtr<IMFMediaBuffer> buffer;
+    hr = aVideoSample->GetBufferByIndex(0, getter_AddRefs(buffer));
+    NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
+
+    RefPtr<IMFDXGIBuffer> dxgiBuf;
+    hr = buffer->QueryInterface((IMFDXGIBuffer**)getter_AddRefs(dxgiBuf));
+    NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
+
+    RefPtr<ID3D11Texture2D> tex;
+    hr = dxgiBuf->GetResource(__uuidof(ID3D11Texture2D), getter_AddRefs(tex));
+    NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
 
-  if (hr != S_OK) {
-    NS_WARNING("Acquire sync didn't manage to return within 2 seconds.");
+    UINT index;
+    dxgiBuf->GetSubresourceIndex(&index);
+    mContext->CopySubresourceRegion(texture, 0, 0, 0, 0, tex, index, nullptr);
+  } else {
+    // Our video sample is in NV12 format but our output texture is in BGRA.
+    // Use MFT to do color conversion.
+    hr = mTransform->Input(aVideoSample);
+    NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
+
+    RefPtr<IMFSample> sample;
+    hr = CreateOutputSample(sample, texture);
+    NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
+
+    hr = mTransform->Output(&sample);
+  }
+
+  if (!mutex) {
+    client->SyncWithObject(mSyncObject);
+    mSyncObject->FinalizeFrame();
+  } else {
+    mutex->ReleaseSync(0);
   }
 
-  hr = CreateOutputSample(sample, texture);
+  image.forget(aOutImage);
+
+  return S_OK;
+}
+
+HRESULT
+D3D11DXVA2Manager::CopyToBGRATexture(ID3D11Texture2D *aInTexture,
+                                     ID3D11Texture2D** aOutTexture)
+{
+  NS_ENSURE_TRUE(aInTexture, E_POINTER);
+  NS_ENSURE_TRUE(aOutTexture, E_POINTER);
+
+  HRESULT hr;
+  RefPtr<ID3D11Texture2D> texture, inTexture;
+
+  inTexture = aInTexture;
+
+  CD3D11_TEXTURE2D_DESC desc;
+  aInTexture->GetDesc(&desc);
+  ConfigureForSize(desc.Width, desc.Height);
+
+  RefPtr<IDXGIKeyedMutex> mutex;
+  inTexture->QueryInterface((IDXGIKeyedMutex**)getter_AddRefs(mutex));
+  // The rest of this function will not work if inTexture implements
+  // IDXGIKeyedMutex! In that case case we would have to copy to a
+  // non-mutex using texture.
+
+  if (mutex) {
+    RefPtr<ID3D11Texture2D> newTexture;
+
+    desc.MiscFlags = 0;
+    hr = mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(newTexture));
+    NS_ENSURE_TRUE(SUCCEEDED(hr) && newTexture, E_FAIL);
+
+    hr = mutex->AcquireSync(0, 2000);
+    NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
+
+    mContext->CopyResource(newTexture, inTexture);
+
+    mutex->ReleaseSync(0);
+    inTexture = newTexture;
+  }
+
+  desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+
+  hr = mDevice->CreateTexture2D(&desc, nullptr, getter_AddRefs(texture));
+  NS_ENSURE_TRUE(SUCCEEDED(hr) && texture, E_FAIL);
+
+  RefPtr<IMFSample> inputSample;
+  wmf::MFCreateSample(getter_AddRefs(inputSample));
+
+  // If these aren't set the decoder fails.
+  inputSample->SetSampleTime(10);
+  inputSample->SetSampleDuration(10000);
+
+  RefPtr<IMFMediaBuffer> inputBuffer;
+  hr = wmf::MFCreateDXGISurfaceBuffer(
+    __uuidof(ID3D11Texture2D), inTexture, 0, FALSE, getter_AddRefs(inputBuffer));
   NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
 
-  hr = mTransform->Output(&sample);
-  mutex->ReleaseSync(0);
+  inputSample->AddBuffer(inputBuffer);
+
+  hr = mTransform->Input(inputSample);
+  NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
 
-  image.forget(aOutImage);
+  RefPtr<IMFSample> outputSample;
+  hr = CreateOutputSample(outputSample, texture);
+  NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
+
+  hr = mTransform->Output(&outputSample);
+
+  texture.forget(aOutTexture);
 
   return S_OK;
 }
 
 HRESULT ConfigureOutput(IMFMediaType* aOutput, void* aData)
 {
   HRESULT hr =
     aOutput->SetUINT32(MF_MT_INTERLACE_MODE, MFVideoInterlace_Progressive);
@@ -914,17 +1062,17 @@ D3D11DXVA2Manager::ConfigureForSize(uint
 
   RefPtr<IMFMediaType> outputType;
   hr = wmf::MFCreateMediaType(getter_AddRefs(outputType));
   NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
 
   hr = outputType->SetGUID(MF_MT_MAJOR_TYPE, MFMediaType_Video);
   NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
 
-  hr = outputType->SetGUID(MF_MT_SUBTYPE, MFVideoFormat_ARGB32);
+  hr = outputType->SetGUID(MF_MT_SUBTYPE, MFVideoFormat_NV12);
   NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
 
   gfx::IntSize size(mWidth, mHeight);
   hr = mTransform->SetMediaTypes(inputType, outputType, ConfigureOutput, &size);
   NS_ENSURE_TRUE(SUCCEEDED(hr), hr);
 
   return S_OK;
 }
@@ -998,45 +1146,48 @@ D3D11DXVA2Manager::CreateDecoder(const D
     }
   }
   return nullptr;
 }
 
 /* static */
 DXVA2Manager*
 DXVA2Manager::CreateD3D11DXVA(layers::KnowsCompositor* aKnowsCompositor,
-                              nsACString& aFailureReason)
+                              nsACString& aFailureReason,
+                              ID3D11Device* aDevice)
 {
   // DXVA processing takes up a lot of GPU resources, so limit the number of
   // videos we use DXVA with at any one time.
   uint32_t dxvaLimit = gfxPrefs::PDMWMFMaxDXVAVideos();
 
   if (sDXVAVideosCount == dxvaLimit) {
     aFailureReason.AssignLiteral("Too many DXVA videos playing");
     return nullptr;
   }
 
   nsAutoPtr<D3D11DXVA2Manager> manager(new D3D11DXVA2Manager());
-  HRESULT hr = manager->Init(aKnowsCompositor, aFailureReason);
+  HRESULT hr = manager->Init(aKnowsCompositor, aFailureReason, aDevice);
   NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);
 
   return manager.forget();
 }
 
 DXVA2Manager::DXVA2Manager()
   : mLock("DXVA2Manager")
 {
-  MOZ_ASSERT(NS_IsMainThread());
-  ++sDXVAVideosCount;
+  if (NS_IsMainThread()) {
+    ++sDXVAVideosCount;
+  }
 }
 
 DXVA2Manager::~DXVA2Manager()
 {
-  MOZ_ASSERT(NS_IsMainThread());
-  --sDXVAVideosCount;
+  if (NS_IsMainThread()) {
+    --sDXVAVideosCount;
+  }
 }
 
 bool
 DXVA2Manager::IsUnsupportedResolution(const uint32_t& aWidth,
                                       const uint32_t& aHeight,
                                       const float& aFramerate) const
 {
   // AMD cards with UVD3 or earlier perform poorly trying to decode 1080p60 in
--- a/dom/media/platforms/wmf/DXVA2Manager.h
+++ b/dom/media/platforms/wmf/DXVA2Manager.h
@@ -26,29 +26,38 @@ public:
 
   // Creates and initializes a DXVA2Manager. We can use DXVA2 via either
   // D3D9Ex or D3D11.
   static DXVA2Manager* CreateD3D9DXVA(
     layers::KnowsCompositor* aKnowsCompositor,
     nsACString& aFailureReason);
   static DXVA2Manager* CreateD3D11DXVA(
     layers::KnowsCompositor* aKnowsCompositor,
-    nsACString& aFailureReason);
+    nsACString& aFailureReason,
+    ID3D11Device* aDevice = nullptr);
 
   // Returns a pointer to the D3D device manager responsible for managing the
   // device we're using for hardware accelerated video decoding. If we're using
   // D3D9Ex, this is an IDirect3DDeviceManager9. For D3D11 this is an
   // IMFDXGIDeviceManager. It is safe to call this on any thread.
   virtual IUnknown* GetDXVADeviceManager() = 0;
 
   // Creates an Image for the video frame stored in aVideoSample.
   virtual HRESULT CopyToImage(IMFSample* aVideoSample,
                               const nsIntRect& aRegion,
                               layers::Image** aOutImage) = 0;
 
+  virtual HRESULT CopyToBGRATexture(ID3D11Texture2D *aInTexture,
+                                    ID3D11Texture2D** aOutTexture)
+  {
+    // Not implemented!
+    MOZ_CRASH("CopyToBGRATexture not implemented on this manager.");
+    return E_FAIL;
+  }
+
   virtual HRESULT ConfigureForSize(uint32_t aWidth, uint32_t aHeight)
   {
     return S_OK;
   }
 
   virtual bool IsD3D11() { return false; }
 
   virtual ~DXVA2Manager();
--- a/gfx/layers/D3D11ShareHandleImage.cpp
+++ b/gfx/layers/D3D11ShareHandleImage.cpp
@@ -7,16 +7,19 @@
 #include "D3D11ShareHandleImage.h"
 #include "gfxImageSurface.h"
 #include "gfxWindowsPlatform.h"
 #include "mozilla/layers/TextureClient.h"
 #include "mozilla/layers/TextureD3D11.h"
 #include "mozilla/layers/CompositableClient.h"
 #include "mozilla/layers/CompositableForwarder.h"
 #include "d3d11.h"
+#include "gfxPrefs.h"
+#include "DXVA2Manager.h"
+#include <memory>
 
 namespace mozilla {
 namespace layers {
 
 D3D11ShareHandleImage::D3D11ShareHandleImage(const gfx::IntSize& aSize,
                                              const gfx::IntRect& aRect)
  : Image(nullptr, ImageFormat::D3D11_SHARE_HANDLE_TEXTURE),
    mSize(aSize),
@@ -68,25 +71,49 @@ D3D11ShareHandleImage::GetAsSourceSurfac
   }
 
   RefPtr<ID3D11Device> device;
   texture->GetDevice(getter_AddRefs(device));
 
   D3D11_TEXTURE2D_DESC desc;
   texture->GetDesc(&desc);
 
+  HRESULT hr;
+
+  if (desc.Format == DXGI_FORMAT_NV12) {
+    nsAutoCString error;
+    std::unique_ptr<DXVA2Manager> manager(DXVA2Manager::CreateD3D11DXVA(nullptr, error, device));
+
+    if (!manager) {
+      gfxWarning() << "Failed to create DXVA2 manager!";
+      return nullptr;
+    }
+
+    RefPtr<ID3D11Texture2D> outTexture;
+
+    hr = manager->CopyToBGRATexture(texture, getter_AddRefs(outTexture));
+
+    if (FAILED(hr)) {
+      gfxWarning() << "Failed to copy NV12 to BGRA texture.";
+      return nullptr;
+    }
+
+    texture = outTexture;
+    texture->GetDesc(&desc);
+  }
+
   CD3D11_TEXTURE2D_DESC softDesc(desc.Format, desc.Width, desc.Height);
   softDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
   softDesc.BindFlags = 0;
   softDesc.MiscFlags = 0;
   softDesc.MipLevels = 1;
   softDesc.Usage = D3D11_USAGE_STAGING;
 
   RefPtr<ID3D11Texture2D> softTexture;
-  HRESULT hr = device->CreateTexture2D(&softDesc,
+  hr = device->CreateTexture2D(&softDesc,
                                        NULL,
                                        static_cast<ID3D11Texture2D**>(getter_AddRefs(softTexture)));
 
   if (FAILED(hr)) {
     NS_WARNING("Failed to create 2D staging texture.");
     return nullptr;
   }
 
--- a/gfx/layers/d3d11/BlendShaderConstants.h
+++ b/gfx/layers/d3d11/BlendShaderConstants.h
@@ -6,16 +6,17 @@
 #ifndef MOZILLA_GFX_LAYERS_D3D11_BLENDSHADERCONSTANTS_H_
 #define MOZILLA_GFX_LAYERS_D3D11_BLENDSHADERCONSTANTS_H_
 
 // These constants are shared between CompositorD3D11 and the blend pixel shader.
 #define PS_LAYER_RGB          0
 #define PS_LAYER_RGBA         1
 #define PS_LAYER_YCBCR        2
 #define PS_LAYER_COLOR        3
+#define PS_LAYER_NV12         4
 
 // These must be in the same order as the Mask enum.
 #define PS_MASK_NONE         0
 #define PS_MASK              1
 
 // These must be in the same order as CompositionOp.
 #define PS_BLEND_MULTIPLY    0
 #define PS_BLEND_SCREEN      1
--- a/gfx/layers/d3d11/CompositorD3D11.cpp
+++ b/gfx/layers/d3d11/CompositorD3D11.cpp
@@ -87,16 +87,17 @@ struct DeviceAttachmentsD3D11
   RefPtr<ID3D11Buffer> mVertexBuffer;
 
   VertexShaderArray mVSQuadShader;
   VertexShaderArray mVSQuadBlendShader;
   PixelShaderArray mSolidColorShader;
   PixelShaderArray mRGBAShader;
   PixelShaderArray mRGBShader;
   PixelShaderArray mYCbCrShader;
+  PixelShaderArray mNV12Shader;
   PixelShaderArray mComponentAlphaShader;
   PixelShaderArray mBlendShader;
   RefPtr<ID3D11Buffer> mPSConstantBuffer;
   RefPtr<ID3D11Buffer> mVSConstantBuffer;
   RefPtr<ID3D11RasterizerState> mRasterizerState;
   RefPtr<ID3D11SamplerState> mLinearSamplerState;
   RefPtr<ID3D11SamplerState> mPointSamplerState;
   RefPtr<ID3D11BlendState> mPremulBlendState;
@@ -641,16 +642,18 @@ CompositorD3D11::GetPSForEffect(Effect* 
   case EffectTypes::RENDER_TARGET:
     return mAttachments->mRGBAShader[aMaskType];
   case EffectTypes::RGB: {
     SurfaceFormat format = static_cast<TexturedEffect*>(aEffect)->mTexture->GetFormat();
     return (format == SurfaceFormat::B8G8R8A8 || format == SurfaceFormat::R8G8B8A8)
            ? mAttachments->mRGBAShader[aMaskType]
            : mAttachments->mRGBShader[aMaskType];
   }
+  case EffectTypes::NV12:
+    return mAttachments->mNV12Shader[aMaskType];
   case EffectTypes::YCBCR:
     return mAttachments->mYCbCrShader[aMaskType];
   case EffectTypes::COMPONENT_ALPHA:
     return mAttachments->mComponentAlphaShader[aMaskType];
   default:
     NS_WARNING("No shader to load");
     return nullptr;
   }
@@ -714,16 +717,18 @@ EffectToBlendLayerType(Effect* aEffect)
     return (format == gfx::SurfaceFormat::B8G8R8A8 || format == gfx::SurfaceFormat::R8G8B8A8)
            ? PS_LAYER_RGBA
            : PS_LAYER_RGB;
   }
   case EffectTypes::RENDER_TARGET:
     return PS_LAYER_RGBA;
   case EffectTypes::YCBCR:
     return PS_LAYER_YCBCR;
+  case EffectTypes::NV12:
+    return PS_LAYER_NV12;
   default:
     MOZ_ASSERT_UNREACHABLE("blending not supported for this layer type");
     return 0;
   }
 }
 
 void
 CompositorD3D11::DrawQuad(const gfx::Rect& aRect,
@@ -862,16 +867,55 @@ CompositorD3D11::DrawQuad(const gfx::Rec
       if (!texturedEffect->mPremultiplied) {
         mContext->OMSetBlendState(mAttachments->mNonPremulBlendState, sBlendFactor, 0xFFFFFFFF);
         restoreBlendMode = true;
       }
 
       SetSamplerForSamplingFilter(texturedEffect->mSamplingFilter);
     }
     break;
+  case EffectTypes::NV12:
+    {
+      TexturedEffect* texturedEffect =
+        static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
+
+      pTexCoordRect = &texturedEffect->mTextureCoords;
+
+      TextureSourceD3D11* source = texturedEffect->mTexture->AsSourceD3D11();
+      if (!source) {
+        NS_WARNING("Missing texture source!");
+        return;
+      }
+
+      RefPtr<ID3D11Texture2D> texture = source->GetD3D11Texture();
+      if (!texture) {
+        NS_WARNING("No texture found in texture source!");
+      }
+
+      // Might want to cache these for efficiency.
+      RefPtr<ID3D11ShaderResourceView> srViewY;
+      RefPtr<ID3D11ShaderResourceView> srViewCbCr;
+      mDevice->CreateShaderResourceView(texture,
+                                        &CD3D11_SHADER_RESOURCE_VIEW_DESC(D3D11_SRV_DIMENSION_TEXTURE2D,
+                                                                          DXGI_FORMAT_R8_UNORM),
+                                        getter_AddRefs(srViewY));
+      mDevice->CreateShaderResourceView(texture,
+                                        &CD3D11_SHADER_RESOURCE_VIEW_DESC(D3D11_SRV_DIMENSION_TEXTURE2D,
+                                                                          DXGI_FORMAT_R8G8_UNORM),
+                                        getter_AddRefs(srViewCbCr));
+
+      ID3D11ShaderResourceView* views[] = { srViewY, srViewCbCr };
+      mContext->PSSetShaderResources(TexSlot::Y, 2, views);
+
+      const float* yuvToRgb = gfxUtils::YuvToRgbMatrix4x3RowMajor(YUVColorSpace::BT601);
+      memcpy(&mPSConstants.yuvColorMatrix, yuvToRgb, sizeof(mPSConstants.yuvColorMatrix));
+
+      SetSamplerForSamplingFilter(texturedEffect->mSamplingFilter);
+    }
+    break;
   case EffectTypes::YCBCR: {
       EffectYCbCr* ycbcrEffect =
         static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get());
 
       SetSamplerForSamplingFilter(SamplingFilter::LINEAR);
 
       pTexCoordRect = &ycbcrEffect->mTextureCoords;
 
@@ -1419,16 +1463,18 @@ DeviceAttachmentsD3D11::CreateShaders()
   InitPixelShader(sSolidColorShader, mSolidColorShader, MaskType::MaskNone);
   InitPixelShader(sSolidColorShaderMask, mSolidColorShader, MaskType::Mask);
   InitPixelShader(sRGBShader, mRGBShader, MaskType::MaskNone);
   InitPixelShader(sRGBShaderMask, mRGBShader, MaskType::Mask);
   InitPixelShader(sRGBAShader, mRGBAShader, MaskType::MaskNone);
   InitPixelShader(sRGBAShaderMask, mRGBAShader, MaskType::Mask);
   InitPixelShader(sYCbCrShader, mYCbCrShader, MaskType::MaskNone);
   InitPixelShader(sYCbCrShaderMask, mYCbCrShader, MaskType::Mask);
+  InitPixelShader(sNV12Shader, mNV12Shader, MaskType::MaskNone);
+  InitPixelShader(sNV12ShaderMask, mNV12Shader, MaskType::Mask);
   if (gfxPrefs::ComponentAlphaEnabled()) {
     InitPixelShader(sComponentAlphaShader, mComponentAlphaShader, MaskType::MaskNone);
     InitPixelShader(sComponentAlphaShaderMask, mComponentAlphaShader, MaskType::Mask);
   }
 
   return mInitOkay;
 }
 
--- a/gfx/layers/d3d11/CompositorD3D11.hlsl
+++ b/gfx/layers/d3d11/CompositorD3D11.hlsl
@@ -213,24 +213,47 @@ float4 CalculateYCbCrColor(const float2 
   yuv.z = tCr.Sample(sSampler, aTexCoords).r - 0.50196;
 
   color.rgb = mul(mYuvColorMatrix, yuv);
   color.a = 1.0f;
 
   return color;
 }
 
+float4 CalculateNV12Color(const float2 aTexCoords)
+{
+  float3 yuv;
+  float4 color;
+
+  yuv.x = tY.Sample(sSampler, aTexCoords).r  - 0.06275;
+  yuv.y = tCb.Sample(sSampler, aTexCoords).r - 0.50196;
+  yuv.z = tCb.Sample(sSampler, aTexCoords).g - 0.50196;
+
+  color.rgb = mul(mYuvColorMatrix, yuv);
+  color.a = 1.0f;
+
+  return color;
+}
+
 float4 YCbCrShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
 {
   float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
   float mask = tMask.Sample(sSampler, maskCoords).r;
 
   return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity * mask;
 }
 
+float4 NV12ShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
+{
+  float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
+  float mask = tMask.Sample(sSampler, maskCoords).r;
+
+  return CalculateNV12Color(aVertex.vTexCoords) * fLayerOpacity * mask;
+}
+
 PS_OUTPUT ComponentAlphaShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
 {
   PS_OUTPUT result;
 
   result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords);
   result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc;
   result.vSrc.a = result.vAlpha.g;
 
@@ -266,16 +289,21 @@ float4 RGBShader(const VS_OUTPUT aVertex
   return result;
 }
 
 float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target
 {
   return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity;
 }
 
