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author | wm4 <wm4@nowhere> | 2014-12-08 15:23:21 +0100 |
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committer | wm4 <wm4@nowhere> | 2014-12-08 15:23:21 +0100 |
commit | 4a95be014b8875567e8e800a6075d876ba824081 (patch) | |
tree | 642731035f35d751c89bb4a23c6da45c9ea61d46 /video/out/gl_video_shaders.glsl | |
parent | 4cae83db76bbcc82813825a3ae3f2a563d5ba809 (diff) | |
download | mpv-4a95be014b8875567e8e800a6075d876ba824081.tar.bz2 mpv-4a95be014b8875567e8e800a6075d876ba824081.tar.xz |
vo_opengl: never use 1D textures for lookup textures
This was a microoptimization for small filters which need 4 or less
weights per sample point. When I originally wrote this code, using a 1D
texture seemed to give a slight speed gain, but now I couldn't measure
any difference.
Remove this to simplify the code.
Diffstat (limited to 'video/out/gl_video_shaders.glsl')
-rw-r--r-- | video/out/gl_video_shaders.glsl | 56 |
1 files changed, 27 insertions, 29 deletions
diff --git a/video/out/gl_video_shaders.glsl b/video/out/gl_video_shaders.glsl index f6b84fc00c..b8e30e175f 100644 --- a/video/out/gl_video_shaders.glsl +++ b/video/out/gl_video_shaders.glsl @@ -154,10 +154,8 @@ uniform VIDEO_SAMPLER texture3; uniform vec2 textures_size[4]; uniform vec2 chroma_center_offset; uniform vec2 chroma_div; -uniform sampler1D lut_c_1d; -uniform sampler1D lut_l_1d; -uniform sampler2D lut_c_2d; -uniform sampler2D lut_l_2d; +uniform sampler2D lut_c; +uniform sampler2D lut_l; uniform sampler3D lut_3d; uniform sampler2D dither; uniform mat4x3 colormatrix; @@ -221,13 +219,13 @@ vec4 sample_bicubic_fast(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float p return mix(aa, ab, parmx.b); } -float[2] weights2(sampler1D lookup, float f) { - vec4 c = texture1D(lookup, f); +float[2] weights2(sampler2D lookup, float f) { + vec4 c = texture(lookup, vec2(0.5, f)); return float[2](c.r, c.g); } -float[4] weights4(sampler1D lookup, float f) { - vec4 c = texture1D(lookup, f); +float[4] weights4(sampler2D lookup, float f) { + vec4 c = texture(lookup, vec2(0.5, f)); return float[4](c.r, c.g, c.b, c.a); } @@ -259,8 +257,8 @@ WEIGHTS_N(weights64, 64) // The dir parameter is (0, 1) or (1, 0), and we expect the shader compiler to // remove all the redundant multiplications and additions. -#define SAMPLE_CONVOLUTION_SEP_N(NAME, N, SAMPLERT, WEIGHTS_FUNC) \ - vec4 NAME(vec2 dir, SAMPLERT lookup, VIDEO_SAMPLER tex, vec2 texsize, \ +#define SAMPLE_CONVOLUTION_SEP_N(NAME, N, WEIGHTS_FUNC) \ + vec4 NAME(vec2 dir, sampler2D lookup, VIDEO_SAMPLER tex, vec2 texsize, \ vec2 texcoord) { \ vec2 pt = (1 / texsize) * dir; \ float fcoord = dot(fract(texcoord * texsize - 0.5), dir); \ @@ -273,17 +271,17 @@ WEIGHTS_N(weights64, 64) return res; \ } -SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep2, 2, sampler1D, weights2) -SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep4, 4, sampler1D, weights4) -SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep6, 6, sampler2D, weights6) -SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep8, 8, sampler2D, weights8) -SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep12, 12, sampler2D, weights12) -SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep16, 16, sampler2D, weights16) -SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep32, 32, sampler2D, weights32) -SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep64, 64, sampler2D, weights64) - -#define SAMPLE_CONVOLUTION_N(NAME, N, SAMPLERT, WEIGHTS_FUNC) \ - vec4 NAME(SAMPLERT lookup, VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) {\ +SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep2, 2, weights2) +SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep4, 4, weights4) +SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep6, 6, weights6) +SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep8, 8, weights8) +SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep12, 12, weights12) +SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep16, 16, weights16) +SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep32, 32, weights32) +SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep64, 64, weights64) + +#define SAMPLE_CONVOLUTION_N(NAME, N, WEIGHTS_FUNC) \ + vec4 NAME(sampler2D lookup, VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) {\ vec2 pt = 1 / texsize; \ vec2 fcoord = fract(texcoord * texsize - 0.5); \ vec2 base = texcoord - fcoord * pt - pt * (N / 2 - 1); \ @@ -299,14 +297,14 @@ SAMPLE_CONVOLUTION_SEP_N(sample_convolution_sep64, 64, sampler2D, weights64) return res; \ } -SAMPLE_CONVOLUTION_N(sample_convolution2, 2, sampler1D, weights2) -SAMPLE_CONVOLUTION_N(sample_convolution4, 4, sampler1D, weights4) -SAMPLE_CONVOLUTION_N(sample_convolution6, 6, sampler2D, weights6) -SAMPLE_CONVOLUTION_N(sample_convolution8, 8, sampler2D, weights8) -SAMPLE_CONVOLUTION_N(sample_convolution12, 12, sampler2D, weights12) -SAMPLE_CONVOLUTION_N(sample_convolution16, 16, sampler2D, weights16) -SAMPLE_CONVOLUTION_N(sample_convolution32, 32, sampler2D, weights32) -SAMPLE_CONVOLUTION_N(sample_convolution64, 64, sampler2D, weights64) +SAMPLE_CONVOLUTION_N(sample_convolution2, 2, weights2) +SAMPLE_CONVOLUTION_N(sample_convolution4, 4, weights4) +SAMPLE_CONVOLUTION_N(sample_convolution6, 6, weights6) +SAMPLE_CONVOLUTION_N(sample_convolution8, 8, weights8) +SAMPLE_CONVOLUTION_N(sample_convolution12, 12, weights12) +SAMPLE_CONVOLUTION_N(sample_convolution16, 16, weights16) +SAMPLE_CONVOLUTION_N(sample_convolution32, 32, weights32) +SAMPLE_CONVOLUTION_N(sample_convolution64, 64, weights64) // Unsharp masking vec4 sample_sharpen3(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) { |