+float4 NV12Shader(const VS_OUTPUT aVertex) : SV_Target
+{
+  return CalculateNV12Color(aVertex.vTexCoords) * fLayerOpacity;
+}
+
 PS_OUTPUT ComponentAlphaShader(const VS_OUTPUT aVertex) : SV_Target
 {
   PS_OUTPUT result;
 
   result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords);
   result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc;
   result.vSrc.a = result.vAlpha.g;
   result.vSrc *= fLayerOpacity;
@@ -324,30 +352,34 @@ float4 ComputeBlendSourceColor(const VS_
     tmp.vPosition = aVertex.vPosition;
     tmp.vTexCoords = aVertex.vTexCoords;
     if (iBlendConfig.x == PS_LAYER_RGB) {
       return RGBShader(tmp);
     } else if (iBlendConfig.x == PS_LAYER_RGBA) {
       return RGBAShader(tmp);
     } else if (iBlendConfig.x == PS_LAYER_YCBCR) {
       return YCbCrShader(tmp);
+    } else if (iBlendConfig.x == PS_LAYER_NV12) {
+      return NV12Shader(tmp);
     }
     return SolidColorShader(tmp);
   } else if (iBlendConfig.y == PS_MASK) {
     VS_MASK_OUTPUT tmp;
     tmp.vPosition = aVertex.vPosition;
     tmp.vTexCoords = aVertex.vTexCoords;
     tmp.vMaskCoords = aVertex.vMaskCoords;
 
     if (iBlendConfig.x == PS_LAYER_RGB) {
       return RGBShaderMask(tmp);
     } else if (iBlendConfig.x == PS_LAYER_RGBA) {
       return RGBAShaderMask(tmp);
     } else if (iBlendConfig.x == PS_LAYER_YCBCR) {
       return YCbCrShaderMask(tmp);
+    } else if (iBlendConfig.x == PS_LAYER_NV12) {
+      return NV12ShaderMask(tmp);
     }
     return SolidColorShaderMask(tmp);
   }
 
   return float4(0.0, 0.0, 0.0, 1.0);
 }
 
 float3 ChooseBlendFunc(float3 dest, float3 src)
--- a/gfx/layers/d3d11/CompositorD3D11Shaders.h
+++ b/gfx/layers/d3d11/CompositorD3D11Shaders.h
@@ -1,12 +1,12 @@
 struct ShaderBytes { const void* mData; size_t mLength; };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4x4 mLayerTransform;          // Offset:    0 Size:    64
@@ -21,19 +21,19 @@ struct ShaderBytes { const void* mData; 
 //   uint4 iBlendConfig;                // Offset:  288 Size:    16 [unused]
 //   row_major float3x3 mYuvColorMatrix;// Offset:  304 Size:    44 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // POSITION                 0   xy          0     NONE   float   xy  
@@ -79,17 +79,17 @@ struct ShaderBytes { const void* mData; 
     mad r1, c4, r0.x, r1
     mad r1, c6, r0.z, r1
     mad r0, c7, r0.w, r1
     mad oPos.xy, r0.w, c0, r0
     mov oPos.zw, r0
 
 // approximately 15 instruction slots used
 vs_4_0
-dcl_constantbuffer CB0[11], immediateIndexed
+dcl_constantbuffer cb0[11], immediateIndexed
 dcl_input v0.xy
 dcl_output_siv o0.xyzw, position
 dcl_output o1.xy
 dcl_temps 2
 mad r0.xy, v0.xyxx, cb0[10].zwzz, cb0[10].xyxx
 mul r1.xyzw, r0.yyyy, cb0[1].xyzw
 mad r0.xyzw, cb0[0].xyzw, r0.xxxx, r1.xyzw
 add r0.xyzw, r0.xyzw, cb0[3].xyzw
@@ -102,25 +102,25 @@ mad r1.xyzw, cb0[6].xyzw, r0.zzzz, r1.xy
 mad o0.xyzw, cb0[7].xyzw, r0.wwww, r1.xyzw
 mad o1.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
 ret 
 // Approximately 13 instruction slots used
 #endif
 
 const BYTE LayerQuadVS[] =
 {
-     68,  88,  66,  67, 250,  65, 
-     94, 205, 254, 155,  52,  90, 
-     43, 147, 203, 201, 141,  74, 
-     80, 143,   1,   0,   0,   0, 
-     68,   7,   0,   0,   6,   0, 
+     68,  88,  66,  67, 169, 137, 
+    186,  74,  85, 148,   0, 249, 
+    101, 235, 214,  10,  35,  11, 
+    230, 137,   1,   0,   0,   0, 
+     80,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     152,   1,   0,   0, 160,   3, 
       0,   0,  28,   4,   0,   0, 
-    184,   6,   0,   0, 236,   6, 
+    196,   6,   0,   0, 248,   6, 
       0,   0,  65, 111, 110,  57, 
      88,   1,   0,   0,  88,   1, 
       0,   0,   0,   2, 254, 255, 
      24,   1,   0,   0,  64,   0, 
       0,   0,   2,   0,  36,   0, 
       0,   0,  60,   0,   0,   0, 
      60,   0,   0,   0,  36,   0, 
       1,   0,  60,   0,   0,   0, 
@@ -278,17 +278,17 @@ const BYTE LayerQuadVS[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  82,  68,  69,  70, 
-    148,   2,   0,   0,   1,   0, 
+    160,   2,   0,   0,   1,   0, 
       0,   0,  72,   0,   0,   0, 
       1,   0,   0,   0,  28,   0, 
       0,   0,   0,   4, 254, 255, 
       0,   1,   0,   0, 108,   2, 
       0,   0,  60,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -387,18 +387,20 @@ const BYTE LayerQuadVS[] =
     120,   0,   2,   0,   3,   0, 
       3,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
      77, 105,  99, 114, 111, 115, 
     111, 102, 116,  32,  40,  82, 
      41,  32,  72,  76,  83,  76, 
      32,  83, 104,  97, 100, 101, 
     114,  32,  67, 111, 109, 112, 
-    105, 108, 101, 114,  32,  49, 
-     48,  46,  49,   0,  73,  83, 
+    105, 108, 101, 114,  32,  54, 
+     46,  51,  46,  57,  54,  48, 
+     48,  46,  49,  54,  51,  56, 
+     52,   0, 171, 171,  73,  83, 
      71,  78,  44,   0,   0,   0, 
       1,   0,   0,   0,   8,   0, 
       0,   0,  32,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   3,   3, 
       0,   0,  80,  79,  83,  73, 
      84,  73,  79,  78,   0, 171, 
@@ -416,17 +418,17 @@ const BYTE LayerQuadVS[] =
      83,  86,  95,  80, 111, 115, 
     105, 116, 105, 111, 110,   0, 
      84,  69,  88,  67,  79,  79, 
      82,  68,   0, 171, 171, 171
 };
 ShaderBytes sLayerQuadVS = { LayerQuadVS, sizeof(LayerQuadVS) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16
@@ -441,19 +443,19 @@ ShaderBytes sLayerQuadVS = { LayerQuadVS
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -476,34 +478,34 @@ ShaderBytes sLayerQuadVS = { LayerQuadVS
 //
 // Level9 shader bytecode:
 //
     ps_2_x
     mov oC0, c0
 
 // approximately 1 instruction slot used
 ps_4_0
-dcl_constantbuffer CB0[1], immediateIndexed
+dcl_constantbuffer cb0[1], immediateIndexed
 dcl_output o0.xyzw
 mov o0.xyzw, cb0[0].xyzw
 ret 
 // Approximately 2 instruction slots used
 #endif
 
 const BYTE SolidColorShader[] =
 {
-     68,  88,  66,  67, 181,   3, 
-     20,   0, 202,  78, 164,  59, 
-    210, 171, 118, 253, 118, 104, 
-    133, 184,   1,   0,   0,   0, 
-    112,   4,   0,   0,   6,   0, 
+     68,  88,  66,  67, 156,  36, 
+     85, 115, 249,   2,  97, 236, 
+    182, 204,  98, 136, 164, 213, 
+    133, 234,   1,   0,   0,   0, 
+    124,   4,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     132,   0,   0,   0, 204,   0, 
       0,   0,  72,   1,   0,   0, 
-    228,   3,   0,   0,  60,   4, 
+    240,   3,   0,   0,  72,   4, 
       0,   0,  65, 111, 110,  57, 
      68,   0,   0,   0,  68,   0, 
       0,   0,   0,   2, 255, 255, 
      20,   0,   0,   0,  48,   0, 
       0,   0,   1,   0,  36,   0, 
       0,   0,  48,   0,   0,   0, 
      48,   0,   0,   0,  36,   0, 
       0,   0,  48,   0,   0,   0, 
@@ -540,17 +542,17 @@ const BYTE SolidColorShader[] =
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
-     69,  70, 148,   2,   0,   0, 
+     69,  70, 160,   2,   0,   0, 
       1,   0,   0,   0,  72,   0, 
       0,   0,   1,   0,   0,   0, 
      28,   0,   0,   0,   0,   4, 
     255, 255,   0,   1,   0,   0, 
     108,   2,   0,   0,  60,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -650,17 +652,19 @@ const BYTE SolidColorShader[] =
     100, 114, 111, 112,  84, 114, 
      97, 110, 115, 102, 111, 114, 
     109,   0,  77, 105,  99, 114, 
     111, 115, 111, 102, 116,  32, 
      40,  82,  41,  32,  72,  76, 
      83,  76,  32,  83, 104,  97, 
     100, 101, 114,  32,  67, 111, 
     109, 112, 105, 108, 101, 114, 
-     32,  49,  48,  46,  49,   0, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -679,17 +683,17 @@ const BYTE SolidColorShader[] =
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 ShaderBytes sSolidColorShader = { SolidColorShader, sizeof(SolidColorShader) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -704,21 +708,21 @@ ShaderBytes sSolidColorShader = { SolidC
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// sSampler                          sampler      NA          NA             s0      1 
-// tRGB                              texture  float4          2d             t0      1 
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tRGB                              texture  float4          2d    0        1
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -753,40 +757,40 @@ ShaderBytes sSolidColorShader = { SolidC
     dcl_2d s0
     texld r0, t0, s0
     mul r0.xyz, r0, c0.x
     mov r0.w, c0.x
     mov oC0, r0
 
 // approximately 4 instruction slots used (1 texture, 3 arithmetic)
 ps_4_0
-dcl_constantbuffer CB0[2], immediateIndexed
+dcl_constantbuffer cb0[2], immediateIndexed
 dcl_sampler s0, mode_default
 dcl_resource_texture2d (float,float,float,float) t0
 dcl_input_ps linear v1.xy
 dcl_output o0.xyzw
 dcl_temps 1
 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
 mul o0.xyz, r0.xyzx, cb0[1].xxxx
 mov o0.w, cb0[1].x
 ret 
 // Approximately 4 instruction slots used
 #endif
 
 const BYTE RGBShader[] =
 {
-     68,  88,  66,  67, 181,  57, 
-    113, 191, 104, 206, 206,  65, 
-    235, 158,  87, 241, 179, 224, 
-     69, 235,   1,   0,   0,   0, 
-    120,   5,   0,   0,   6,   0, 
+     68,  88,  66,  67, 160,  15, 
+    174, 178, 100, 241,  44,  13, 
+    161, 155, 205,  21,  72, 246, 
+    233,  55,   1,   0,   0,   0, 
+    132,   5,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     204,   0,   0,   0, 136,   1, 
       0,   0,   4,   2,   0,   0, 
-    236,   4,   0,   0,  68,   5, 
+    248,   4,   0,   0,  80,   5, 
       0,   0,  65, 111, 110,  57, 
     140,   0,   0,   0, 140,   0, 
       0,   0,   0,   2, 255, 255, 
      88,   0,   0,   0,  52,   0, 
       0,   0,   1,   0,  40,   0, 
       0,   0,  52,   0,   0,   0, 
      52,   0,   1,   0,  36,   0, 
       0,   0,  52,   0,   0,   0, 
@@ -854,17 +858,17 @@ const BYTE RGBShader[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-     82,  68,  69,  70, 224,   2, 
+     82,  68,  69,  70, 236,   2, 
       0,   0,   1,   0,   0,   0, 
     148,   0,   0,   0,   3,   0, 
       0,   0,  28,   0,   0,   0, 
       0,   4, 255, 255,   0,   1, 
       0,   0, 184,   2,   0,   0, 
     124,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -977,17 +981,19 @@ const BYTE RGBShader[] =
     100, 114, 111, 112,  84, 114, 
      97, 110, 115, 102, 111, 114, 
     109,   0,  77, 105,  99, 114, 
     111, 115, 111, 102, 116,  32, 
      40,  82,  41,  32,  72,  76, 
      83,  76,  32,  83, 104,  97, 
     100, 101, 114,  32,  67, 111, 
     109, 112, 105, 108, 101, 114, 
-     32,  49,  48,  46,  49,   0, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1006,17 +1012,17 @@ const BYTE RGBShader[] =
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 ShaderBytes sRGBShader = { RGBShader, sizeof(RGBShader) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -1031,21 +1037,21 @@ ShaderBytes sRGBShader = { RGBShader, si
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// sSampler                          sampler      NA          NA             s0      1 
-// tRGB                              texture  float4          2d             t0      1 
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tRGB                              texture  float4          2d    0        1
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -1079,39 +1085,39 @@ ShaderBytes sRGBShader = { RGBShader, si
     dcl t0.xy
     dcl_2d s0
     texld r0, t0, s0
     mul r0, r0, c0.x
     mov oC0, r0
 
 // approximately 3 instruction slots used (1 texture, 2 arithmetic)
 ps_4_0
-dcl_constantbuffer CB0[2], immediateIndexed
+dcl_constantbuffer cb0[2], immediateIndexed
 dcl_sampler s0, mode_default
 dcl_resource_texture2d (float,float,float,float) t0
 dcl_input_ps linear v1.xy
 dcl_output o0.xyzw
 dcl_temps 1
 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
 mul o0.xyzw, r0.xyzw, cb0[1].xxxx
 ret 
 // Approximately 3 instruction slots used
 #endif
 
 const BYTE RGBAShader[] =
 {
-     68,  88,  66,  67,   0,  64, 
-     93, 222,  73, 216, 128,  20, 
-     42,  69,  82, 179, 209, 122, 
-    136, 190,   1,   0,   0,   0, 
-     84,   5,   0,   0,   6,   0, 
+     68,  88,  66,  67, 115, 228, 
+    124, 193, 199, 195, 231, 151, 
+    155,  86, 202, 199, 245, 170, 
+     45, 241,   1,   0,   0,   0, 
+     96,   5,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     192,   0,   0,   0, 100,   1, 
       0,   0, 224,   1,   0,   0, 
-    200,   4,   0,   0,  32,   5, 
+    212,   4,   0,   0,  44,   5, 
       0,   0,  65, 111, 110,  57, 
     128,   0,   0,   0, 128,   0, 
       0,   0,   0,   2, 255, 255, 
      76,   0,   0,   0,  52,   0, 
       0,   0,   1,   0,  40,   0, 
       0,   0,  52,   0,   0,   0, 
      52,   0,   1,   0,  36,   0, 
       0,   0,  52,   0,   0,   0, 
@@ -1173,17 +1179,17 @@ const BYTE RGBAShader[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-     82,  68,  69,  70, 224,   2, 
+     82,  68,  69,  70, 236,   2, 
       0,   0,   1,   0,   0,   0, 
     148,   0,   0,   0,   3,   0, 
       0,   0,  28,   0,   0,   0, 
       0,   4, 255, 255,   0,   1, 
       0,   0, 184,   2,   0,   0, 
     124,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1296,17 +1302,19 @@ const BYTE RGBAShader[] =
     100, 114, 111, 112,  84, 114, 
      97, 110, 115, 102, 111, 114, 
     109,   0,  77, 105,  99, 114, 
     111, 115, 111, 102, 116,  32, 
      40,  82,  41,  32,  72,  76, 
      83,  76,  32,  83, 104,  97, 
     100, 101, 114,  32,  67, 111, 
     109, 112, 105, 108, 101, 114, 
-     32,  49,  48,  46,  49,   0, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1325,17 +1333,17 @@ const BYTE RGBAShader[] =
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 ShaderBytes sRGBAShader = { RGBAShader, sizeof(RGBAShader) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -1350,22 +1358,22 @@ ShaderBytes sRGBAShader = { RGBAShader, 
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// sSampler                          sampler      NA          NA             s0      1 
-// tRGB                              texture  float4          2d             t0      1 
-// tRGBWhite                         texture  float4          2d             t4      1 
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tRGB                              texture  float4          2d    0        1
+// tRGBWhite                         texture  float4          2d    4        1
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -1409,17 +1417,17 @@ ShaderBytes sRGBAShader = { RGBAShader, 
     mov r0.w, r1.y
     mul r1, r1, c0.x
     mov oC1, r1
     mul r0, r0, c0.x
     mov oC0, r0
 
 // approximately 9 instruction slots used (2 texture, 7 arithmetic)
 ps_4_0
-dcl_constantbuffer CB0[2], immediateIndexed
+dcl_constantbuffer cb0[2], immediateIndexed
 dcl_sampler s0, mode_default
 dcl_resource_texture2d (float,float,float,float) t0
 dcl_resource_texture2d (float,float,float,float) t4
 dcl_input_ps linear v1.xy
 dcl_output o0.xyzw
 dcl_output o1.xyzw
 dcl_temps 2
 sample r0.xyzw, v1.xyxx, t4.xyzw, s0
@@ -1430,25 +1438,25 @@ mov r1.w, r0.y
 mul o1.xyzw, r0.xyzw, cb0[1].xxxx
 mul o0.xyzw, r1.xyzw, cb0[1].xxxx
 ret 
 // Approximately 8 instruction slots used
 #endif
 
 const BYTE ComponentAlphaShader[] =
 {
-     68,  88,  66,  67, 168, 127, 
-    203,  56, 125, 182, 211,  23, 
-    166, 215, 189, 218, 181,  48, 
-    227,  73,   1,   0,   0,   0, 
-    212,   6,   0,   0,   6,   0, 
+     68,  88,  66,  67,  21, 227, 
+    149,  86, 182, 246,  85,  57, 
+    167,  85, 241,  51, 157,  75, 
+     49, 112,   1,   0,   0,   0, 
+    224,   6,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      64,   1,   0,   0, 160,   2, 
       0,   0,  28,   3,   0,   0, 
-     48,   6,   0,   0, 136,   6, 
+     60,   6,   0,   0, 148,   6, 
       0,   0,  65, 111, 110,  57, 
       0,   1,   0,   0,   0,   1, 
       0,   0,   0,   2, 255, 255, 
     200,   0,   0,   0,  56,   0, 
       0,   0,   1,   0,  44,   0, 
       0,   0,  56,   0,   0,   0, 
      56,   0,   2,   0,  36,   0, 
       0,   0,  56,   0,   0,   0, 
@@ -1563,17 +1571,17 @@ const BYTE ComponentAlphaShader[] =
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
-     69,  70,  12,   3,   0,   0, 
+     69,  70,  24,   3,   0,   0, 
       1,   0,   0,   0, 192,   0, 
       0,   0,   4,   0,   0,   0, 
      28,   0,   0,   0,   0,   4, 
     255, 255,   0,   1,   0,   0, 
     228,   2,   0,   0, 156,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1693,17 +1701,19 @@ const BYTE ComponentAlphaShader[] =
     100, 114, 111, 112,  84, 114, 
      97, 110, 115, 102, 111, 114, 
     109,   0,  77, 105,  99, 114, 
     111, 115, 111, 102, 116,  32, 
      40,  82,  41,  32,  72,  76, 
      83,  76,  32,  83, 104,  97, 
     100, 101, 114,  32,  67, 111, 
     109, 112, 105, 108, 101, 114, 
-     32,  49,  48,  46,  49,   0, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1726,17 +1736,17 @@ const BYTE ComponentAlphaShader[] =
       1,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 ShaderBytes sComponentAlphaShader = { ComponentAlphaShader, sizeof(ComponentAlphaShader) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -1751,23 +1761,23 @@ ShaderBytes sComponentAlphaShader = { Co
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// sSampler                          sampler      NA          NA             s0      1 
-// tY                                texture  float4          2d             t1      1 
-// tCb                               texture  float4          2d             t2      1 
-// tCr                               texture  float4          2d             t3      1 
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tY                                texture  float4          2d    1        1
+// tCb                               texture  float4          2d    2        1
+// tCr                               texture  float4          2d    3        1
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -1816,17 +1826,17 @@ ShaderBytes sComponentAlphaShader = { Co
     dp3 r0.x, c1, r2
     dp3 r0.y, c2, r2
     dp3 r0.z, c3, r2
     mul r0, r0, c0.x
     mov oC0, r0
 
 // approximately 12 instruction slots used (3 texture, 9 arithmetic)
 ps_4_0
-dcl_constantbuffer CB0[6], immediateIndexed
+dcl_constantbuffer cb0[6], immediateIndexed
 dcl_sampler s0, mode_default
 dcl_resource_texture2d (float,float,float,float) t1
 dcl_resource_texture2d (float,float,float,float) t2
 dcl_resource_texture2d (float,float,float,float) t3
 dcl_input_ps linear v1.xy
 dcl_output o0.xyzw
 dcl_temps 3
 mov r0.w, l(1.000000)
@@ -1841,25 +1851,25 @@ dp3 r0.y, cb0[4].xyzx, r1.xyzx
 dp3 r0.z, cb0[5].xyzx, r1.xyzx
 mul o0.xyzw, r0.xyzw, cb0[1].xxxx
 ret 
 // Approximately 12 instruction slots used
 #endif
 
 const BYTE YCbCrShader[] =
 {
-     68,  88,  66,  67,  56, 199, 
-     91,   5, 215, 233, 204,  14, 
-    193, 166, 163,  11, 246, 123, 
-    165,  88,   1,   0,   0,   0, 
-    156,   7,   0,   0,   6,   0, 
+     68,  88,  66,  67, 239,  64, 
+    176,  25, 191, 201, 146,  39, 
+    143, 201,  64,  49, 208, 121, 
+    166,  95,   1,   0,   0,   0, 
+    168,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     144,   1,   0,   0, 100,   3, 
       0,   0, 224,   3,   0,   0, 
-     16,   7,   0,   0, 104,   7, 
+     28,   7,   0,   0, 116,   7, 
       0,   0,  65, 111, 110,  57, 
      80,   1,   0,   0,  80,   1, 
       0,   0,   0,   2, 255, 255, 
       8,   1,   0,   0,  72,   0, 
       0,   0,   2,   0,  48,   0, 
       0,   0,  72,   0,   0,   0, 
      72,   0,   3,   0,  36,   0, 
       0,   0,  72,   0,   1,   0, 
@@ -2007,17 +2017,17 @@ const BYTE YCbCrShader[] =
       0,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  82,  68,  69,  70, 
-     40,   3,   0,   0,   1,   0, 
+     52,   3,   0,   0,   1,   0, 
       0,   0, 220,   0,   0,   0, 
       5,   0,   0,   0,  28,   0, 
       0,   0,   0,   4, 255, 255, 
       0,   1,   0,   0,   0,   3, 
       0,   0, 188,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2141,18 +2151,20 @@ const BYTE YCbCrShader[] =
      99, 107, 100, 114, 111, 112, 
      84, 114,  97, 110, 115, 102, 
     111, 114, 109,   0,  77, 105, 
      99, 114, 111, 115, 111, 102, 
     116,  32,  40,  82,  41,  32, 
      72,  76,  83,  76,  32,  83, 
     104,  97, 100, 101, 114,  32, 
      67, 111, 109, 112, 105, 108, 
-    101, 114,  32,  49,  48,  46, 
-     49,   0,  73,  83,  71,  78, 
+    101, 114,  32,  54,  46,  51, 
+     46,  57,  54,  48,  48,  46, 
+     49,  54,  51,  56,  52,   0, 
+    171, 171,  73,  83,  71,  78, 
      80,   0,   0,   0,   2,   0, 
       0,   0,   8,   0,   0,   0, 
      56,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,  15,   0,   0,   0, 
      68,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2170,17 +2182,430 @@ const BYTE YCbCrShader[] =
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  83,  86, 
      95,  84,  97, 114, 103, 101, 
     116,   0, 171, 171
 };
 ShaderBytes sYCbCrShader = { YCbCrShader, sizeof(YCbCrShader) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
+// Buffer Definitions: 
+//
+// cbuffer $Globals
+// {
+//
+//   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
+//   float fLayerOpacity;               // Offset:   16 Size:     4
+//   uint4 iBlendConfig;                // Offset:   32 Size:    16 [unused]
+//   row_major float3x3 mYuvColorMatrix;// Offset:   48 Size:    44
+//   float4x4 mLayerTransform;          // Offset:   96 Size:    64 [unused]
+//   float4x4 mProjection;              // Offset:  160 Size:    64 [unused]
+//   float4 vRenderTargetOffset;        // Offset:  224 Size:    16 [unused]
+//   float4 vTextureCoords;             // Offset:  240 Size:    16 [unused]
+//   float4 vLayerQuad;                 // Offset:  256 Size:    16 [unused]
+//   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
+//   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
+//
+// }
+//
+//
+// Resource Bindings:
+//
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tY                                texture  float4          2d    1        1
+// tCb                               texture  float4          2d    2        1
+// $Globals                          cbuffer      NA          NA    0        1
+//
+//
+//
+// Input signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+//
+//
+// Output signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Target                0   xyzw        0   TARGET   float   xyzw
+//
+//
+// Constant buffer to DX9 shader constant mappings:
+//
+// Target Reg Buffer  Start Reg # of Regs        Data Conversion
+// ---------- ------- --------- --------- ----------------------
+// c0         cb0             1         1  ( FLT, FLT, FLT, FLT)
+// c1         cb0             3         3  ( FLT, FLT, FLT, FLT)
+//
+//
+// Sampler/Resource to DX9 shader sampler mappings:
+//
+// Target Sampler Source Sampler  Source Resource
+// -------------- --------------- ----------------
+// s0             s0              t1               
+// s1             s0              t2               
+//
+//
+// Level9 shader bytecode:
+//
+    ps_2_x
+    def c4, -0.0627499968, -0.50195998, 1, 0
+    dcl t0.xy
+    dcl_2d s0
+    dcl_2d s1
+    mov r0.w, c4.z
+    texld r1, t0, s1
+    texld r2, t0, s0
+    add r2.x, r2.x, c4.x
+    add r2.yz, r1.xxyw, c4.y
+    dp3 r0.x, c1, r2
+    dp3 r0.y, c2, r2
+    dp3 r0.z, c3, r2
+    mul r0, r0, c0.x
+    mov oC0, r0
+
+// approximately 10 instruction slots used (2 texture, 8 arithmetic)
+ps_4_0
+dcl_constantbuffer cb0[6], immediateIndexed
+dcl_sampler s0, mode_default
+dcl_resource_texture2d (float,float,float,float) t1
+dcl_resource_texture2d (float,float,float,float) t2
+dcl_input_ps linear v1.xy
+dcl_output o0.xyzw
+dcl_temps 3
+mov r0.w, l(1.000000)
+sample r1.xyzw, v1.xyxx, t1.xyzw, s0
+add r1.x, r1.x, l(-0.062750)
+sample r2.xyzw, v1.xyxx, t2.xyzw, s0
+add r1.yz, r2.xxyx, l(0.000000, -0.501960, -0.501960, 0.000000)
+dp3 r0.x, cb0[3].xyzx, r1.xyzx
+dp3 r0.y, cb0[4].xyzx, r1.xyzx
+dp3 r0.z, cb0[5].xyzx, r1.xyzx
+mul o0.xyzw, r0.xyzw, cb0[1].xxxx
+ret 
+// Approximately 10 instruction slots used
+#endif
+
+const BYTE NV12Shader[] =
+{
+     68,  88,  66,  67, 218, 231, 
+     15, 217, 244, 161,  84,  31, 
+     40, 169,  22, 115, 159,  74, 
+      1, 232,   1,   0,   0,   0, 
+     16,   7,   0,   0,   6,   0, 
+      0,   0,  56,   0,   0,   0, 
+     96,   1,   0,   0, 240,   2, 
+      0,   0, 108,   3,   0,   0, 
+    132,   6,   0,   0, 220,   6, 
+      0,   0,  65, 111, 110,  57, 
+     32,   1,   0,   0,  32,   1, 
+      0,   0,   0,   2, 255, 255, 
+    220,   0,   0,   0,  68,   0, 
+      0,   0,   2,   0,  44,   0, 
+      0,   0,  68,   0,   0,   0, 
+     68,   0,   2,   0,  36,   0, 
+      0,   0,  68,   0,   1,   0, 
+      0,   0,   2,   0,   1,   0, 
+      0,   0,   1,   0,   1,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   3,   0, 
+      1,   0,   0,   0,   0,   0, 
+      1,   2, 255, 255,  81,   0, 
+      0,   5,   4,   0,  15, 160, 
+     18, 131, 128, 189, 115, 128, 
+      0, 191,   0,   0, 128,  63, 
+      0,   0,   0,   0,  31,   0, 
+      0,   2,   0,   0,   0, 128, 
+      0,   0,   3, 176,  31,   0, 
+      0,   2,   0,   0,   0, 144, 
+      0,   8,  15, 160,  31,   0, 
+      0,   2,   0,   0,   0, 144, 
+      1,   8,  15, 160,   1,   0, 
+      0,   2,   0,   0,   8, 128, 
+      4,   0, 170, 160,  66,   0, 
+      0,   3,   1,   0,  15, 128, 
+      0,   0, 228, 176,   1,   8, 
+    228, 160,  66,   0,   0,   3, 
+      2,   0,  15, 128,   0,   0, 
+    228, 176,   0,   8, 228, 160, 
+      2,   0,   0,   3,   2,   0, 
+      1, 128,   2,   0,   0, 128, 
+      4,   0,   0, 160,   2,   0, 
+      0,   3,   2,   0,   6, 128, 
+      1,   0, 208, 128,   4,   0, 
+     85, 160,   8,   0,   0,   3, 
+      0,   0,   1, 128,   1,   0, 
+    228, 160,   2,   0, 228, 128, 
+      8,   0,   0,   3,   0,   0, 
+      2, 128,   2,   0, 228, 160, 
+      2,   0, 228, 128,   8,   0, 
+      0,   3,   0,   0,   4, 128, 
+      3,   0, 228, 160,   2,   0, 
+    228, 128,   5,   0,   0,   3, 
+      0,   0,  15, 128,   0,   0, 
+    228, 128,   0,   0,   0, 160, 
+      1,   0,   0,   2,   0,   8, 
+     15, 128,   0,   0, 228, 128, 
+    255, 255,   0,   0,  83,  72, 
+     68,  82, 136,   1,   0,   0, 
+     64,   0,   0,   0,  98,   0, 
+      0,   0,  89,   0,   0,   4, 
+     70, 142,  32,   0,   0,   0, 
+      0,   0,   6,   0,   0,   0, 
+     90,   0,   0,   3,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+     88,  24,   0,   4,   0, 112, 
+     16,   0,   1,   0,   0,   0, 
+     85,  85,   0,   0,  88,  24, 
+      0,   4,   0, 112,  16,   0, 
+      2,   0,   0,   0,  85,  85, 
+      0,   0,  98,  16,   0,   3, 
+     50,  16,  16,   0,   1,   0, 
+      0,   0, 101,   0,   0,   3, 
+    242,  32,  16,   0,   0,   0, 
+      0,   0, 104,   0,   0,   2, 
+      3,   0,   0,   0,  54,   0, 
+      0,   5, 130,   0,  16,   0, 
+      0,   0,   0,   0,   1,  64, 
+      0,   0,   0,   0, 128,  63, 
+     69,   0,   0,   9, 242,   0, 
+     16,   0,   1,   0,   0,   0, 
+     70,  16,  16,   0,   1,   0, 
+      0,   0,  70, 126,  16,   0, 
+      1,   0,   0,   0,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+      0,   0,   0,   7,  18,   0, 
+     16,   0,   1,   0,   0,   0, 
+     10,   0,  16,   0,   1,   0, 
+      0,   0,   1,  64,   0,   0, 
+     18, 131, 128, 189,  69,   0, 
+      0,   9, 242,   0,  16,   0, 
+      2,   0,   0,   0,  70,  16, 
+     16,   0,   1,   0,   0,   0, 
+     70, 126,  16,   0,   2,   0, 
+      0,   0,   0,  96,  16,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,  10,  98,   0,  16,   0, 
+      1,   0,   0,   0,   6,   1, 
+     16,   0,   2,   0,   0,   0, 
+      2,  64,   0,   0,   0,   0, 
+      0,   0, 115, 128,   0, 191, 
+    115, 128,   0, 191,   0,   0, 
+      0,   0,  16,   0,   0,   8, 
+     18,   0,  16,   0,   0,   0, 
+      0,   0,  70, 130,  32,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,  70,   2,  16,   0, 
+      1,   0,   0,   0,  16,   0, 
+      0,   8,  34,   0,  16,   0, 
+      0,   0,   0,   0,  70, 130, 
+     32,   0,   0,   0,   0,   0, 
+      4,   0,   0,   0,  70,   2, 
+     16,   0,   1,   0,   0,   0, 
+     16,   0,   0,   8,  66,   0, 
+     16,   0,   0,   0,   0,   0, 
+     70, 130,  32,   0,   0,   0, 
+      0,   0,   5,   0,   0,   0, 
+     70,   2,  16,   0,   1,   0, 
+      0,   0,  56,   0,   0,   8, 
+    242,  32,  16,   0,   0,   0, 
+      0,   0,  70,  14,  16,   0, 
+      0,   0,   0,   0,   6, 128, 
+     32,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,  62,   0, 
+      0,   1,  83,  84,  65,  84, 
+    116,   0,   0,   0,  10,   0, 
+      0,   0,   3,   0,   0,   0, 
+      0,   0,   0,   0,   2,   0, 
+      0,   0,   6,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      2,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+     82,  68,  69,  70,  16,   3, 
+      0,   0,   1,   0,   0,   0, 
+    184,   0,   0,   0,   4,   0, 
+      0,   0,  28,   0,   0,   0, 
+      0,   4, 255, 255,   0,   1, 
+      0,   0, 220,   2,   0,   0, 
+    156,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   1,   0, 
+      0,   0, 165,   0,   0,   0, 
+      2,   0,   0,   0,   5,   0, 
+      0,   0,   4,   0,   0,   0, 
+    255, 255, 255, 255,   1,   0, 
+      0,   0,   1,   0,   0,   0, 
+     13,   0,   0,   0, 168,   0, 
+      0,   0,   2,   0,   0,   0, 
+      5,   0,   0,   0,   4,   0, 
+      0,   0, 255, 255, 255, 255, 
+      2,   0,   0,   0,   1,   0, 
+      0,   0,  13,   0,   0,   0, 
+    172,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0, 115,  83,  97, 109, 
+    112, 108, 101, 114,   0, 116, 
+     89,   0, 116,  67,  98,   0, 
+     36,  71, 108, 111,  98,  97, 
+    108, 115,   0, 171, 171, 171, 
+    172,   0,   0,   0,  11,   0, 
+      0,   0, 208,   0,   0,   0, 
+     96,   1,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    216,   1,   0,   0,   0,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 228,   1, 
+      0,   0,   0,   0,   0,   0, 
+    244,   1,   0,   0,  16,   0, 
+      0,   0,   4,   0,   0,   0, 
+      2,   0,   0,   0,   4,   2, 
+      0,   0,   0,   0,   0,   0, 
+     20,   2,   0,   0,  32,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0,  36,   2, 
+      0,   0,   0,   0,   0,   0, 
+     52,   2,   0,   0,  48,   0, 
+      0,   0,  44,   0,   0,   0, 
+      2,   0,   0,   0,  68,   2, 
+      0,   0,   0,   0,   0,   0, 
+     84,   2,   0,   0,  96,   0, 
+      0,   0,  64,   0,   0,   0, 
+      0,   0,   0,   0, 100,   2, 
+      0,   0,   0,   0,   0,   0, 
+    116,   2,   0,   0, 160,   0, 
+      0,   0,  64,   0,   0,   0, 
+      0,   0,   0,   0, 100,   2, 
+      0,   0,   0,   0,   0,   0, 
+    128,   2,   0,   0, 224,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 228,   1, 
+      0,   0,   0,   0,   0,   0, 
+    148,   2,   0,   0, 240,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 164,   2, 
+      0,   0,   0,   0,   0,   0, 
+    180,   2,   0,   0,   0,   1, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 164,   2, 
+      0,   0,   0,   0,   0,   0, 
+    191,   2,   0,   0,  16,   1, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 164,   2, 
+      0,   0,   0,   0,   0,   0, 
+    201,   2,   0,   0,  32,   1, 
+      0,   0,  64,   0,   0,   0, 
+      0,   0,   0,   0, 100,   2, 
+      0,   0,   0,   0,   0,   0, 
+    102,  76,  97, 121, 101, 114, 
+     67, 111, 108, 111, 114,   0, 
+      1,   0,   3,   0,   1,   0, 
+      4,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0, 102,  76, 
+     97, 121, 101, 114,  79, 112, 
+     97,  99, 105, 116, 121,   0, 
+    171, 171,   0,   0,   3,   0, 
+      1,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    105,  66, 108, 101, 110, 100, 
+     67, 111, 110, 102, 105, 103, 
+      0, 171, 171, 171,   1,   0, 
+     19,   0,   1,   0,   4,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0, 109,  89, 117, 118, 
+     67, 111, 108, 111, 114,  77, 
+     97, 116, 114, 105, 120,   0, 
+      2,   0,   3,   0,   3,   0, 
+      3,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0, 109,  76, 
+     97, 121, 101, 114,  84, 114, 
+     97, 110, 115, 102, 111, 114, 
+    109,   0,   3,   0,   3,   0, 
+      4,   0,   4,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    109,  80, 114, 111, 106, 101, 
+     99, 116, 105, 111, 110,   0, 
+    118,  82, 101, 110, 100, 101, 
+    114,  84,  97, 114, 103, 101, 
+    116,  79, 102, 102, 115, 101, 
+    116,   0, 118,  84, 101, 120, 
+    116, 117, 114, 101,  67, 111, 
+    111, 114, 100, 115,   0, 171, 
+      1,   0,   3,   0,   1,   0, 
+      4,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0, 118,  76, 
+     97, 121, 101, 114,  81, 117, 
+     97, 100,   0, 118,  77,  97, 
+    115, 107,  81, 117,  97, 100, 
+      0, 109,  66,  97,  99, 107, 
+    100, 114, 111, 112,  84, 114, 
+     97, 110, 115, 102, 111, 114, 
+    109,   0,  77, 105,  99, 114, 
+    111, 115, 111, 102, 116,  32, 
+     40,  82,  41,  32,  72,  76, 
+     83,  76,  32,  83, 104,  97, 
+    100, 101, 114,  32,  67, 111, 
+    109, 112, 105, 108, 101, 114, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
+     73,  83,  71,  78,  80,   0, 
+      0,   0,   2,   0,   0,   0, 
+      8,   0,   0,   0,  56,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+     15,   0,   0,   0,  68,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   1,   0,   0,   0, 
+      3,   3,   0,   0,  83,  86, 
+     95,  80, 111, 115, 105, 116, 
+    105, 111, 110,   0,  84,  69, 
+     88,  67,  79,  79,  82,  68, 
+      0, 171, 171, 171,  79,  83, 
+     71,  78,  44,   0,   0,   0, 
+      1,   0,   0,   0,   8,   0, 
+      0,   0,  32,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      0,   0,   0,   0,  15,   0, 
+      0,   0,  83,  86,  95,  84, 
+     97, 114, 103, 101, 116,   0, 
+    171, 171
+};
+ShaderBytes sNV12Shader = { NV12Shader, sizeof(NV12Shader) };
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4x4 mLayerTransform;          // Offset:    0 Size:    64
@@ -2195,19 +2620,19 @@ ShaderBytes sYCbCrShader = { YCbCrShader
 //   uint4 iBlendConfig;                // Offset:  288 Size:    16 [unused]
 //   row_major float3x3 mYuvColorMatrix;// Offset:  304 Size:    44 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // POSITION                 0   xy          0     NONE   float   xy  
@@ -2262,17 +2687,17 @@ ShaderBytes sYCbCrShader = { YCbCrShader
     mad r1, c4, r0.x, r1
     mad r1, c6, r0.z, r1
     mad r0, c7, r0.w, r1
     mad oPos.xy, r0.w, c0, r0
     mov oPos.zw, r0
 
 // approximately 22 instruction slots used
 vs_4_0
-dcl_constantbuffer CB0[12], immediateIndexed
+dcl_constantbuffer cb0[12], immediateIndexed
 dcl_input v0.xy
 dcl_output_siv o0.xyzw, position
 dcl_output o1.xy
 dcl_output o2.xyz
 dcl_temps 4
 mad r0.xy, v0.xyxx, cb0[10].zwzz, cb0[10].xyxx
 mul r1.xyzw, r0.yyyy, cb0[1].xyzw
 mad r0.xyzw, cb0[0].xyzw, r0.xxxx, r1.xyzw
@@ -2291,25 +2716,25 @@ div r0.xy, r0.xyxx, cb0[11].zwzz
 mov r0.z, l(1.000000)
 mul o2.xyz, r1.wwww, r0.xyzx
 ret 
 // Approximately 18 instruction slots used
 #endif
 
 const BYTE LayerQuadMaskVS[] =
 {
-     68,  88,  66,  67,  47,  28, 
-    196, 228,  98,  79,  27, 152, 
-    192,  25, 215, 128,  59, 234, 
-    245, 240,   1,   0,   0,   0, 
-    108,   8,   0,   0,   6,   0, 
+     68,  88,  66,  67,  49, 180, 
+    132, 220, 248,  20, 100, 179, 
+    133, 183,  38, 139, 110, 187, 
+      8,  59,   1,   0,   0,   0, 
+    120,   8,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      20,   2,   0,   0, 176,   4, 
       0,   0,  44,   5,   0,   0, 
-    200,   7,   0,   0, 252,   7, 
+    212,   7,   0,   0,   8,   8, 
       0,   0,  65, 111, 110,  57, 
     212,   1,   0,   0, 212,   1, 
       0,   0,   0,   2, 254, 255, 
     148,   1,   0,   0,  64,   0, 
       0,   0,   2,   0,  36,   0, 
       0,   0,  60,   0,   0,   0, 
      60,   0,   0,   0,  36,   0, 
       1,   0,  60,   0,   0,   0, 
@@ -2512,17 +2937,17 @@ const BYTE LayerQuadMaskVS[] =
       0,   0,   0,   0,   0,   0, 
       2,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
-     69,  70, 148,   2,   0,   0, 
+     69,  70, 160,   2,   0,   0, 
       1,   0,   0,   0,  72,   0, 
       0,   0,   1,   0,   0,   0, 
      28,   0,   0,   0,   0,   4, 
     254, 255,   0,   1,   0,   0, 
     108,   2,   0,   0,  60,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2622,17 +3047,19 @@ const BYTE LayerQuadMaskVS[] =
       3,   0,   3,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  77, 105,  99, 114, 
     111, 115, 111, 102, 116,  32, 
      40,  82,  41,  32,  72,  76, 
      83,  76,  32,  83, 104,  97, 
     100, 101, 114,  32,  67, 111, 
     109, 112, 105, 108, 101, 114, 
-     32,  49,  48,  46,  49,   0, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
      73,  83,  71,  78,  44,   0, 
       0,   0,   1,   0,   0,   0, 
       8,   0,   0,   0,  32,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       3,   3,   0,   0,  80,  79, 
      83,  73,  84,  73,  79,  78, 
@@ -2655,17 +3082,17 @@ const BYTE LayerQuadMaskVS[] =
     111, 115, 105, 116, 105, 111, 
     110,   0,  84,  69,  88,  67, 
      79,  79,  82,  68,   0, 171, 
     171, 171
 };
 ShaderBytes sLayerQuadMaskVS = { LayerQuadMaskVS, sizeof(LayerQuadMaskVS) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16
@@ -2680,21 +3107,21 @@ ShaderBytes sLayerQuadMaskVS = { LayerQu
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// sSampler                          sampler      NA          NA             s0      1 
-// tMask                             texture  float4          2d             t5      1 
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tMask                             texture  float4          2d    5        1
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -2731,40 +3158,40 @@ ShaderBytes sLayerQuadMaskVS = { LayerQu
     rcp r0.w, t1.z
     mul r0.xy, r0.w, t1
     texld r0, r0, s0
     mul r0, r0.x, c0
     mov oC0, r0
 
 // approximately 5 instruction slots used (1 texture, 4 arithmetic)
 ps_4_0
-dcl_constantbuffer CB0[1], immediateIndexed
+dcl_constantbuffer cb0[1], immediateIndexed
 dcl_sampler s0, mode_default
 dcl_resource_texture2d (float,float,float,float) t5
 dcl_input_ps linear v2.xyz
 dcl_output o0.xyzw
 dcl_temps 1
 div r0.xy, v2.xyxx, v2.zzzz
 sample r0.xyzw, r0.xyxx, t5.xyzw, s0
 mul o0.xyzw, r0.xxxx, cb0[0].xyzw
 ret 
 // Approximately 4 instruction slots used
 #endif
 
 const BYTE SolidColorShaderMask[] =
 {
-     68,  88,  66,  67,  11,   0, 
-     43, 127, 123,  42, 253, 228, 
-      4, 220,   7, 130,  11,  94, 
-    213, 177,   1,   0,   0,   0, 
-    164,   5,   0,   0,   6,   0, 
+     68,  88,  66,  67, 173,  54, 
+    246,  72,  40,  33, 131, 132, 
+    203,  91, 150, 154,  22, 238, 
+    197,  53,   1,   0,   0,   0, 
+    176,   5,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     220,   0,   0,   0, 156,   1, 
       0,   0,  24,   2,   0,   0, 
-      0,   5,   0,   0, 112,   5, 
+     12,   5,   0,   0, 124,   5, 
       0,   0,  65, 111, 110,  57, 
     156,   0,   0,   0, 156,   0, 
       0,   0,   0,   2, 255, 255, 
     104,   0,   0,   0,  52,   0, 
       0,   0,   1,   0,  40,   0, 
       0,   0,  52,   0,   0,   0, 
      52,   0,   1,   0,  36,   0, 
       0,   0,  52,   0,   5,   0, 
@@ -2836,17 +3263,17 @@ const BYTE SolidColorShaderMask[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  82,  68,  69,  70, 
-    224,   2,   0,   0,   1,   0, 
+    236,   2,   0,   0,   1,   0, 
       0,   0, 148,   0,   0,   0, 
       3,   0,   0,   0,  28,   0, 
       0,   0,   0,   4, 255, 255, 
       0,   1,   0,   0, 184,   2, 
       0,   0, 124,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2958,18 +3385,20 @@ const BYTE SolidColorShaderMask[] =
      99, 107, 100, 114, 111, 112, 
      84, 114,  97, 110, 115, 102, 
     111, 114, 109,   0,  77, 105, 
      99, 114, 111, 115, 111, 102, 
     116,  32,  40,  82,  41,  32, 
      72,  76,  83,  76,  32,  83, 
     104,  97, 100, 101, 114,  32, 
      67, 111, 109, 112, 105, 108, 
-    101, 114,  32,  49,  48,  46, 
-     49,   0,  73,  83,  71,  78, 
+    101, 114,  32,  54,  46,  51, 
+     46,  57,  54,  48,  48,  46, 
+     49,  54,  51,  56,  52,   0, 
+    171, 171,  73,  83,  71,  78, 
     104,   0,   0,   0,   3,   0, 
       0,   0,   8,   0,   0,   0, 
      80,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,  15,   0,   0,   0, 
      92,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2991,17 +3420,17 @@ const BYTE SolidColorShaderMask[] =
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  83,  86, 
      95,  84,  97, 114, 103, 101, 
     116,   0, 171, 171
 };
 ShaderBytes sSolidColorShaderMask = { SolidColorShaderMask, sizeof(SolidColorShaderMask) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -3016,22 +3445,22 @@ ShaderBytes sSolidColorShaderMask = { So
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// sSampler                          sampler      NA          NA             s0      1 
-// tRGB                              texture  float4          2d             t0      1 
-// tMask                             texture  float4          2d             t5      1 
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tRGB                              texture  float4          2d    0        1
+// tMask                             texture  float4          2d    5        1
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -3074,17 +3503,17 @@ ShaderBytes sSolidColorShaderMask = { So
     texld r0, r0, s1
     mul r1.xyz, r1, c0.x
     mov r1.w, c0.x
     mul r0, r0.x, r1
     mov oC0, r0
 
 // approximately 8 instruction slots used (2 texture, 6 arithmetic)
 ps_4_0
-dcl_constantbuffer CB0[2], immediateIndexed
+dcl_constantbuffer cb0[2], immediateIndexed
 dcl_sampler s0, mode_default
 dcl_resource_texture2d (float,float,float,float) t0
 dcl_resource_texture2d (float,float,float,float) t5
 dcl_input_ps linear v1.xy
 dcl_input_ps linear v2.xyz
 dcl_output o0.xyzw
 dcl_temps 2
 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
@@ -3094,25 +3523,25 @@ sample r1.xyzw, r1.xyxx, t5.xyzw, s0
 mov r0.w, cb0[1].x
 mul o0.xyzw, r0.xyzw, r1.xxxx
 ret 
 // Approximately 7 instruction slots used
 #endif
 
 const BYTE RGBShaderMask[] =
 {
-     68,  88,  66,  67,  89, 221, 
-     15,  22, 232, 140, 114, 122, 
-    200,  15, 217, 125, 153,  18, 
-    224,   0,   1,   0,   0,   0, 
-    136,   6,   0,   0,   6,   0, 
+     68,  88,  66,  67, 175, 239, 
+    130,  78, 213,  58,   7, 106, 
+    239, 127, 178, 225,  51, 170, 
+    231,  60,   1,   0,   0,   0, 
+    148,   6,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      36,   1,   0,   0,  88,   2, 
       0,   0, 212,   2,   0,   0, 
-    228,   5,   0,   0,  84,   6, 
+    240,   5,   0,   0,  96,   6, 
       0,   0,  65, 111, 110,  57, 
     228,   0,   0,   0, 228,   0, 
       0,   0,   0,   2, 255, 255, 
     172,   0,   0,   0,  56,   0, 
       0,   0,   1,   0,  44,   0, 
       0,   0,  56,   0,   0,   0, 
      56,   0,   2,   0,  36,   0, 
       0,   0,  56,   0,   0,   0, 
@@ -3215,17 +3644,17 @@ const BYTE RGBShaderMask[] =
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
-     69,  70,   8,   3,   0,   0, 
+     69,  70,  20,   3,   0,   0, 
       1,   0,   0,   0, 188,   0, 
       0,   0,   4,   0,   0,   0, 
      28,   0,   0,   0,   0,   4, 
     255, 255,   0,   1,   0,   0, 
     224,   2,   0,   0, 156,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -3344,18 +3773,20 @@ const BYTE RGBShaderMask[] =
      99, 107, 100, 114, 111, 112, 
      84, 114,  97, 110, 115, 102, 
     111, 114, 109,   0,  77, 105, 
      99, 114, 111, 115, 111, 102, 
     116,  32,  40,  82,  41,  32, 
      72,  76,  83,  76,  32,  83, 
     104,  97, 100, 101, 114,  32, 
      67, 111, 109, 112, 105, 108, 
-    101, 114,  32,  49,  48,  46, 
-     49,   0,  73,  83,  71,  78, 
+    101, 114,  32,  54,  46,  51, 
+     46,  57,  54,  48,  48,  46, 
+     49,  54,  51,  56,  52,   0, 
+    171, 171,  73,  83,  71,  78, 
     104,   0,   0,   0,   3,   0, 
       0,   0,   8,   0,   0,   0, 
      80,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,  15,   0,   0,   0, 
      92,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -3377,17 +3808,17 @@ const BYTE RGBShaderMask[] =
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  83,  86, 
      95,  84,  97, 114, 103, 101, 
     116,   0, 171, 171
 };
 ShaderBytes sRGBShaderMask = { RGBShaderMask, sizeof(RGBShaderMask) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -3402,22 +3833,22 @@ ShaderBytes sRGBShaderMask = { RGBShader
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// sSampler                          sampler      NA          NA             s0      1 
-// tRGB                              texture  float4          2d             t0      1 
-// tMask                             texture  float4          2d             t5      1 
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tRGB                              texture  float4          2d    0        1
+// tMask                             texture  float4          2d    5        1
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -3459,17 +3890,17 @@ ShaderBytes sRGBShaderMask = { RGBShader
     texld r1, t0, s0
     texld r0, r0, s1
     mul r1, r1, c0.x
     mul r0, r0.x, r1
     mov oC0, r0
 
 // approximately 7 instruction slots used (2 texture, 5 arithmetic)
 ps_4_0
-dcl_constantbuffer CB0[2], immediateIndexed
+dcl_constantbuffer cb0[2], immediateIndexed
 dcl_sampler s0, mode_default
 dcl_resource_texture2d (float,float,float,float) t0
 dcl_resource_texture2d (float,float,float,float) t5
 dcl_input_ps linear v1.xy
 dcl_input_ps linear v2.xyz
 dcl_output o0.xyzw
 dcl_temps 2
 div r0.xy, v2.xyxx, v2.zzzz
@@ -3478,25 +3909,25 @@ sample r1.xyzw, v1.xyxx, t0.xyzw, s0
 mul r1.xyzw, r1.xyzw, cb0[1].xxxx
 mul o0.xyzw, r0.xxxx, r1.xyzw
 ret 
 // Approximately 6 instruction slots used
 #endif
 
 const BYTE RGBAShaderMask[] =
 {
-     68,  88,  66,  67, 195, 236, 
-    129, 118, 244,  48, 247, 117, 
-    155, 208,   5,  31,   9, 224, 
-     75,  19,   1,   0,   0,   0, 
-    100,   6,   0,   0,   6,   0, 
+     68,  88,  66,  67,  36, 253, 
+     85, 137, 135, 245,  76,  25, 
+     35, 167,  21, 130, 234, 242, 
+     11,  83,   1,   0,   0,   0, 
+    112,   6,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      24,   1,   0,   0,  52,   2, 
       0,   0, 176,   2,   0,   0, 
-    192,   5,   0,   0,  48,   6, 
+    204,   5,   0,   0,  60,   6, 
       0,   0,  65, 111, 110,  57, 
     216,   0,   0,   0, 216,   0, 
       0,   0,   0,   2, 255, 255, 
     160,   0,   0,   0,  56,   0, 
       0,   0,   1,   0,  44,   0, 
       0,   0,  56,   0,   0,   0, 
      56,   0,   2,   0,  36,   0, 
       0,   0,  56,   0,   0,   0, 
@@ -3593,17 +4024,17 @@ const BYTE RGBAShaderMask[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
-     69,  70,   8,   3,   0,   0, 
+     69,  70,  20,   3,   0,   0, 
       1,   0,   0,   0, 188,   0, 
       0,   0,   4,   0,   0,   0, 
      28,   0,   0,   0,   0,   4, 
     255, 255,   0,   1,   0,   0, 
     224,   2,   0,   0, 156,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -3722,18 +4153,20 @@ const BYTE RGBAShaderMask[] =
      99, 107, 100, 114, 111, 112, 
      84, 114,  97, 110, 115, 102, 
     111, 114, 109,   0,  77, 105, 
      99, 114, 111, 115, 111, 102, 
     116,  32,  40,  82,  41,  32, 
      72,  76,  83,  76,  32,  83, 
     104,  97, 100, 101, 114,  32, 
      67, 111, 109, 112, 105, 108, 
-    101, 114,  32,  49,  48,  46, 
-     49,   0,  73,  83,  71,  78, 
+    101, 114,  32,  54,  46,  51, 
+     46,  57,  54,  48,  48,  46, 
+     49,  54,  51,  56,  52,   0, 
+    171, 171,  73,  83,  71,  78, 
     104,   0,   0,   0,   3,   0, 
       0,   0,   8,   0,   0,   0, 
      80,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,  15,   0,   0,   0, 
      92,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -3755,17 +4188,17 @@ const BYTE RGBAShaderMask[] =
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  83,  86, 
      95,  84,  97, 114, 103, 101, 
     116,   0, 171, 171
 };
 ShaderBytes sRGBAShaderMask = { RGBAShaderMask, sizeof(RGBAShaderMask) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -3780,24 +4213,24 @@ ShaderBytes sRGBAShaderMask = { RGBAShad
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// sSampler                          sampler      NA          NA             s0      1 
-// tY                                texture  float4          2d             t1      1 
-// tCb                               texture  float4          2d             t2      1 
-// tCr                               texture  float4          2d             t3      1 
-// tMask                             texture  float4          2d             t5      1 
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tY                                texture  float4          2d    1        1
+// tCb                               texture  float4          2d    2        1
+// tCr                               texture  float4          2d    3        1
+// tMask                             texture  float4          2d    5        1
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -3854,17 +4287,17 @@ ShaderBytes sRGBAShaderMask = { RGBAShad
     dp3 r0.y, c2, r2
     dp3 r0.z, c3, r2
     mul r0, r0, c0.x
     mul r0, r1.x, r0
     mov oC0, r0
 
 // approximately 16 instruction slots used (4 texture, 12 arithmetic)
 ps_4_0
-dcl_constantbuffer CB0[6], immediateIndexed
+dcl_constantbuffer cb0[6], immediateIndexed
 dcl_sampler s0, mode_default
 dcl_resource_texture2d (float,float,float,float) t1
 dcl_resource_texture2d (float,float,float,float) t2
 dcl_resource_texture2d (float,float,float,float) t3
 dcl_resource_texture2d (float,float,float,float) t5
 dcl_input_ps linear v1.xy
 dcl_input_ps linear v2.xyz
 dcl_output o0.xyzw
@@ -3884,25 +4317,25 @@ div r1.xy, v2.xyxx, v2.zzzz
 sample r1.xyzw, r1.xyxx, t5.xyzw, s0
 mul o0.xyzw, r0.xyzw, r1.xxxx
 ret 
 // Approximately 15 instruction slots used
 #endif
 
 const BYTE YCbCrShaderMask[] =
 {
-     68,  88,  66,  67, 239, 174, 
-    189, 163,  31,  16, 244, 108, 
-     86, 227,  23,   8,  28, 147, 
-     43,  62,   1,   0,   0,   0, 
-    168,   8,   0,   0,   6,   0, 
+     68,  88,  66,  67, 154, 143, 
+      6,  70,  56, 178, 199, 162, 
+     76,  31, 248, 139, 158, 135, 
+    163, 170,   1,   0,   0,   0, 
+    180,   8,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     232,   1,   0,   0,  52,   4, 
       0,   0, 176,   4,   0,   0, 
-      4,   8,   0,   0, 116,   8, 
+     16,   8,   0,   0, 128,   8, 
       0,   0,  65, 111, 110,  57, 
     168,   1,   0,   0, 168,   1, 
       0,   0,   0,   2, 255, 255, 
      92,   1,   0,   0,  76,   0, 
       0,   0,   2,   0,  52,   0, 
       0,   0,  76,   0,   0,   0, 
      76,   0,   4,   0,  36,   0, 
       0,   0,  76,   0,   1,   0, 
@@ -4084,17 +4517,17 @@ const BYTE YCbCrShaderMask[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-     82,  68,  69,  70,  76,   3, 
+     82,  68,  69,  70,  88,   3, 
       0,   0,   1,   0,   0,   0, 
       0,   1,   0,   0,   6,   0, 
       0,   0,  28,   0,   0,   0, 
       0,   4, 255, 255,   0,   1, 
       0,   0,  36,   3,   0,   0, 
     220,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -4225,17 +4658,19 @@ const BYTE YCbCrShaderMask[] =
     100, 114, 111, 112,  84, 114, 
      97, 110, 115, 102, 111, 114, 
     109,   0,  77, 105,  99, 114, 
     111, 115, 111, 102, 116,  32, 
      40,  82,  41,  32,  72,  76, 
      83,  76,  32,  83, 104,  97, 
     100, 101, 114,  32,  67, 111, 
     109, 112, 105, 108, 101, 114, 
-     32,  49,  48,  46,  49,   0, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
      73,  83,  71,  78, 104,   0, 
       0,   0,   3,   0,   0,   0, 
       8,   0,   0,   0,  80,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  92,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -4258,17 +4693,488 @@ const BYTE YCbCrShaderMask[] =
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 ShaderBytes sYCbCrShaderMask = { YCbCrShaderMask, sizeof(YCbCrShaderMask) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
+// Buffer Definitions: 
+//
+// cbuffer $Globals
+// {
+//
+//   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
+//   float fLayerOpacity;               // Offset:   16 Size:     4
+//   uint4 iBlendConfig;                // Offset:   32 Size:    16 [unused]
+//   row_major float3x3 mYuvColorMatrix;// Offset:   48 Size:    44
+//   float4x4 mLayerTransform;          // Offset:   96 Size:    64 [unused]
+//   float4x4 mProjection;              // Offset:  160 Size:    64 [unused]
+//   float4 vRenderTargetOffset;        // Offset:  224 Size:    16 [unused]
+//   float4 vTextureCoords;             // Offset:  240 Size:    16 [unused]
+//   float4 vLayerQuad;                 // Offset:  256 Size:    16 [unused]
+//   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
+//   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
+//
+// }
+//
+//
+// Resource Bindings:
+//
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tY                                texture  float4          2d    1        1
+// tCb                               texture  float4          2d    2        1
+// tMask                             texture  float4          2d    5        1
+// $Globals                          cbuffer      NA          NA    0        1
+//
+//
+//
+// Input signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1   xyz         2     NONE   float   xyz 
+//
+//
+// Output signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Target                0   xyzw        0   TARGET   float   xyzw
+//
+//
+// Constant buffer to DX9 shader constant mappings:
+//
+// Target Reg Buffer  Start Reg # of Regs        Data Conversion
+// ---------- ------- --------- --------- ----------------------
+// c0         cb0             1         1  ( FLT, FLT, FLT, FLT)
+// c1         cb0             3         3  ( FLT, FLT, FLT, FLT)
+//
+//
+// Sampler/Resource to DX9 shader sampler mappings:
+//
+// Target Sampler Source Sampler  Source Resource
+// -------------- --------------- ----------------
+// s0             s0              t1               
+// s1             s0              t2               
+// s2             s0              t5               
+//
+//
+// Level9 shader bytecode:
+//
+    ps_2_x
+    def c4, -0.0627499968, -0.50195998, 1, 0
+    dcl t0.xy
+    dcl t1.xyz
+    dcl_2d s0
+    dcl_2d s1
+    dcl_2d s2
+    mov r0.w, c4.z
+    texld r1, t0, s1
+    texld r2, t0, s0
+    add r2.x, r2.x, c4.x
+    add r2.yz, r1.xxyw, c4.y
+    dp3 r0.x, c1, r2
+    dp3 r0.y, c2, r2
+    dp3 r0.z, c3, r2
+    mul r0, r0, c0.x
+    rcp r1.x, t1.z
+    mul r1.xy, r1.x, t1
+    texld r1, r1, s2
+    mul r0, r0, r1.x
+    mov oC0, r0
+
+// approximately 14 instruction slots used (3 texture, 11 arithmetic)
+ps_4_0
+dcl_constantbuffer cb0[6], immediateIndexed
+dcl_sampler s0, mode_default
+dcl_resource_texture2d (float,float,float,float) t1
+dcl_resource_texture2d (float,float,float,float) t2
+dcl_resource_texture2d (float,float,float,float) t5
+dcl_input_ps linear v1.xy
+dcl_input_ps linear v2.xyz
+dcl_output o0.xyzw
+dcl_temps 3
+mov r0.w, l(1.000000)
+sample r1.xyzw, v1.xyxx, t1.xyzw, s0
+add r1.x, r1.x, l(-0.062750)
+sample r2.xyzw, v1.xyxx, t2.xyzw, s0
+add r1.yz, r2.xxyx, l(0.000000, -0.501960, -0.501960, 0.000000)
+dp3 r0.x, cb0[3].xyzx, r1.xyzx
+dp3 r0.y, cb0[4].xyzx, r1.xyzx
+dp3 r0.z, cb0[5].xyzx, r1.xyzx
+mul r0.xyzw, r0.xyzw, cb0[1].xxxx
+div r1.xy, v2.xyxx, v2.zzzz
+sample r1.xyzw, r1.xyxx, t5.xyzw, s0
+mul o0.xyzw, r0.xyzw, r1.xxxx
+ret 
+// Approximately 13 instruction slots used
+#endif
+
+const BYTE NV12ShaderMask[] =
+{
+     68,  88,  66,  67,  33, 240, 
+     18,  59,  15, 160,   9, 125, 
+    220, 233, 156, 176, 226,  26, 
+    112, 172,   1,   0,   0,   0, 
+     28,   8,   0,   0,   6,   0, 
+      0,   0,  56,   0,   0,   0, 
+    184,   1,   0,   0, 192,   3, 
+      0,   0,  60,   4,   0,   0, 
+    120,   7,   0,   0, 232,   7, 
+      0,   0,  65, 111, 110,  57, 
+    120,   1,   0,   0, 120,   1, 
+      0,   0,   0,   2, 255, 255, 
+     48,   1,   0,   0,  72,   0, 
+      0,   0,   2,   0,  48,   0, 
+      0,   0,  72,   0,   0,   0, 
+     72,   0,   3,   0,  36,   0, 
+      0,   0,  72,   0,   1,   0, 
+      0,   0,   2,   0,   1,   0, 
+      5,   0,   2,   0,   0,   0, 
+      1,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      3,   0,   3,   0,   1,   0, 
+      0,   0,   0,   0,   1,   2, 
+    255, 255,  81,   0,   0,   5, 
+      4,   0,  15, 160,  18, 131, 
+    128, 189, 115, 128,   0, 191, 
+      0,   0, 128,  63,   0,   0, 
+      0,   0,  31,   0,   0,   2, 
+      0,   0,   0, 128,   0,   0, 
+      3, 176,  31,   0,   0,   2, 
+      0,   0,   0, 128,   1,   0, 
+      7, 176,  31,   0,   0,   2, 
+      0,   0,   0, 144,   0,   8, 
+     15, 160,  31,   0,   0,   2, 
+      0,   0,   0, 144,   1,   8, 
+     15, 160,  31,   0,   0,   2, 
+      0,   0,   0, 144,   2,   8, 
+     15, 160,   1,   0,   0,   2, 
+      0,   0,   8, 128,   4,   0, 
+    170, 160,  66,   0,   0,   3, 
+      1,   0,  15, 128,   0,   0, 
+    228, 176,   1,   8, 228, 160, 
+     66,   0,   0,   3,   2,   0, 
+     15, 128,   0,   0, 228, 176, 
+      0,   8, 228, 160,   2,   0, 
+      0,   3,   2,   0,   1, 128, 
+      2,   0,   0, 128,   4,   0, 
+      0, 160,   2,   0,   0,   3, 
+      2,   0,   6, 128,   1,   0, 
+    208, 128,   4,   0,  85, 160, 
+      8,   0,   0,   3,   0,   0, 
+      1, 128,   1,   0, 228, 160, 
+      2,   0, 228, 128,   8,   0, 
+      0,   3,   0,   0,   2, 128, 
+      2,   0, 228, 160,   2,   0, 
+    228, 128,   8,   0,   0,   3, 
+      0,   0,   4, 128,   3,   0, 
+    228, 160,   2,   0, 228, 128, 
+      5,   0,   0,   3,   0,   0, 
+     15, 128,   0,   0, 228, 128, 
+      0,   0,   0, 160,   6,   0, 
+      0,   2,   1,   0,   1, 128, 
+      1,   0, 170, 176,   5,   0, 
+      0,   3,   1,   0,   3, 128, 
+      1,   0,   0, 128,   1,   0, 
+    228, 176,  66,   0,   0,   3, 
+      1,   0,  15, 128,   1,   0, 
+    228, 128,   2,   8, 228, 160, 
+      5,   0,   0,   3,   0,   0, 
+     15, 128,   0,   0, 228, 128, 
+      1,   0,   0, 128,   1,   0, 
+      0,   2,   0,   8,  15, 128, 
+      0,   0, 228, 128, 255, 255, 
+      0,   0,  83,  72,  68,  82, 
+      0,   2,   0,   0,  64,   0, 
+      0,   0, 128,   0,   0,   0, 
+     89,   0,   0,   4,  70, 142, 
+     32,   0,   0,   0,   0,   0, 
+      6,   0,   0,   0,  90,   0, 
+      0,   3,   0,  96,  16,   0, 
+      0,   0,   0,   0,  88,  24, 
+      0,   4,   0, 112,  16,   0, 
+      1,   0,   0,   0,  85,  85, 
+      0,   0,  88,  24,   0,   4, 
+      0, 112,  16,   0,   2,   0, 
+      0,   0,  85,  85,   0,   0, 
+     88,  24,   0,   4,   0, 112, 
+     16,   0,   5,   0,   0,   0, 
+     85,  85,   0,   0,  98,  16, 
+      0,   3,  50,  16,  16,   0, 
+      1,   0,   0,   0,  98,  16, 
+      0,   3, 114,  16,  16,   0, 
+      2,   0,   0,   0, 101,   0, 
+      0,   3, 242,  32,  16,   0, 
+      0,   0,   0,   0, 104,   0, 
+      0,   2,   3,   0,   0,   0, 
+     54,   0,   0,   5, 130,   0, 
+     16,   0,   0,   0,   0,   0, 
+      1,  64,   0,   0,   0,   0, 
+    128,  63,  69,   0,   0,   9, 
+    242,   0,  16,   0,   1,   0, 
+      0,   0,  70,  16,  16,   0, 
+      1,   0,   0,   0,  70, 126, 
+     16,   0,   1,   0,   0,   0, 
+      0,  96,  16,   0,   0,   0, 
+      0,   0,   0,   0,   0,   7, 
+     18,   0,  16,   0,   1,   0, 
+      0,   0,  10,   0,  16,   0, 
+      1,   0,   0,   0,   1,  64, 
+      0,   0,  18, 131, 128, 189, 
+     69,   0,   0,   9, 242,   0, 
+     16,   0,   2,   0,   0,   0, 
+     70,  16,  16,   0,   1,   0, 
+      0,   0,  70, 126,  16,   0, 
+      2,   0,   0,   0,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+      0,   0,   0,  10,  98,   0, 
+     16,   0,   1,   0,   0,   0, 
+      6,   1,  16,   0,   2,   0, 
+      0,   0,   2,  64,   0,   0, 
+      0,   0,   0,   0, 115, 128, 
+      0, 191, 115, 128,   0, 191, 
+      0,   0,   0,   0,  16,   0, 
+      0,   8,  18,   0,  16,   0, 
+      0,   0,   0,   0,  70, 130, 
+     32,   0,   0,   0,   0,   0, 
+      3,   0,   0,   0,  70,   2, 
+     16,   0,   1,   0,   0,   0, 
+     16,   0,   0,   8,  34,   0, 
+     16,   0,   0,   0,   0,   0, 
+     70, 130,  32,   0,   0,   0, 
+      0,   0,   4,   0,   0,   0, 
+     70,   2,  16,   0,   1,   0, 
+      0,   0,  16,   0,   0,   8, 
+     66,   0,  16,   0,   0,   0, 
+      0,   0,  70, 130,  32,   0, 
+      0,   0,   0,   0,   5,   0, 
+      0,   0,  70,   2,  16,   0, 
+      1,   0,   0,   0,  56,   0, 
+      0,   8, 242,   0,  16,   0, 
+      0,   0,   0,   0,  70,  14, 
+     16,   0,   0,   0,   0,   0, 
+      6, 128,  32,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+     14,   0,   0,   7,  50,   0, 
+     16,   0,   1,   0,   0,   0, 
+     70,  16,  16,   0,   2,   0, 
+      0,   0, 166,  26,  16,   0, 
+      2,   0,   0,   0,  69,   0, 
+      0,   9, 242,   0,  16,   0, 
+      1,   0,   0,   0,  70,   0, 
+     16,   0,   1,   0,   0,   0, 
+     70, 126,  16,   0,   5,   0, 
+      0,   0,   0,  96,  16,   0, 
+      0,   0,   0,   0,  56,   0, 
+      0,   7, 242,  32,  16,   0, 
+      0,   0,   0,   0,  70,  14, 
+     16,   0,   0,   0,   0,   0, 
+      6,   0,  16,   0,   1,   0, 
+      0,   0,  62,   0,   0,   1, 
+     83,  84,  65,  84, 116,   0, 
+      0,   0,  13,   0,   0,   0, 
+      3,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      8,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,  82,  68, 
+     69,  70,  52,   3,   0,   0, 
+      1,   0,   0,   0, 220,   0, 
+      0,   0,   5,   0,   0,   0, 
+     28,   0,   0,   0,   0,   4, 
+    255, 255,   0,   1,   0,   0, 
+      0,   3,   0,   0, 188,   0, 
+      0,   0,   3,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,   1,   0,   0,   0, 
+    197,   0,   0,   0,   2,   0, 
+      0,   0,   5,   0,   0,   0, 
+      4,   0,   0,   0, 255, 255, 
+    255, 255,   1,   0,   0,   0, 
+      1,   0,   0,   0,  13,   0, 
+      0,   0, 200,   0,   0,   0, 
+      2,   0,   0,   0,   5,   0, 
+      0,   0,   4,   0,   0,   0, 
+    255, 255, 255, 255,   2,   0, 
+      0,   0,   1,   0,   0,   0, 
+     13,   0,   0,   0, 204,   0, 
+      0,   0,   2,   0,   0,   0, 
+      5,   0,   0,   0,   4,   0, 
+      0,   0, 255, 255, 255, 255, 
+      5,   0,   0,   0,   1,   0, 
+      0,   0,  13,   0,   0,   0, 
+    210,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0, 115,  83,  97, 109, 
+    112, 108, 101, 114,   0, 116, 
+     89,   0, 116,  67,  98,   0, 
+    116,  77,  97, 115, 107,   0, 
+     36,  71, 108, 111,  98,  97, 
+    108, 115,   0, 171, 210,   0, 
+      0,   0,  11,   0,   0,   0, 
+    244,   0,   0,   0,  96,   1, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0, 252,   1, 
+      0,   0,   0,   0,   0,   0, 
+     16,   0,   0,   0,   0,   0, 
+      0,   0,   8,   2,   0,   0, 
+      0,   0,   0,   0,  24,   2, 
+      0,   0,  16,   0,   0,   0, 
+      4,   0,   0,   0,   2,   0, 
+      0,   0,  40,   2,   0,   0, 
+      0,   0,   0,   0,  56,   2, 
+      0,   0,  32,   0,   0,   0, 
+     16,   0,   0,   0,   0,   0, 
+      0,   0,  72,   2,   0,   0, 
+      0,   0,   0,   0,  88,   2, 
+      0,   0,  48,   0,   0,   0, 
+     44,   0,   0,   0,   2,   0, 
+      0,   0, 104,   2,   0,   0, 
+      0,   0,   0,   0, 120,   2, 
+      0,   0,  96,   0,   0,   0, 
+     64,   0,   0,   0,   0,   0, 
+      0,   0, 136,   2,   0,   0, 
+      0,   0,   0,   0, 152,   2, 
+      0,   0, 160,   0,   0,   0, 
+     64,   0,   0,   0,   0,   0, 
+      0,   0, 136,   2,   0,   0, 
+      0,   0,   0,   0, 164,   2, 
+      0,   0, 224,   0,   0,   0, 
+     16,   0,   0,   0,   0,   0, 
+      0,   0,   8,   2,   0,   0, 
+      0,   0,   0,   0, 184,   2, 
+      0,   0, 240,   0,   0,   0, 
+     16,   0,   0,   0,   0,   0, 
+      0,   0, 200,   2,   0,   0, 
+      0,   0,   0,   0, 216,   2, 
+      0,   0,   0,   1,   0,   0, 
+     16,   0,   0,   0,   0,   0, 
+      0,   0, 200,   2,   0,   0, 
+      0,   0,   0,   0, 227,   2, 
+      0,   0,  16,   1,   0,   0, 
+     16,   0,   0,   0,   0,   0, 
+      0,   0, 200,   2,   0,   0, 
+      0,   0,   0,   0, 237,   2, 
+      0,   0,  32,   1,   0,   0, 
+     64,   0,   0,   0,   0,   0, 
+      0,   0, 136,   2,   0,   0, 
+      0,   0,   0,   0, 102,  76, 
+     97, 121, 101, 114,  67, 111, 
+    108, 111, 114,   0,   1,   0, 
+      3,   0,   1,   0,   4,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0, 102,  76,  97, 121, 
+    101, 114,  79, 112,  97,  99, 
+    105, 116, 121,   0, 171, 171, 
+      0,   0,   3,   0,   1,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0, 105,  66, 
+    108, 101, 110, 100,  67, 111, 
+    110, 102, 105, 103,   0, 171, 
+    171, 171,   1,   0,  19,   0, 
+      1,   0,   4,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    109,  89, 117, 118,  67, 111, 
+    108, 111, 114,  77,  97, 116, 
+    114, 105, 120,   0,   2,   0, 
+      3,   0,   3,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0, 109,  76,  97, 121, 
+    101, 114,  84, 114,  97, 110, 
+    115, 102, 111, 114, 109,   0, 
+      3,   0,   3,   0,   4,   0, 
+      4,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0, 109,  80, 
+    114, 111, 106, 101,  99, 116, 
+    105, 111, 110,   0, 118,  82, 
+    101, 110, 100, 101, 114,  84, 
+     97, 114, 103, 101, 116,  79, 
+    102, 102, 115, 101, 116,   0, 
+    118,  84, 101, 120, 116, 117, 
+    114, 101,  67, 111, 111, 114, 
+    100, 115,   0, 171,   1,   0, 
+      3,   0,   1,   0,   4,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0, 118,  76,  97, 121, 
+    101, 114,  81, 117,  97, 100, 
+      0, 118,  77,  97, 115, 107, 
+     81, 117,  97, 100,   0, 109, 
+     66,  97,  99, 107, 100, 114, 
+    111, 112,  84, 114,  97, 110, 
+    115, 102, 111, 114, 109,   0, 
+     77, 105,  99, 114, 111, 115, 
+    111, 102, 116,  32,  40,  82, 
+     41,  32,  72,  76,  83,  76, 
+     32,  83, 104,  97, 100, 101, 
+    114,  32,  67, 111, 109, 112, 
+    105, 108, 101, 114,  32,  54, 
+     46,  51,  46,  57,  54,  48, 
+     48,  46,  49,  54,  51,  56, 
+     52,   0, 171, 171,  73,  83, 
+     71,  78, 104,   0,   0,   0, 
+      3,   0,   0,   0,   8,   0, 
+      0,   0,  80,   0,   0,   0, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,   3,   0,   0,   0, 
+      0,   0,   0,   0,  15,   0, 
+      0,   0,  92,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      1,   0,   0,   0,   3,   3, 
+      0,   0,  92,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      2,   0,   0,   0,   7,   7, 
+      0,   0,  83,  86,  95,  80, 
+    111, 115, 105, 116, 105, 111, 
+    110,   0,  84,  69,  88,  67, 
+     79,  79,  82,  68,   0, 171, 
+    171, 171,  79,  83,  71,  78, 
+     44,   0,   0,   0,   1,   0, 
+      0,   0,   8,   0,   0,   0, 
+     32,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      3,   0,   0,   0,   0,   0, 
+      0,   0,  15,   0,   0,   0, 
+     83,  86,  95,  84,  97, 114, 
+    103, 101, 116,   0, 171, 171
+};
+ShaderBytes sNV12ShaderMask = { NV12ShaderMask, sizeof(NV12ShaderMask) };
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
@@ -4283,23 +5189,23 @@ ShaderBytes sYCbCrShaderMask = { YCbCrSh
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// sSampler                          sampler      NA          NA             s0      1 
-// tRGB                              texture  float4          2d             t0      1 
-// tRGBWhite                         texture  float4          2d             t4      1 
-// tMask                             texture  float4          2d             t5      1 
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tRGB                              texture  float4          2d    0        1
+// tRGBWhite                         texture  float4          2d    4        1
+// tMask                             texture  float4          2d    5        1
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -4351,17 +5257,17 @@ ShaderBytes sYCbCrShaderMask = { YCbCrSh
     mov r1.w, r2.y
     mul r2, r0.x, r2
     mul r0, r0.x, r1
     mov oC0, r0
     mov oC1, r2
 
 // approximately 13 instruction slots used (3 texture, 10 arithmetic)
 ps_4_0
-dcl_constantbuffer CB0[2], immediateIndexed
+dcl_constantbuffer cb0[2], immediateIndexed
 dcl_sampler s0, mode_default
 dcl_resource_texture2d (float,float,float,float) t0
 dcl_resource_texture2d (float,float,float,float) t4
 dcl_resource_texture2d (float,float,float,float) t5
 dcl_input_ps linear v1.xy
 dcl_input_ps linear v2.xyz
 dcl_output o0.xyzw
 dcl_output o1.xyzw
@@ -4377,25 +5283,25 @@ mov r2.w, r1.y
 mul o1.xyzw, r0.xxxx, r1.xyzw
 mul o0.xyzw, r0.xxxx, r2.xyzw
 ret 
 // Approximately 11 instruction slots used
 #endif
 
 const BYTE ComponentAlphaShaderMask[] =
 {
-     68,  88,  66,  67,  53,   1, 
-    100, 182,   2, 181, 247, 136, 
-     91, 215, 208, 183, 243,   6, 
-     78,  16,   1,   0,   0,   0, 
-    220,   7,   0,   0,   6,   0, 
+     68,  88,  66,  67, 146, 223, 
+    184,  52, 165,  15,  33,  27, 
+    188, 224, 169,  72,  82, 118, 
+     81,  24,   1,   0,   0,   0, 
+    232,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     152,   1,   0,   0, 108,   3, 
       0,   0, 232,   3,   0,   0, 
-     32,   7,   0,   0, 144,   7, 
+     44,   7,   0,   0, 156,   7, 
       0,   0,  65, 111, 110,  57, 
      88,   1,   0,   0,  88,   1, 
       0,   0,   0,   2, 255, 255, 
      28,   1,   0,   0,  60,   0, 
       0,   0,   1,   0,  48,   0, 
       0,   0,  60,   0,   0,   0, 
      60,   0,   3,   0,  36,   0, 
       0,   0,  60,   0,   0,   0, 
@@ -4544,17 +5450,17 @@ const BYTE ComponentAlphaShaderMask[] =
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
-     69,  70,  48,   3,   0,   0, 
+     69,  70,  60,   3,   0,   0, 
       1,   0,   0,   0, 228,   0, 
       0,   0,   5,   0,   0,   0, 
      28,   0,   0,   0,   0,   4, 
     255, 255,   0,   1,   0,   0, 
       8,   3,   0,   0, 188,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -4680,17 +5586,19 @@ const BYTE ComponentAlphaShaderMask[] =
     100, 114, 111, 112,  84, 114, 
      97, 110, 115, 102, 111, 114, 
     109,   0,  77, 105,  99, 114, 
     111, 115, 111, 102, 116,  32, 
      40,  82,  41,  32,  72,  76, 
      83,  76,  32,  83, 104,  97, 
     100, 101, 114,  32,  67, 111, 
     109, 112, 105, 108, 101, 114, 
-     32,  49,  48,  46,  49,   0, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
      73,  83,  71,  78, 104,   0, 
       0,   0,   3,   0,   0,   0, 
       8,   0,   0,   0,  80,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  92,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -4717,17 +5625,17 @@ const BYTE ComponentAlphaShaderMask[] =
       1,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 ShaderBytes sComponentAlphaShaderMask = { ComponentAlphaShaderMask, sizeof(ComponentAlphaShaderMask) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4x4 mLayerTransform;          // Offset:    0 Size:    64
@@ -4742,19 +5650,19 @@ ShaderBytes sComponentAlphaShaderMask = 
 //   uint4 iBlendConfig;                // Offset:  288 Size:    16 [unused]
 //   row_major float3x3 mYuvColorMatrix;// Offset:  304 Size:    44 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // POSITION                 0   xy          0     NONE   float   xy  
@@ -4812,17 +5720,17 @@ ShaderBytes sComponentAlphaShaderMask = 
     mad r1.xy, c11.yxzw, r1.x, r1.yzzw
     add oT0.zw, r1.xyxy, c13.xyyx
     mad oPos.xy, r0.w, c0, r0
     mov oPos.zw, r0
     mov oT1.xyz, c14.z
 
 // approximately 22 instruction slots used
 vs_4_0
-dcl_constantbuffer CB0[16], immediateIndexed
+dcl_constantbuffer cb0[16], immediateIndexed
 dcl_input v0.xy
 dcl_output_siv o0.xyzw, position
 dcl_output o1.xy
 dcl_output o1.zw
 dcl_output o2.xyz
 dcl_temps 2
 mad r0.xy, v0.xyxx, cb0[10].zwzz, cb0[10].xyxx
 mul r1.xyzw, r0.yyyy, cb0[1].xyzw
@@ -4845,25 +5753,25 @@ add o1.zw, r0.xxxy, cb0[15].xxxy
 mad o1.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
 mov o2.xyz, l(0,0,0,0)
 ret 
 // Approximately 21 instruction slots used
 #endif
 
 const BYTE LayerQuadBlendVS[] =
 {
-     68,  88,  66,  67,  36,   1, 
-    251,  17, 122,  90,  56,  20, 
-     13, 210,  38,  20, 162, 170, 
-    120, 203,   1,   0,   0,   0, 
-     56,   9,   0,   0,   6,   0, 
+     68,  88,  66,  67, 118, 221, 
+    235, 142,  96,  69, 211, 182, 
+    164, 123,  38, 107,  11,  42, 
+    161,  69,   1,   0,   0,   0, 
+     68,   9,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      60,   2,   0,   0, 100,   5, 
       0,   0, 224,   5,   0,   0, 
-    124,   8,   0,   0, 176,   8, 
+    136,   8,   0,   0, 188,   8, 
       0,   0,  65, 111, 110,  57, 
     252,   1,   0,   0, 252,   1, 
       0,   0,   0,   2, 254, 255, 
     164,   1,   0,   0,  88,   0, 
       0,   0,   4,   0,  36,   0, 
       0,   0,  84,   0,   0,   0, 
      84,   0,   0,   0,  36,   0, 
       1,   0,  84,   0,   0,   0, 
@@ -5096,17 +6004,17 @@ const BYTE LayerQuadBlendVS[] =
       0,   0,   0,   0,   0,   0, 
       2,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
-     69,  70, 148,   2,   0,   0, 
+     69,  70, 160,   2,   0,   0, 
       1,   0,   0,   0,  72,   0, 
       0,   0,   1,   0,   0,   0, 
      28,   0,   0,   0,   0,   4, 
     254, 255,   0,   1,   0,   0, 
     108,   2,   0,   0,  60,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -5206,17 +6114,19 @@ const BYTE LayerQuadBlendVS[] =
       3,   0,   3,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  77, 105,  99, 114, 
     111, 115, 111, 102, 116,  32, 
      40,  82,  41,  32,  72,  76, 
      83,  76,  32,  83, 104,  97, 
     100, 101, 114,  32,  67, 111, 
     109, 112, 105, 108, 101, 114, 
-     32,  49,  48,  46,  49,   0, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
      73,  83,  71,  78,  44,   0, 
       0,   0,   1,   0,   0,   0, 
       8,   0,   0,   0,  32,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       3,   3,   0,   0,  80,  79, 
      83,  73,  84,  73,  79,  78, 
@@ -5243,17 +6153,17 @@ const BYTE LayerQuadBlendVS[] =
     111, 115, 105, 116, 105, 111, 
     110,   0,  84,  69,  88,  67, 
      79,  79,  82,  68,   0, 171, 
     171, 171
 };
 ShaderBytes sLayerQuadBlendVS = { LayerQuadBlendVS, sizeof(LayerQuadBlendVS) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4x4 mLayerTransform;          // Offset:    0 Size:    64
@@ -5268,19 +6178,19 @@ ShaderBytes sLayerQuadBlendVS = { LayerQ
 //   uint4 iBlendConfig;                // Offset:  288 Size:    16 [unused]
 //   row_major float3x3 mYuvColorMatrix;// Offset:  304 Size:    44 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // POSITION                 0   xy          0     NONE   float   xy  
@@ -5343,17 +6253,17 @@ ShaderBytes sLayerQuadBlendVS = { LayerQ
     mul r1.yz, r1.y, c13.xyxw
     mad r1.xy, c12.yxzw, r1.x, r1.yzzw
     add oT0.zw, r1.xyxy, c14.xyyx
     mad oPos.xy, r0.w, c0, r0
     mov oPos.zw, r0
 
 // approximately 28 instruction slots used
 vs_4_0
-dcl_constantbuffer CB0[16], immediateIndexed
+dcl_constantbuffer cb0[16], immediateIndexed
 dcl_input v0.xy
 dcl_output_siv o0.xyzw, position
 dcl_output o1.xy
 dcl_output o1.zw
 dcl_output o2.xyz
 dcl_temps 4
 mad r0.xy, v0.xyxx, cb0[10].zwzz, cb0[10].xyxx
 mul r1.xyzw, r0.yyyy, cb0[1].xyzw
@@ -5380,25 +6290,25 @@ div r0.xy, r0.xyxx, cb0[11].zwzz
 mov r0.z, l(1.000000)
 mul o2.xyz, r1.wwww, r0.xyzx
 ret 
 // Approximately 25 instruction slots used
 #endif
 
 const BYTE LayerQuadBlendMaskVS[] =
 {
-     68,  88,  66,  67, 206, 205, 
-    172,  45,  15, 157, 207,  85, 
-    247,  28, 223, 137,  10,  58, 
-     17, 237,   1,   0,   0,   0, 
-    236,   9,   0,   0,   6,   0, 
+     68,  88,  66,  67, 196, 248, 
+     25, 209, 193, 147,  20, 174, 
+     68,  77, 116,  97, 162, 166, 
+    205, 199,   1,   0,   0,   0, 
+    248,   9,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     136,   2,   0,   0,  24,   6, 
       0,   0, 148,   6,   0,   0, 
-     48,   9,   0,   0, 100,   9, 
+     60,   9,   0,   0, 112,   9, 
       0,   0,  65, 111, 110,  57, 
      72,   2,   0,   0,  72,   2, 
       0,   0,   0,   2, 254, 255, 
     252,   1,   0,   0,  76,   0, 
       0,   0,   3,   0,  36,   0, 
       0,   0,  72,   0,   0,   0, 
      72,   0,   0,   0,  36,   0, 
       1,   0,  72,   0,   0,   0, 
@@ -5661,17 +6571,17 @@ const BYTE LayerQuadBlendMaskVS[] =
       0,   0,   0,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
-     69,  70, 148,   2,   0,   0, 
+     69,  70, 160,   2,   0,   0, 
       1,   0,   0,   0,  72,   0, 
       0,   0,   1,   0,   0,   0, 
      28,   0,   0,   0,   0,   4, 
     254, 255,   0,   1,   0,   0, 
     108,   2,   0,   0,  60,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -5771,17 +6681,19 @@ const BYTE LayerQuadBlendMaskVS[] =
       3,   0,   3,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  77, 105,  99, 114, 
     111, 115, 111, 102, 116,  32, 
      40,  82,  41,  32,  72,  76, 
      83,  76,  32,  83, 104,  97, 
     100, 101, 114,  32,  67, 111, 
     109, 112, 105, 108, 101, 114, 
-     32,  49,  48,  46,  49,   0, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
      73,  83,  71,  78,  44,   0, 
       0,   0,   1,   0,   0,   0, 
       8,   0,   0,   0,  32,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       3,   3,   0,   0,  80,  79, 
      83,  73,  84,  73,  79,  78, 
@@ -5808,17 +6720,17 @@ const BYTE LayerQuadBlendMaskVS[] =
     111, 115, 105, 116, 105, 111, 
     110,   0,  84,  69,  88,  67, 
      79,  79,  82,  68,   0, 171, 
     171, 171
 };
 ShaderBytes sLayerQuadBlendMaskVS = { LayerQuadBlendMaskVS, sizeof(LayerQuadBlendMaskVS) };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 10.1
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
 //
 //
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16
@@ -5833,26 +6745,26 @@ ShaderBytes sLayerQuadBlendMaskVS = { La
 //   float4 vMaskQuad;                  // Offset:  272 Size:    16 [unused]
 //   float4x4 mBackdropTransform;       // Offset:  288 Size:    64 [unused]
 //
 // }
 //
 //
 // Resource Bindings:
 //
-// Name                                 Type  Format         Dim      HLSL Bind  Count
-// ------------------------------ ---------- ------- ----------- -------------- ------
-// sSampler                          sampler      NA          NA             s0      1 
-// tRGB                              texture  float4          2d             t0      1 
-// tY                                texture  float4          2d             t1      1 
-// tCb                               texture  float4          2d             t2      1 
-// tCr                               texture  float4          2d             t3      1 
-// tMask                             texture  float4          2d             t5      1 
-// tBackdrop                         texture  float4          2d             t6      1 
-// $Globals                          cbuffer      NA          NA            cb0      1 
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tRGB                              texture  float4          2d    0        1
+// tY                                texture  float4          2d    1        1
+// tCb                               texture  float4          2d    2        1
+// tCr                               texture  float4          2d    3        1
+// tMask                             texture  float4          2d    5        1
+// tBackdrop                         texture  float4          2d    6        1
+// $Globals                          cbuffer      NA          NA    0        1
 //
 //
 //
 // Input signature:
 //
 // Name                 Index   Mask Register SysValue  Format   Used
 // -------------------- ----- ------ -------- -------- ------- ------
 // SV_Position              0   xyzw        0      POS   float       
@@ -5887,359 +6799,369 @@ ShaderBytes sLayerQuadBlendMaskVS = { La
 // s3             s0              t3               
 // s4             s0              t5               
 // s5             s0              t6               
 //
 //
 // Level9 shader bytecode:
 //
     ps_2_x
-    def c6, -1, -2, -0.0627499968, -0.50195998
-    def c7, -2, -3, -4, -5
-    def c8, -6, -7, -8, -9
-    def c9, 0.5, 1, 0.25, -2
-    def c10, 16, -12, -14, 0
-    def c11, -10, -11, -12, -13
-    def c12, 0.300000012, 0.589999974, 0.109999999, 0
-    def c13, -1, -0, 0, 1
+    def c6, -0.50195998, -1, -0, -0.5
+    def c7, -1, -2, -4, -0.0627499968
+    def c8, -1, -2, -3, -4
+    def c9, -5, -6, -7, -8
+    def c10, 1, 0.25, 2, -1
+    def c11, 16, -12, -13, -14
+    def c12, -9, -10, -11, -12
+    def c13, 0.300000012, 0.589999974, 0.109999999, 0
     dcl t0
     dcl t1.xyz
     dcl_2d s0
     dcl_2d s1
     dcl_2d s2
     dcl_2d s3
     dcl_2d s4
     dcl_2d s5
-    mov r0.x, c13.z
-    mov r1.x, c13.z
-    mov r2.z, c13.z
-    mov r3.w, -c6.x
-    texld r4, t0, s2
-    texld r5, t0, s1
-    add r5.x, r5.x, c6.z
-    add r5.y, r4.x, c6.w
+    mov r0.x, -c6.z
+    mov r1.x, -c6.z
+    mov r2.z, -c6.z
+    mov r3.w, -c7.x
+    texld r4, t0, s1
+    texld r5, t0, s3
+    add r5.w, r5.x, c6.x
+    add r5.x, r4.x, c7.w
     rcp r0.w, t1.z
     mul r4.xy, r0.w, t1
-    texld r6, t0, s3
+    texld r6, t0, s2
     texld r4, r4, s4
-    add r5.z, r6.x, c6.w
-    dp3 r3.x, c3, r5
-    dp3 r3.y, c4, r5
-    dp3 r3.z, c5, r5
+    add r5.yz, r6.xxyw, c6.x
+    dp3 r3.x, c3, r5.xyww
+    dp3 r3.y, c4, r5.xyww
+    dp3 r3.z, c5, r5.xyww
     mul r3, r3, c1.x
-    mul r5, r4.x, r3
-    mov r6.xy, t0.wzzw
-    texld r7, t0, s0
-    texld r6, r6, s5
-    mul r7, r7, c1.x
-    mul r8, r4.x, r7
-    mov r9.xy, c6
-    add r10, r9.xyxx, c2.xxyz
-    mul r10, r10, r10
-    cmp r5, -r10.x, r8, r5
-    cmp r3, -r10.x, r7, r3
-    mov r7.w, c1.x
-    mul r8, r4.x, r7
-    cmp r3, -c2.x, r7, r3
+    mul r6, r4.x, r3
+    dp3 r7.x, c3, r5
+    dp3 r7.y, c4, r5
+    dp3 r7.z, c5, r5
+    mov r7.w, -c7.x
+    mul r5, r7, c1.x
+    mul r7, r4.x, r5
+    mov r8.xyz, c7
+    add r9, r8.xyzx, c2.xxxy
+    mul r9, r9, r9
+    cmp r6, -r9.y, r6, r7
+    mov r7.xy, t0.wzzw
+    texld r10, t0, s0
+    texld r7, r7, s5
+    mul r10, r10, c1.x
+    mul r11, r4.x, r10
+    cmp r6, -r9.x, r11, r6
+    mov r11.xyz, r10
+    mov r11.w, c1.x
+    mul r12, r4.x, r11
     mul r4, r4.x, c0
-    cmp r5, -c2.x, r8, r5
-    cmp r7.xy, -r10.yzzw, c13.x, c13.y
-    cmp r0.w, -r10.x, c6.x, r7.x
-    cmp r1.w, -c2.y, r9.x, r7.y
-    cmp r0.w, -c2.x, r9.x, r0.w
-    cmp r4, r0.w, r4, r5
+    cmp r6, -c2.x, r12, r6
+    cmp r8.yz, -r9.xzww, c6.y, c6.z
+    cmp r0.w, -r9.y, c7.x, r8.y
+    cmp r1.w, -c2.y, r8.x, r8.z
+    cmp r0.w, -r9.x, c7.x, r0.w
+    cmp r0.w, -c2.x, r8.x, r0.w
+    cmp r4, r0.w, r4, r6
+    cmp r3, -r9.y, r3, r5
+    cmp r3, -r9.x, r10, r3
+    cmp r3, -c2.x, r11, r3
     cmp r3, r0.w, c0, r3
     cmp r3, -c2.y, r3, r4
-    cmp r3, r1.w, c13.zzzw, r3
+    cmp r3, r1.w, -c6.zzzy, r3
     rcp r0.w, r3.w
     mul r4.xyz, r0.w, r3
     cmp r4.xyz, -c2.w, r3, r4
     add r5.xy, -r4.yzzw, r4
     cmp r5.zw, r5.x, r4.xyxy, r4.xyyx
     max r0.w, r5.z, r4.z
     min r1.w, r4.z, r5.w
-    add r7.w, r0.w, -r1.w
-    rcp r0.w, r6.w
-    mul r8.xyz, r0.w, r6
-    mad r5.zw, r6.xyzy, r0.w, -r8.xyxz
-    mul r9.xy, r7.w, r5.zwzw
-    mad r11, r6.yxxz, r0.w, -r8.xzyy
-    rcp r1.w, r11.x
-    mul r7.y, r1.w, r9.x
-    cmp r1.yz, r11.z, c13.z, r7.xwyw
-    mul r12, r7.w, r11
+    add r6.w, r0.w, -r1.w
+    rcp r0.w, r7.w
+    mul r8.xyz, r0.w, r7
+    mad r5.zw, r7.xyzy, r0.w, -r8.xyxz
+    mul r9.xy, r6.w, r5.zwzw
+    mad r10, r7.yxxz, r0.w, -r8.xzyy
+    rcp r1.w, r10.x
+    mul r6.y, r1.w, r9.x
+    cmp r1.yz, r10.z, -c6.z, r6.xwyw
+    mul r11, r6.w, r10
     rcp r1.w, r5.w
-    mul r7.x, r1.w, r12.y
-    cmp r2.xy, r11.w, c13.z, r7.xwzw
+    mul r6.x, r1.w, r11.y
+    cmp r2.xy, r10.w, -c6.z, r6.xwzw
     cmp r1.xyz, r5.z, r1, r2
     rcp r1.w, r5.z
-    mul r7.z, r1.w, r12.x
-    cmp r0.yz, r11.y, c13.z, r7.xzww
-    cmp r0.xyz, r11.w, r0, r1
-    mov r1.y, c13.z
-    mov r2.y, c13.z
-    mov r10.z, c13.z
-    rcp r1.w, r11.z
-    mul r7.y, r1.w, r12.w
-    cmp r2.xz, r11.x, c13.z, r7.wyyw
-    rcp r1.w, r11.y
-    mul r7.x, r1.w, r9.y
-    cmp r10.xy, r5.z, c13.z, r7.wxzw
-    cmp r2.xyz, r11.w, r2, r10
-    rcp r1.w, r11.w
-    mul r7.z, r1.w, r12.z
-    cmp r1.xz, r5.w, c13.z, r7.zyww
+    mul r6.z, r1.w, r11.x
+    cmp r0.yz, r10.y, -c6.z, r6.xzww
+    cmp r0.xyz, r10.w, r0, r1
+    mov r1.y, -c6.z
+    mov r2.y, -c6.z
+    mov r12.z, -c6.z
+    rcp r1.w, r10.z
+    mul r6.y, r1.w, r11.w
+    cmp r2.xz, r10.x, -c6.z, r6.wyyw
+    rcp r1.w, r10.y
+    mul r6.x, r1.w, r9.y
+    cmp r12.xy, r5.z, -c6.z, r6.wxzw
+    cmp r2.xyz, r10.w, r2, r12
+    rcp r1.w, r10.w
+    mul r6.z, r1.w, r11.z
+    cmp r1.xz, r5.w, -c6.z, r6.zyww
     cmp r1.xyz, r5.z, r1, r2
-    cmp r0.xyz, r11.x, r0, r1
-    cmp r1.xy, r11.z, r8, r8.yxzw
-    dp3 r4.w, c12, r0
-    dp3 r8.w, c12, r8
+    cmp r0.xyz, r10.x, r0, r1
+    cmp r1.xy, r10.z, r8, r8.yxzw
+    dp3 r4.w, c13, r0
+    dp3 r8.w, c13, r8
     add r4.w, -r4.w, r8.w
     add r0.xyz, r0, r4.w
     add r4.w, -r0.y, r0.x
     cmp r1.zw, r4.w, r0.xyyx, r0.xyxy
     min r4.w, r0.z, r1.z
     max r2.x, r1.w, r0.z
-    dp3 r1.z, c12, r0
+    dp3 r1.z, c13, r0
     add r1.w, -r4.w, r1.z
     rcp r1.w, r1.w
     add r2.yzw, r0.xxyz, -r1.z
     mul r2.yzw, r1.z, r2
     mad r2.yzw, r2, r1.w, r1.z
     cmp r0.xyz, r4.w, r0, r2.yzww
     add r2.yzw, -r1.z, r0.xxyz
-    add r1.w, -r1.z, -c6.x
+    add r1.w, -r1.z, -c7.x
     mul r2.yzw, r1.w, r2
     add r1.w, -r1.z, r2.x
-    add r4.w, -r2.x, -c6.x
+    add r4.w, -r2.x, -c7.x
     rcp r1.w, r1.w
     mad r2.xyz, r2.yzww, r1.w, r1.z
     cmp r0.xyz, r4.w, r0, r2
     mov r4.w, c2.z
-    add r1.z, r4.w, c10.z
-    mul r1.z, r1.z, r1.z
-    dp3 r1.w, c12, r4
-    add r2.x, -r8.w, r1.w
-    add r1.w, -r1.w, r8.w
-    add r2.yzw, r1.w, r4.xxyz
-    mad r7.xyz, r6, r0.w, r2.x
-    add r1.w, -r7.y, r7.x
-    cmp r5.zw, r1.w, r7.xyyx, r7.xyxy
-    min r1.w, r7.z, r5.z
-    max r2.x, r5.w, r7.z
-    dp3 r7.w, c12, r7
-    add r5.z, -r1.w, r7.w
+    add r1.zw, r4.w, c11
+    mul r1.zw, r1, r1
+    dp3 r2.x, c13, r4
+    add r2.y, -r8.w, r2.x
+    add r2.x, -r2.x, r8.w
+    add r2.xzw, r2.x, r4.xyyz
+    mad r6.xyz, r7, r0.w, r2.y
+    add r6.w, -r6.y, r6.x
+    cmp r5.zw, r6.w, r6.xyyx, r6.xyxy
+    min r2.y, r6.z, r5.z
+    max r9.x, r5.w, r6.z
+    dp3 r6.w, c13, r6
+    add r5.z, -r2.y, r6.w
     rcp r5.z, r5.z
-    add r9.xyz, -r7.w, r7
-    mul r9.xyz, r7.w, r9
-    mad r9.xyz, r9, r5.z, r7.w
-    cmp r7.xyz, r1.w, r7, r9
-    add r9.xyz, -r7.w, r7
-    add r1.w, -r7.w, -c6.x
+    add r9.yzw, -r6.w, r6.xxyz
+    mul r9.yzw, r6.w, r9
+    mad r9.yzw, r9, r5.z, r6.w
+    cmp r6.xyz, r2.y, r6, r9.yzww
+    add r9.yzw, -r6.w, r6.xxyz
+    add r2.y, -r6.w, -c7.x
+    mul r9.yzw, r2.y, r9
+    add r2.y, -r6.w, r9.x
+    add r5.z, -r9.x, -c7.x
+    rcp r5.w, r2.y
+    mad r9.xyz, r9.yzww, r5.w, r6.w
+    cmp r6.xyz, r5.z, r6, r9
+    cmp r6.xyz, -r1.w, r6, -c6.z
+    add r1.w, -r2.z, r2.x
+    cmp r5.zw, r1.w, r2.xyzx, r2.xyxz
+    min r1.w, r2.w, r5.z
+    max r6.w, r5.w, r2.w
+    dp3 r2.y, c13, r2.xzww
+    add r5.z, -r1.w, r2.y
+    rcp r5.z, r5.z
+    add r9.xyz, -r2.y, r2.xzww
+    mul r9.xyz, r2.y, r9
+    mad r9.xyz, r9, r5.z, r2.y
+    cmp r2.xzw, r1.w, r2, r9.xyyz
+    add r9.xyz, -r2.y, r2.xzww
+    add r1.w, -r2.y, -c7.x
     mul r9.xyz, r1.w, r9
-    add r1.w, r2.x, -r7.w
-    add r9.w, -r2.x, -c6.x
+    add r1.w, -r2.y, r6.w
+    add r6.w, -r6.w, -c7.x
     rcp r1.w, r1.w
-    mad r9.xyz, r9, r1.w, r7.w
-    cmp r7.xyz, r9.w, r7, r9
-    cmp r7.xyz, -r1.z, r7, c13.z
-    add r7.w, -r2.z, r2.y
-    cmp r1.zw, r7.w, r2.xyzy, r2.xyyz
-    min r7.w, r2.w, r1.z
-    max r5.z, r1.w, r2.w
-    dp3 r5.w, c12, r2.yzww
-    add r1.z, -r7.w, r5.w
-    rcp r1.z, r1.z
-    add r9.xyz, r2.yzww, -r5.w
-    mul r9.xyz, r5.w, r9
-    mad r9.xyz, r9, r1.z, r5.w
-    cmp r2.xyz, r7.w, r2.yzww, r9
-    add r9.xyz, -r5.w, r2
-    add r2.w, -r5.w, -c6.x
-    mul r9.xyz, r2.w, r9
-    add r2.w, -r5.w, r5.z
-    add r7.w, -r5.z, -c6.x
-    rcp r2.w, r2.w
-    mad r9.xyz, r9, r2.w, r5.w
-    cmp r2.xyz, r7.w, r2, r9
-    add r9, r4.w, c11
-    mul r9, r9, r9
-    cmp r2.xyz, -r9.w, r2, r7
-    cmp r0.xyz, -r9.z, r0, r2
+    mad r9.xyz, r9, r1.w, r2.y
+    cmp r2.xyz, r6.w, r2.xzww, r9
+    cmp r2.xyz, -r1.z, r2, r6
+    add r6, r4.w, c12
+    mul r6, r6, r6
+    cmp r0.xyz, -r6.w, r0, r2
     add r2, -r4.xxzy, r4.yzxz
-    mov r7.y, c13.z
-    mov r10.y, c13.z
-    mov r11.z, c13.z
-    rcp r7.w, r2.z
-    max r11.w, r1.x, r8.z
-    min r5.z, r8.z, r1.y
-    add r1.w, -r5.z, r11.w
+    mov r9.y, -c6.z
+    mov r10.y, -c6.z
+    mov r11.z, -c6.z
+    rcp r6.w, r2.z
+    max r9.w, r1.x, r8.z
+    min r10.w, r8.z, r1.y
+    add r1.w, r9.w, -r10.w
     mul r5.zw, r1.w, r5.xyxy
-    mul r1.x, r7.w, r5.w
-    cmp r11.xy, r2.y, c13.z, r1.wxzw
+    mul r1.x, r6.w, r5.w
+    cmp r11.xy, r2.y, -c6.z, r1.wxzw
     rcp r5.w, r5.x
     mul r12, r1.w, r2
     mul r1.y, r5.w, r12.w
-    cmp r10.xz, r2.x, c13.z, r1.wyyw
+    cmp r10.xz, r2.x, -c6.z, r1.wyyw
     cmp r10.xyz, r2.w, r10, r11
     rcp r5.w, r2.w
     mul r1.z, r5.w, r5.z
-    cmp r7.xz, r5.y, c13.z, r1.zyww
-    cmp r7.xyz, r2.y, r7, r10
-    mov r10.x, c13.z
-    mov r11.x, c13.z
-    mov r13.z, c13.z
-    rcp r7.w, r2.x
-    mul r1.y, r7.w, r12.y
-    cmp r11.yz, r5.x, c13.z, r1.xwyw
-    rcp r7.w, r5.y
-    mul r1.x, r7.w, r12.z
-    cmp r13.xy, r2.w, c13.z, r1.xwzw
+    cmp r9.xz, r5.y, -c6.z, r1.zyww
+    cmp r9.xyz, r2.y, r9, r10
+    mov r10.x, -c6.z
+    mov r11.x, -c6.z
+    mov r13.z, -c6.z
+    rcp r6.w, r2.x
+    mul r1.y, r6.w, r12.y
+    cmp r11.yz, r5.x, -c6.z, r1.xwyw
+    rcp r6.w, r5.y
+    mul r1.x, r6.w, r12.z
+    cmp r13.xy, r2.w, -c6.z, r1.xwzw
     cmp r5.xyz, r2.y, r11, r13
     rcp r5.w, r2.y
     mul r1.z, r5.w, r12.x
-    cmp r10.yz, r2.z, c13.z, r1.xzww
+    cmp r10.yz, r2.z, -c6.z, r1.xzww
     cmp r1.xyz, r2.w, r10, r5
-    cmp r1.xyz, r2.x, r1, r7
-    dp3 r1.w, c12, r1
+    cmp r1.xyz, r2.x, r1, r9
+    dp3 r1.w, c13, r1
     add r1.w, -r1.w, r8.w
     add r1.xyz, r1.w, r1
     add r1.w, -r1.y, r1.x
     cmp r2.xy, r1.w, r1.yxzw, r1
-    min r8.w, r1.z, r2.x
-    max r5.x, r2.y, r1.z
-    dp3 r1.w, c12, r1
-    add r2.x, -r8.w, r1.w
+    min r6.w, r1.z, r2.x
+    max r8.w, r2.y, r1.z
+    dp3 r1.w, c13, r1
+    add r2.x, -r6.w, r1.w
     rcp r2.x, r2.x
     add r2.yzw, -r1.w, r1.xxyz
     mul r2.yzw, r1.w, r2
     mad r2.xyz, r2.yzww, r2.x, r1.w
-    cmp r1.xyz, r8.w, r1, r2
+    cmp r1.xyz, r6.w, r1, r2
     add r2.xyz, -r1.w, r1
-    add r2.w, -r1.w, -c6.x
+    add r2.w, -r1.w, -c7.x
     mul r2.xyz, r2.w, r2
-    add r2.w, -r1.w, r5.x
-    add r8.w, -r5.x, -c6.x
+    add r2.w, -r1.w, r8.w
+    add r6.w, -r8.w, -c7.x
     rcp r2.w, r2.w
     mad r2.xyz, r2, r2.w, r1.w
-    cmp r1.xyz, r8.w, r1, r2
-    cmp r0.xyz, -r9.y, r1, r0
-    mad r1.xyz, r6, r0.w, r4
+    cmp r1.xyz, r6.w, r1, r2
+    cmp r0.xyz, -r6.z, r1, r0
+    mad r1.xyz, r7, r0.w, r4
     mul r2.xyz, r4, r8
-    mad r5.xyz, r2, c6.y, r1
+    mad r5.xyz, r2, c7.y, r1
     mad r1.xyz, r8, -r4, r1
-    cmp r0.xyz, -r9.x, r5, r0
-    mad r5.xyz, r6, r0.w, -r4
+    cmp r0.xyz, -r6.y, r5, r0
+    mad r5.xyz, r7, r0.w, -r4
     abs r5.xyz, r5
-    add r7, r4.w, c8
-    mul r7, r7, r7
-    cmp r0.xyz, -r7.w, r5, r0
-    add r5.xy, -r4.yzzw, c9.x
-    mad r9.xyz, r4, -c9.w, -c9.y
-    mad r1.w, r6.z, -r0.w, c9.z
-    mad r10.xyz, r8, c10.x, c10.y
-    mad r10.xyz, r10, r8, -c7.z
-    mul r10.xyz, r8, r10
+    cmp r0.xyz, -r6.x, r5, r0
+    add r5.xy, -r4.yzzw, -c6.w
+    mad r6.xyz, r4, c10.z, c10.w
+    mad r1.w, r7.z, -r0.w, c10.y
+    mad r9.xyz, r8, c11.x, c11.y
+    mad r9.xyz, r9, r8, -c7.z
+    mul r9.xyz, r8, r9
     rsq r2.w, r8.z
     rcp r2.w, r2.w
-    cmp r1.w, r1.w, r10.z, r2.w
-    mad r1.w, r6.z, -r0.w, r1.w
-    mad r1.w, r9.z, r1.w, r8.z
-    mad r11.xyz, r4, c6.y, -c6.x
-    mul r11.xyz, r8, r11
-    mad r12, r6.yzxy, -r0.w, c9.yyzz
-    mad r5.zw, r11.xyyz, -r12.xyxy, r8.xyyz
-    cmp r13.z, r5.y, r5.w, r1.w
+    cmp r1.w, r1.w, r9.z, r2.w
+    mad r1.w, r7.z, -r0.w, r1.w
+    mad r1.w, r6.z, r1.w, r8.z
+    mad r10.xyz, r4, c7.y, -c7.x
+    mul r10.xyz, r8, r10
+    mad r11, r7.yzxy, -r0.w, c10.xxyy
+    mad r5.zw, r10.xyyz, -r11.xyxy, r8.xyyz
+    cmp r12.z, r5.y, r5.w, r1.w
     rsq r1.w, r8.y
     rcp r1.w, r1.w
-    cmp r1.w, r12.w, r10.y, r1.w
-    mad r1.w, r6.y, -r0.w, r1.w
-    mad r1.w, r9.y, r1.w, r8.y
-    cmp r13.y, r5.x, r5.z, r1.w
-    add r14, -r4.xyzx, c9.yyyx
+    cmp r1.w, r11.w, r9.y, r1.w
+    mad r1.w, r7.y, -r0.w, r1.w
+    mad r1.w, r6.y, r1.w, r8.y
+    cmp r12.y, r5.x, r5.z, r1.w
+    add r13, -r4.xyzx, -c6.yyyw
     rsq r1.w, r8.x
     rcp r1.w, r1.w
-    cmp r1.w, r12.z, r10.x, r1.w
-    mad r1.w, r6.x, -r0.w, r1.w
-    mad r1.w, r9.x, r1.w, r8.x
-    mad r9, r6.xyzx, -r0.w, c9.xxxy
-    mad r6.xyz, r6, r0.w, c6.x
-    mul r6.xyz, r6, r6
-    mad r0.w, r11.x, -r9.w, r8.x
-    cmp r13.x, r14.w, r0.w, r1.w
-    cmp r0.xyz, -r7.z, r13, r0
+    cmp r1.w, r11.z, r9.x, r1.w
+    mad r1.w, r7.x, -r0.w, r1.w
+    mad r1.w, r6.x, r1.w, r8.x
+    mad r6, r7.xyzx, -r0.w, -c6.wwwy
+    mad r7.xyz, r7, r0.w, c7.x
+    mul r7.xyz, r7, r7
+    mad r0.w, r10.x, -r6.w, r8.x
+    cmp r12.x, r13.w, r0.w, r1.w
+    add r9, r4.w, c9
+    mul r9, r9, r9
+    cmp r0.xyz, -r9.w, r12, r0
     add r10.xyz, r8, r8
-    mad r11.xyz, r4, -c6.y, r10
-    add r11.xyz, r11, c6.x
-    mad r13.xyz, r4, -r10, r11
+    mad r12.xyz, r4, -c7.y, r10
+    add r12.xyz, r12, c7.x
+    mad r14.xyz, r4, -r10, r12
     mul r10.xyz, r4, r10
     add r15.xyz, r4, r4
     mul r16.xyz, r8, r15
-    mad r11.xyz, r15, -r8, r11
-    cmp r9.xyz, r9, r10, r11
-    cmp r5.yz, r5.xxyw, r16, r13
-    cmp r5.x, r14.w, r16.x, r13.x
-    cmp r0.xyz, -r7.y, r5, r0
+    mad r12.xyz, r15, -r8, r12
+    cmp r6.xyz, r6, r10, r12
+    cmp r5.yz, r5.xxyw, r16, r14
+    cmp r5.x, r13.w, r16.x, r14.x
+    cmp r0.xyz, -r9.z, r5, r0
     rcp r0.w, r4.x
-    mad r0.w, r9.w, -r0.w, -c6.x
-    max r1.w, r0.w, c13.z
+    mad r0.w, r6.w, -r0.w, -c7.x
+    max r1.w, r0.w, -c6.z
     mul r5.xyz, r4, r4
-    cmp r0.w, -r5.x, c13.z, r1.w
-    cmp r10.x, -r6.x, -c6.x, r0.w
+    cmp r0.w, -r5.x, -c6.z, r1.w
+    cmp r10.x, -r7.x, -c7.x, r0.w
     rcp r0.w, r4.y
-    mad r0.w, r12.x, -r0.w, -c6.x
-    max r1.w, r0.w, c13.z
-    cmp r0.w, -r5.y, c13.z, r1.w
-    cmp r10.y, -r6.y, -c6.x, r0.w
+    mad r0.w, r11.x, -r0.w, -c7.x
+    max r1.w, r0.w, -c6.z
+    cmp r0.w, -r5.y, -c6.z, r1.w
+    cmp r10.y, -r7.y, -c7.x, r0.w
     rcp r0.w, r4.z
-    mad r0.w, r12.y, -r0.w, -c6.x
-    max r1.w, r0.w, c13.z
-    cmp r0.w, -r5.z, c13.z, r1.w
-    cmp r10.z, -r6.z, -c6.x, r0.w
-    cmp r0.xyz, -r7.x, r10, r0
-    add r5, r4.w, c7
+    mad r0.w, r11.y, -r0.w, -c7.x
+    max r1.w, r0.w, -c6.z
+    cmp r0.w, -r5.z, -c6.z, r1.w
+    cmp r10.z, -r7.z, -c7.x, r0.w
+    cmp r0.xyz, -r9.y, r10, r0
+    add r5.xyz, r4, c7.x
+    mul r5.xyz, r5, r5
+    rcp r0.w, r13.x
+    mul r0.w, r0.w, r8.x
+    min r1.w, r0.w, -c7.x
+    cmp r0.w, -r5.x, -c7.x, r1.w
+    mul r7.xyz, r8, r8
+    cmp r10.x, -r7.x, -c6.z, r0.w
+    rcp r0.w, r13.y
+    rcp r1.w, r13.z
+    mul r1.w, r1.w, r8.z
+    min r2.w, r1.w, -c7.x
+    cmp r1.w, -r5.z, -c7.x, r2.w
+    cmp r10.z, -r7.z, -c6.z, r1.w
+    mul r0.w, r0.w, r8.y
+    min r1.w, r0.w, -c7.x
+    cmp r0.w, -r5.y, -c7.x, r1.w
+    cmp r10.y, -r7.y, -c6.z, r0.w
+    cmp r0.xyz, -r9.x, r10, r0
+    add r5, r4.w, c8
     mul r5, r5, r5
-    add r6.xyz, r4, c6.x
-    mul r6.xyz, r6, r6
-    rcp r0.w, r14.x
-    mul r0.w, r0.w, r8.x
-    min r1.w, r0.w, -c6.x
-    cmp r0.w, -r6.x, -c6.x, r1.w
-    mul r7.xyz, r8, r8
-    cmp r10.x, -r7.x, c13.z, r0.w
-    rcp r0.w, r14.y
-    rcp r1.w, r14.z
-    mul r1.w, r1.w, r8.z
-    min r2.w, r1.w, -c6.x
-    cmp r1.w, -r6.z, -c6.x, r2.w
-    cmp r10.z, -r7.z, c13.z, r1.w
-    mul r0.w, r0.w, r8.y
-    min r1.w, r0.w, -c6.x
-    cmp r0.w, -r6.y, -c6.x, r1.w
-    cmp r10.y, -r7.y, c13.z, r0.w
-    cmp r0.xyz, -r5.w, r10, r0
-    max r6.xyz, r8, r4
-    min r7.xyz, r4, r8
-    cmp r0.xyz, -r5.z, r6, r0
-    cmp r0.xyz, -r5.y, r7, r0
-    cmp r0.xyz, -r5.x, r9, r0
-    cmp r0.xyz, -r10.w, r1, r0
+    max r7.xyz, r8, r4
+    min r9.xyz, r4, r8
+    cmp r0.xyz, -r5.w, r7, r0
+    cmp r0.xyz, -r5.z, r9, r0
+    cmp r0.xyz, -r5.y, r6, r0
+    cmp r0.xyz, -r5.x, r1, r0
     cmp r0.xyz, -c2.z, r2, r0
-    lrp r1.xyz, r6.w, r0, r4
-    mul r1.w, r6.w, r6.w
+    lrp r1.xyz, r7.w, r0, r4
+    mul r1.w, r7.w, r7.w
     mul r0.xyz, r3.w, r1
     mul r1.x, r3.w, r3.w
     mov r0.w, r3.w
-    cmp r0, -r1.x, c13.z, r0
+    cmp r0, -r1.x, -c6.z, r0
     cmp r0, -r1.w, r3, r0
     mov oC0, r0
 
-// approximately 323 instruction slots used (6 texture, 317 arithmetic)
+// approximately 333 instruction slots used (6 texture, 327 arithmetic)
 ps_4_0
-dcl_constantbuffer CB0[6], immediateIndexed
+dcl_constantbuffer cb0[6], immediateIndexed
 dcl_sampler s0, mode_default
 dcl_resource_texture2d (float,float,float,float) t0
 dcl_resource_texture2d (float,float,float,float) t1
 dcl_resource_texture2d (float,float,float,float) t2
 dcl_resource_texture2d (float,float,float,float) t3
 dcl_resource_texture2d (float,float,float,float) t5
 dcl_resource_texture2d (float,float,float,float) t6
 dcl_input_ps linear v1.xy
@@ -6256,29 +7178,43 @@ if_z cb0[2].y
     mov r2.x, l(-1)
   else 
     ieq r2.y, l(1), cb0[2].x
     if_nz r2.y
       sample r3.xyzw, v1.xyxx, t0.xyzw, s0
       mul r1.xyzw, r3.xyzw, cb0[1].xxxx
       mov r2.x, l(-1)
     else 
-      ieq r2.x, l(2), cb0[2].x
-      if_nz r2.x
+      ieq r2.y, l(2), cb0[2].x
+      if_nz r2.y
         sample r3.xyzw, v1.xyxx, t1.xyzw, s0
         add r3.x, r3.x, l(-0.062750)
         sample r4.xyzw, v1.xyxx, t2.xyzw, s0
         add r3.y, r4.x, l(-0.501960)
         sample r4.xyzw, v1.xyxx, t3.xyzw, s0
         add r3.z, r4.x, l(-0.501960)
         dp3 r4.x, cb0[3].xyzx, r3.xyzx
         dp3 r4.y, cb0[4].xyzx, r3.xyzx
         dp3 r4.z, cb0[5].xyzx, r3.xyzx
         mov r4.w, l(1.000000)
         mul r1.xyzw, r4.xyzw, cb0[1].xxxx
+        mov r2.x, l(-1)
+      else 
+        ieq r2.x, l(4), cb0[2].x
+        if_nz r2.x
+          sample r3.xyzw, v1.xyxx, t1.xyzw, s0
+          add r3.x, r3.x, l(-0.062750)
+          sample r4.xyzw, v1.xyxx, t2.xyzw, s0
+          add r3.yz, r4.xxyx, l(0.000000, -0.501960, -0.501960, 0.000000)
+          dp3 r4.x, cb0[3].xyzx, r3.xyzx
+          dp3 r4.y, cb0[4].xyzx, r3.xyzx
+          dp3 r4.z, cb0[5].xyzx, r3.xyzx
+          mov r4.w, l(1.000000)
+          mul r1.xyzw, r4.xyzw, cb0[1].xxxx
+        endif 
       endif 
     endif 
   endif 
   movc r1.xyzw, r2.xxxx, r1.xyzw, cb0[0].xyzw
   mov r2.x, l(-1)
 else 
   ieq r2.x, l(1), cb0[2].y
   if_nz r2.x
@@ -6295,32 +7231,49 @@ else
       if_nz r2.z
         div r2.zw, v2.xxxy, v2.zzzz
         sample r3.xyzw, r2.zwzz, t5.xyzw, s0
         sample r4.xyzw, v1.xyxx, t0.xyzw, s0
         mul r4.xyzw, r4.xyzw, cb0[1].xxxx
         mul r1.xyzw, r3.xxxx, r4.xyzw
         mov r2.y, l(-1)
       else 
-        ieq r2.y, l(2), cb0[2].x
-        if_nz r2.y
+        ieq r2.z, l(2), cb0[2].x
+        if_nz r2.z
           div r2.zw, v2.xxxy, v2.zzzz
           sample r3.xyzw, r2.zwzz, t5.xyzw, s0
           sample r4.xyzw, v1.xyxx, t1.xyzw, s0
           add r4.x, r4.x, l(-0.062750)
           sample r5.xyzw, v1.xyxx, t2.xyzw, s0
           add r4.y, r5.x, l(-0.501960)
           sample r5.xyzw, v1.xyxx, t3.xyzw, s0
           add r4.z, r5.x, l(-0.501960)
           dp3 r5.x, cb0[3].xyzx, r4.xyzx
           dp3 r5.y, cb0[4].xyzx, r4.xyzx
           dp3 r5.z, cb0[5].xyzx, r4.xyzx
           mov r5.w, l(1.000000)
           mul r4.xyzw, r5.xyzw, cb0[1].xxxx
           mul r1.xyzw, r3.xxxx, r4.xyzw
+          mov r2.y, l(-1)
+        else 
+          ieq r2.y, l(4), cb0[2].x
+          if_nz r2.y
+            div r2.zw, v2.xxxy, v2.zzzz
+            sample r3.xyzw, r2.zwzz, t5.xyzw, s0
+            sample r4.xyzw, v1.xyxx, t1.xyzw, s0
+            add r4.x, r4.x, l(-0.062750)
+            sample r5.xyzw, v1.xyxx, t2.xyzw, s0
+            add r4.yz, r5.xxyx, l(0.000000, -0.501960, -0.501960, 0.000000)
+            dp3 r5.x, cb0[3].xyzx, r4.xyzx
+            dp3 r5.y, cb0[4].xyzx, r4.xyzx
+            dp3 r5.z, cb0[5].xyzx, r4.xyzx
+            mov r5.w, l(1.000000)
+            mul r4.xyzw, r5.xyzw, cb0[1].xxxx
+            mul r1.xyzw, r3.xxxx, r4.xyzw
+          endif 
         endif 
       endif 
     endif 
     if_z r2.y
       div r2.yz, v2.xxyx, v2.zzzz
       sample r3.xyzw, r2.yzyy, t5.xyzw, s0
       mul r1.xyzw, r3.xxxx, cb0[0].xyzw
     endif 
@@ -6575,1301 +7528,1463 @@ movc r0.xyz, r8.yyyy, r5.xyzx, r0.xyzx
 movc r0.xyz, r8.xxxx, r4.xyzx, r0.xyzx
 movc r0.xyz, cb0[2].zzzz, r0.xyzx, r2.xyzx
 add r2.x, -r0.w, l(1.000000)
 mul r0.xyz, r0.xyzx, r0.wwww
 mad r0.xyz, r2.xxxx, r1.xyzx, r0.xyzx
 mul o0.xyz, r1.wwww, r0.xyzx
 mov o0.w, r1.w
 ret 
-// Approximately 333 instruction slots used
+// Approximately 364 instruction slots used
 #endif
 
 const BYTE BlendShader[] =
 {
-     68,  88,  66,  67,  28, 114, 
-    244,  41, 206,   5, 116, 244, 
-     79, 130, 118, 154,  72, 188, 
-     36,  32,   1,   0,   0,   0, 
-    172,  66,   0,   0,   6,   0, 
+     68,  88,  66,  67,   6,  79, 
+    168, 227, 221,  67,   5, 116, 
+      6, 117, 235, 213,  93,  30, 
+    142, 103,   1,   0,   0,   0, 
+    136,  70,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
-     16,  23,   0,   0, 208,  61, 
-      0,   0,  76,  62,   0,   0, 
-    240,  65,   0,   0, 120,  66, 
+    180,  23,   0,   0, 160,  65, 
+      0,   0,  28,  66,   0,   0, 
+    204,  69,   0,   0,  84,  70, 
       0,   0,  65, 111, 110,  57, 
-    208,  22,   0,   0, 208,  22, 
+    116,  23,   0,   0, 116,  23, 
       0,   0,   0,   2, 255, 255, 
-    112,  22,   0,   0,  96,   0, 
+     20,  23,   0,   0,  96,   0, 
       0,   0,   3,   0,  60,   0, 
       0,   0,  96,   0,   0,   0, 
      96,   0,   6,   0,  36,   0, 
       0,   0,  96,   0,   0,   0, 
       0,   0,   1,   0,   1,   0, 
       2,   0,   2,   0,   3,   0, 
       3,   0,   5,   0,   4,   0, 
       6,   0,   5,   0,   0,   0, 
       0,   0,   2,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       2,   0,   1,   0,   2,   0, 
       3,   3,   3,   3,   0,   0, 
       3,   0,   3,   0,   3,   0, 
       0,   0,   0,   0,   1,   2, 
     255, 255,  81,   0,   0,   5, 
-      6,   0,  15, 160,   0,   0, 
-    128, 191,   0,   0,   0, 192, 
-     18, 131, 128, 189, 115, 128, 
+      6,   0,  15, 160, 115, 128, 
+      0, 191,   0,   0, 128, 191, 
+      0,   0,   0, 128,   0,   0, 
       0, 191,  81,   0,   0,   5, 
       7,   0,  15, 160,   0,   0, 
-      0, 192,   0,   0,  64, 192, 
-      0,   0, 128, 192,   0,   0, 
-    160, 192,  81,   0,   0,   5, 
+    128, 191,   0,   0,   0, 192, 
+      0,   0, 128, 192,  18, 131, 
+    128, 189,  81,   0,   0,   5, 
       8,   0,  15, 160,   0,   0, 
-    192, 192,   0,   0, 224, 192, 
-      0,   0,   0, 193,   0,   0, 
-     16, 193,  81,   0,   0,   5, 
+    128, 191,   0,   0,   0, 192, 
+      0,   0,  64, 192,   0,   0, 
+    128, 192,  81,   0,   0,   5, 
       9,   0,  15, 160,   0,   0, 
-      0,  63,   0,   0, 128,  63, 
-      0,   0, 128,  62,   0,   0, 
-      0, 192,  81,   0,   0,   5, 
+    160, 192,   0,   0, 192, 192, 
+      0,   0, 224, 192,   0,   0, 
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+     16,   0,   0,   8,  34,   0, 
+     16,   0,   4,   0,   0,   0, 
+     70, 130,  32,   0,   0,   0, 
+      0,   0,   4,   0,   0,   0, 
+     70,   2,  16,   0,   3,   0, 
+      0,   0,  16,   0,   0,   8, 
+     66,   0,  16,   0,   4,   0, 
+      0,   0,  70, 130,  32,   0, 
+      0,   0,   0,   0,   5,   0, 
+      0,   0,  70,   2,  16,   0, 
+      3,   0,   0,   0,  54,   0, 
+      0,   5, 130,   0,  16,   0, 
+      4,   0,   0,   0,   1,  64, 
+      0,   0,   0,   0, 128,  63, 
+     56,   0,   0,   8, 242,   0, 
+     16,   0,   1,   0,   0,   0, 
+     70,  14,  16,   0,   4,   0, 
+      0,   0,   6, 128,  32,   0, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,  54,   0,   0,   5, 
+     18,   0,  16,   0,   2,   0, 
+      0,   0,   1,  64,   0,   0, 
+    255, 255, 255, 255,  18,   0, 
+      0,   1,  32,   0,   0,   8, 
+     18,   0,  16,   0,   2,   0, 
+      0,   0,   1,  64,   0,   0, 
+      4,   0,   0,   0,  10, 128, 
+     32,   0,   0,   0,   0,   0, 
+      2,   0,   0,   0,  31,   0, 
+      4,   3,  10,   0,  16,   0, 
+      2,   0,   0,   0,  69,   0, 
+      0,   9, 242,   0,  16,   0, 
+      3,   0,   0,   0,  70,  16, 
+     16,   0,   1,   0,   0,   0, 
+     70, 126,  16,   0,   1,   0, 
+      0,   0,   0,  96,  16,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   7,  18,   0,  16,   0, 
+      3,   0,   0,   0,  10,   0, 
+     16,   0,   3,   0,   0,   0, 
+      1,  64,   0,   0,  18, 131, 
+    128, 189,  69,   0,   0,   9, 
     242,   0,  16,   0,   4,   0, 
       0,   0,  70,  16,  16,   0, 
       1,   0,   0,   0,  70, 126, 
+     16,   0,   2,   0,   0,   0, 
+      0,  96,  16,   0,   0,   0, 
+      0,   0,   0,   0,   0,  10, 
+     98,   0,  16,   0,   3,   0, 
+      0,   0,   6,   1,  16,   0, 
+      4,   0,   0,   0,   2,  64, 
+      0,   0,   0,   0,   0,   0, 
+    115, 128,   0, 191, 115, 128, 
+      0, 191,   0,   0,   0,   0, 
+     16,   0,   0,   8,  18,   0, 
+     16,   0,   4,   0,   0,   0, 
+     70, 130,  32,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+     70,   2,  16,   0,   3,   0, 
+      0,   0,  16,   0,   0,   8, 
+     34,   0,  16,   0,   4,   0, 
+      0,   0,  70, 130,  32,   0, 
+      0,   0,   0,   0,   4,   0, 
+      0,   0,  70,   2,  16,   0, 
+      3,   0,   0,   0,  16,   0, 
+      0,   8,  66,   0,  16,   0, 
+      4,   0,   0,   0,  70, 130, 
+     32,   0,   0,   0,   0,   0, 
+      5,   0,   0,   0,  70,   2, 
+     16,   0,   3,   0,   0,   0, 
+     54,   0,   0,   5, 130,   0, 
+     16,   0,   4,   0,   0,   0, 
+      1,  64,   0,   0,   0,   0, 
+    128,  63,  56,   0,   0,   8, 
+    242,   0,  16,   0,   1,   0, 
+      0,   0,  70,  14,  16,   0, 
+      4,   0,   0,   0,   6, 128, 
+     32,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,  21,   0, 
+      0,   1,  21,   0,   0,   1, 
+     21,   0,   0,   1,  21,   0, 
+      0,   1,  55,   0,   0,  10, 
+    242,   0,  16,   0,   1,   0, 
+      0,   0,   6,   0,  16,   0, 
+      2,   0,   0,   0,  70,  14, 
      16,   0,   1,   0,   0,   0, 
+     70, 142,  32,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+     54,   0,   0,   5,  18,   0, 
+     16,   0,   2,   0,   0,   0, 
+      1,  64,   0,   0, 255, 255, 
+    255, 255,  18,   0,   0,   1, 
+     32,   0,   0,   8,  18,   0, 
+     16,   0,   2,   0,   0,   0, 
+      1,  64,   0,   0,   1,   0, 
+      0,   0,  26, 128,  32,   0, 
+      0,   0,   0,   0,   2,   0, 
+      0,   0,  31,   0,   4,   3, 
+     10,   0,  16,   0,   2,   0, 
+      0,   0,  31,   0,   0,   4, 
+     10, 128,  32,   0,   0,   0, 
+      0,   0,   2,   0,   0,   0, 
+     69,   0,   0,   9, 242,   0, 
+     16,   0,   3,   0,   0,   0, 
+     70,  16,  16,   0,   1,   0, 
+      0,   0,  70, 126,  16,   0, 
+      0,   0,   0,   0,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+     56,   0,   0,   8, 114,   0, 
+     16,   0,   3,   0,   0,   0, 
+     70,   2,  16,   0,   3,   0, 
+      0,   0,   6, 128,  32,   0, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,  14,   0,   0,   7, 
+     98,   0,  16,   0,   2,   0, 
+      0,   0,   6,  17,  16,   0, 
+      2,   0,   0,   0, 166,  26, 
+     16,   0,   2,   0,   0,   0, 
+     69,   0,   0,   9, 242,   0, 
+     16,   0,   4,   0,   0,   0, 
+    150,   5,  16,   0,   2,   0, 
+      0,   0,  70, 126,  16,   0, 
+      5,   0,   0,   0,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+     54,   0,   0,   6, 130,   0, 
+     16,   0,   3,   0,   0,   0, 
+     10, 128,  32,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+     56,   0,   0,   7, 242,   0, 
+     16,   0,   1,   0,   0,   0, 
+     70,  14,  16,   0,   3,   0, 
+      0,   0,   6,   0,  16,   0, 
+      4,   0,   0,   0,  54,   0, 
+      0,   5,  34,   0,  16,   0, 
+      2,   0,   0,   0,   1,  64, 
+      0,   0, 255, 255, 255, 255, 
+     18,   0,   0,   1,  32,   0, 
+      0,   8,  66,   0,  16,   0, 
+      2,   0,   0,   0,   1,  64, 
+      0,   0,   1,   0,   0,   0, 
+     10, 128,  32,   0,   0,   0, 
+      0,   0,   2,   0,   0,   0, 
+     31,   0,   4,   3,  42,   0, 
+     16,   0,   2,   0,   0,   0, 
+     14,   0,   0,   7, 194,   0, 
+     16,   0,   2,   0,   0,   0, 
+      6,  20,  16,   0,   2,   0, 
+      0,   0, 166,  26,  16,   0, 
+      2,   0,   0,   0,  69,   0, 
+      0,   9, 242,   0,  16,   0, 
+      3,   0,   0,   0, 230,  10, 
+     16,   0,   2,   0,   0,   0, 
+     70, 126,  16,   0,   5,   0, 
+      0,   0,   0,  96,  16,   0, 
+      0,   0,   0,   0,  69,   0, 
+      0,   9, 242,   0,  16,   0, 
+      4,   0,   0,   0,  70,  16, 
+     16,   0,   1,   0,   0,   0, 
+     70, 126,  16,   0,   0,   0, 
+      0,   0,   0,  96,  16,   0, 
+      0,   0,   0,   0,  56,   0, 
+      0,   8, 242,   0,  16,   0, 
+      4,   0,   0,   0,  70,  14, 
+     16,   0,   4,   0,   0,   0, 
+      6, 128,  32,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+     56,   0,   0,   7, 242,   0, 
+     16,   0,   1,   0,   0,   0, 
+      6,   0,  16,   0,   3,   0, 
+      0,   0,  70,  14,  16,   0, 
+      4,   0,   0,   0,  54,   0, 
+      0,   5,  34,   0,  16,   0, 
+      2,   0,   0,   0,   1,  64, 
+      0,   0, 255, 255, 255, 255, 
+     18,   0,   0,   1,  32,   0, 
+      0,   8,  66,   0,  16,   0, 
+      2,   0,   0,   0,   1,  64, 
+      0,   0,   2,   0,   0,   0, 
+     10, 128,  32,   0,   0,   0, 
+      0,   0,   2,   0,   0,   0, 
+     31,   0,   4,   3,  42,   0, 
+     16,   0,   2,   0,   0,   0, 
+     14,   0,   0,   7, 194,   0, 
+     16,   0,   2,   0,   0,   0, 
+      6,  20,  16,   0,   2,   0, 
+      0,   0, 166,  26,  16,   0, 
+      2,   0,   0,   0,  69,   0, 
+      0,   9, 242,   0,  16,   0, 
+      3,   0,   0,   0, 230,  10, 
+     16,   0,   2,   0,   0,   0, 
+     70, 126,  16,   0,   5,   0, 
+      0,   0,   0,  96,  16,   0, 
+      0,   0,   0,   0,  69,   0, 
+      0,   9, 242,   0,  16,   0, 
+      4,   0,   0,   0,  70,  16, 
+     16,   0,   1,   0,   0,   0, 
+     70, 126,  16,   0,   1,   0, 
+      0,   0,   0,  96,  16,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   7,  18,   0,  16,   0, 
+      4,   0,   0,   0,  10,   0, 
+     16,   0,   4,   0,   0,   0, 
+      1,  64,   0,   0,  18, 131, 
+    128, 189,  69,   0,   0,   9, 
+    242,   0,  16,   0,   5,   0, 
+      0,   0,  70,  16,  16,   0, 
+      1,   0,   0,   0,  70, 126, 
+     16,   0,   2,   0,   0,   0, 
       0,  96,  16,   0,   0,   0, 
       0,   0,   0,   0,   0,   7, 
-     18,   0,  16,   0,   4,   0, 
+     34,   0,  16,   0,   4,   0, 
       0,   0,  10,   0,  16,   0, 
-      4,   0,   0,   0,   1,  64, 
-      0,   0,  18, 131, 128, 189, 
+      5,   0,   0,   0,   1,  64, 
+      0,   0, 115, 128,   0, 191, 
      69,   0,   0,   9, 242,   0, 
      16,   0,   5,   0,   0,   0, 
      70,  16,  16,   0,   1,   0, 
       0,   0,  70, 126,  16,   0, 
-      2,   0,   0,   0,   0,  96, 
-     16,   0,   0,   0,   0,   0, 
-      0,   0,   0,   7,  34,   0, 
+      3,   0,   0,   0,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+      0,   0,   0,   7,  66,   0, 
      16,   0,   4,   0,   0,   0, 
      10,   0,  16,   0,   5,   0, 
       0,   0,   1,  64,   0,   0, 
-    115, 128,   0, 191,  69,   0, 
+    115, 128,   0, 191,  16,   0, 
+      0,   8,  18,   0,  16,   0, 
+      5,   0,   0,   0,  70, 130, 
+     32,   0,   0,   0,   0,   0, 
+      3,   0,   0,   0,  70,   2, 
+     16,   0,   4,   0,   0,   0, 
+     16,   0,   0,   8,  34,   0, 
+     16,   0,   5,   0,   0,   0, 
+     70, 130,  32,   0,   0,   0, 
+      0,   0,   4,   0,   0,   0, 
+     70,   2,  16,   0,   4,   0, 
+      0,   0,  16,   0,   0,   8, 
+     66,   0,  16,   0,   5,   0, 
+      0,   0,  70, 130,  32,   0, 
+      0,   0,   0,   0,   5,   0, 
+      0,   0,  70,   2,  16,   0, 
+      4,   0,   0,   0,  54,   0, 
+      0,   5, 130,   0,  16,   0, 
+      5,   0,   0,   0,   1,  64, 
+      0,   0,   0,   0, 128,  63, 
+     56,   0,   0,   8, 242,   0, 
+     16,   0,   4,   0,   0,   0, 
+     70,  14,  16,   0,   5,   0, 
+      0,   0,   6, 128,  32,   0, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,  56,   0,   0,   7, 
+    242,   0,  16,   0,   1,   0, 
+      0,   0,   6,   0,  16,   0, 
+      3,   0,   0,   0,  70,  14, 
+     16,   0,   4,   0,   0,   0, 
+     54,   0,   0,   5,  34,   0, 
+     16,   0,   2,   0,   0,   0, 
+      1,  64,   0,   0, 255, 255, 
+    255, 255,  18,   0,   0,   1, 
+     32,   0,   0,   8,  34,   0, 
+     16,   0,   2,   0,   0,   0, 
+      1,  64,   0,   0,   4,   0, 
+      0,   0,  10, 128,  32,   0, 
+      0,   0,   0,   0,   2,   0, 
+      0,   0,  31,   0,   4,   3, 
+     26,   0,  16,   0,   2,   0, 
+      0,   0,  14,   0,   0,   7, 
+    194,   0,  16,   0,   2,   0, 
+      0,   0,   6,  20,  16,   0, 
+      2,   0,   0,   0, 166,  26, 
+     16,   0,   2,   0,   0,   0, 
+     69,   0,   0,   9, 242,   0, 
+     16,   0,   3,   0,   0,   0, 
+    230,  10,  16,   0,   2,   0, 
+      0,   0,  70, 126,  16,   0, 
+      5,   0,   0,   0,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+     69,   0,   0,   9, 242,   0, 
+     16,   0,   4,   0,   0,   0, 
+     70,  16,  16,   0,   1,   0, 
+      0,   0,  70, 126,  16,   0, 
+      1,   0,   0,   0,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+      0,   0,   0,   7,  18,   0, 
+     16,   0,   4,   0,   0,   0, 
+     10,   0,  16,   0,   4,   0, 
+      0,   0,   1,  64,   0,   0, 
+     18, 131, 128, 189,  69,   0, 
       0,   9, 242,   0,  16,   0, 
       5,   0,   0,   0,  70,  16, 
      16,   0,   1,   0,   0,   0, 
-     70, 126,  16,   0,   3,   0, 
+     70, 126,  16,   0,   2,   0, 
       0,   0,   0,  96,  16,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   7,  66,   0,  16,   0, 
-      4,   0,   0,   0,  10,   0, 
+      0,  10,  98,   0,  16,   0, 
+      4,   0,   0,   0,   6,   1, 
      16,   0,   5,   0,   0,   0, 
-      1,  64,   0,   0, 115, 128, 
-      0, 191,  16,   0,   0,   8, 
+      2,  64,   0,   0,   0,   0, 
+      0,   0, 115, 128,   0, 191, 
+    115, 128,   0, 191,   0,   0, 
+      0,   0,  16,   0,   0,   8, 
      18,   0,  16,   0,   5,   0, 
       0,   0,  70, 130,  32,   0, 
       0,   0,   0,   0,   3,   0, 
       0,   0,  70,   2,  16,   0, 
       4,   0,   0,   0,  16,   0, 
       0,   8,  34,   0,  16,   0, 
       5,   0,   0,   0,  70, 130, 
      32,   0,   0,   0,   0,   0, 
@@ -7890,1545 +9005,1548 @@ const BYTE BlendShader[] =
       6, 128,  32,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
      56,   0,   0,   7, 242,   0, 
      16,   0,   1,   0,   0,   0, 
       6,   0,  16,   0,   3,   0, 
       0,   0,  70,  14,  16,   0, 
       4,   0,   0,   0,  21,   0, 
       0,   1,  21,   0,   0,   1, 
-     21,   0,   0,   1,  31,   0, 
-      0,   3,  26,   0,  16,   0, 
-      2,   0,   0,   0,  14,   0, 
-      0,   7,  98,   0,  16,   0, 
-      2,   0,   0,   0,   6,  17, 
+     21,   0,   0,   1,  21,   0, 
+      0,   1,  31,   0,   0,   3, 
+     26,   0,  16,   0,   2,   0, 
+      0,   0,  14,   0,   0,   7, 
+     98,   0,  16,   0,   2,   0, 
+      0,   0,   6,  17,  16,   0, 
+      2,   0,   0,   0, 166,  26, 
      16,   0,   2,   0,   0,   0, 
-    166,  26,  16,   0,   2,   0, 
-      0,   0,  69,   0,   0,   9, 
-    242,   0,  16,   0,   3,   0, 
-      0,   0, 150,   5,  16,   0, 
-      2,   0,   0,   0,  70, 126, 
-     16,   0,   5,   0,   0,   0, 
-      0,  96,  16,   0,   0,   0, 
-      0,   0,  56,   0,   0,   8, 
+     69,   0,   0,   9, 242,   0, 
+     16,   0,   3,   0,   0,   0, 
+    150,   5,  16,   0,   2,   0, 
+      0,   0,  70, 126,  16,   0, 
+      5,   0,   0,   0,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+     56,   0,   0,   8, 242,   0, 
+     16,   0,   1,   0,   0,   0, 
+      6,   0,  16,   0,   3,   0, 
+      0,   0,  70, 142,  32,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,  21,   0,   0,   1, 
+     21,   0,   0,   1,  21,   0, 
+      0,   1,  55,   0,   0,  12, 
     242,   0,  16,   0,   1,   0, 
       0,   0,   6,   0,  16,   0, 
-      3,   0,   0,   0,  70, 142, 
-     32,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,  21,   0, 
-      0,   1,  21,   0,   0,   1, 
-     21,   0,   0,   1,  55,   0, 
-      0,  12, 242,   0,  16,   0, 
-      1,   0,   0,   0,   6,   0, 
+      2,   0,   0,   0,  70,  14, 
+     16,   0,   1,   0,   0,   0, 
+      2,  64,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    128,  63,  24,   0,   0,   7, 
+     18,   0,  16,   0,   2,   0, 
+      0,   0,  58,   0,  16,   0, 
+      0,   0,   0,   0,   1,  64, 
+      0,   0,   0,   0,   0,   0, 
+     31,   0,   4,   3,  10,   0, 
      16,   0,   2,   0,   0,   0, 
+     54,   0,   0,   5, 242,  32, 
+     16,   0,   0,   0,   0,   0, 
      70,  14,  16,   0,   1,   0, 
-      0,   0,   2,  64,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0, 128,  63,  24,   0, 
+      0,   0,  62,   0,   0,   1, 
+     21,   0,   0,   1,  24,   0, 
       0,   7,  18,   0,  16,   0, 
       2,   0,   0,   0,  58,   0, 
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+    100, 114, 111, 112,  84, 114, 
+     97, 110, 115, 102, 111, 114, 
+    109,   0,  77, 105,  99, 114, 
+    111, 115, 111, 102, 116,  32, 
+     40,  82,  41,  32,  72,  76, 
+     83,  76,  32,  83, 104,  97, 
+    100, 101, 114,  32,  67, 111, 
+    109, 112, 105, 108, 101, 114, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
+     73,  83,  71,  78, 128,   0, 
+      0,   0,   4,   0,   0,   0, 
+      8,   0,   0,   0, 104,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+     15,   0,   0,   0, 116,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   3,   0, 
-      0,   0,   0,   0,   0,   0, 
-     15,   0,   0,   0,  83,  86, 
-     95,  84,  97, 114, 103, 101, 
-    116,   0, 171, 171
+      0,   0,   1,   0,   0,   0, 
+      3,   3,   0,   0, 116,   0, 
+      0,   0,   2,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   1,   0,   0,   0, 
+     12,  12,   0,   0, 116,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   2,   0,   0,   0, 
+      7,   7,   0,   0,  83,  86, 
+     95,  80, 111, 115, 105, 116, 
+    105, 111, 110,   0,  84,  69, 
+     88,  67,  79,  79,  82,  68, 
+      0, 171, 171, 171,  79,  83, 
+     71,  78,  44,   0,   0,   0, 
+      1,   0,   0,   0,   8,   0, 
+      0,   0,  32,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      0,   0,   0,   0,  15,   0, 
+      0,   0,  83,  86,  95,  84, 
+     97, 114, 103, 101, 116,   0, 
+    171, 171
 };
 ShaderBytes sBlendShader = { BlendShader, sizeof(BlendShader) };
--- a/gfx/layers/d3d11/TextureD3D11.cpp
+++ b/gfx/layers/d3d11/TextureD3D11.cpp
@@ -390,16 +390,20 @@ D3D11TextureData::Create(IntSize aSize, 
       return nullptr;
     }
   }
 
   CD3D11_TEXTURE2D_DESC newDesc(DXGI_FORMAT_B8G8R8A8_UNORM,
                                 aSize.width, aSize.height, 1, 1,
                                 D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE);
 
+  if (aFormat == SurfaceFormat::NV12) {
+    newDesc.Format = DXGI_FORMAT_NV12;
+  }
+
   newDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
   if (!NS_IsMainThread() || !!(aFlags & ALLOC_FOR_OUT_OF_BAND_CONTENT)) {
     // On the main thread we use the syncobject to handle synchronization.
     if (!(aFlags & ALLOC_MANUAL_SYNCHRONIZATION)) {
       newDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
     }
   }
 
--- a/gfx/layers/d3d11/genshaders.sh
+++ b/gfx/layers/d3d11/genshaders.sh
@@ -30,21 +30,23 @@ DEST=CompositorD3D11Shaders.h
 rm -f $DEST
 echo "struct ShaderBytes { const void* mData; size_t mLength; };" >> $DEST;
 makeShaderVS LayerQuadVS
 makeShaderPS SolidColorShader
 makeShaderPS RGBShader
 makeShaderPS RGBAShader
 makeShaderPS ComponentAlphaShader
 makeShaderPS YCbCrShader
+makeShaderPS NV12Shader
 makeShaderVS LayerQuadMaskVS
 makeShaderPS SolidColorShaderMask
 makeShaderPS RGBShaderMask
 makeShaderPS RGBAShaderMask
 makeShaderPS YCbCrShaderMask
+makeShaderPS NV12ShaderMask
 makeShaderPS ComponentAlphaShaderMask
 
 # Mix-blend shaders
 makeShaderVS LayerQuadBlendVS
 makeShaderVS LayerQuadBlendMaskVS
 makeShaderPS BlendShader
 
 rm $tempfile