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authorNiklas Haas <git@haasn.xyz>2017-07-03 11:23:48 +0200
committerNiklas Haas <git@haasn.xyz>2017-07-03 11:51:37 +0200
commit8854a2bef61090fdcc6b815112ddd966ef07d771 (patch)
tree553ec82e7df0eeff9aa980c00f6ad5c14b385518 /video/out/opengl/video_shaders.c
parent41b3b116695bcad3fdb3129b133e2a97d9a76847 (diff)
downloadmpv-8854a2bef61090fdcc6b815112ddd966ef07d771.tar.bz2
mpv-8854a2bef61090fdcc6b815112ddd966ef07d771.tar.xz
filter_kernels: add radius cutoff functionality
This allows filter functions to be prematurely cut off once their contributions start becoming insignificant. This effectively prevents wasted GPU time sampling from parts of the function that are essentially reduced to zero by the window function, providing anywhere from a 10% to 20% speedup. (5700μs -> 4700μs for me)
Diffstat (limited to 'video/out/opengl/video_shaders.c')
-rw-r--r--video/out/opengl/video_shaders.c13
1 files changed, 8 insertions, 5 deletions
diff --git a/video/out/opengl/video_shaders.c b/video/out/opengl/video_shaders.c
index 9e54d33d41..9ed85ffa09 100644
--- a/video/out/opengl/video_shaders.c
+++ b/video/out/opengl/video_shaders.c
@@ -108,8 +108,10 @@ void pass_sample_separated_gen(struct gl_shader_cache *sc, struct scaler *scaler
void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler)
{
double radius = scaler->kernel->f.radius * scaler->kernel->filter_scale;
- int bound = ceil(radius);
+ double radius_cutoff = scaler->kernel->radius_cutoff;
+ int bound = ceil(radius_cutoff);
bool use_ar = scaler->conf.antiring > 0;
+
GLSL(color = vec4(0.0);)
GLSLF("{\n");
GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
@@ -130,12 +132,13 @@ void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler)
int xx = x > 0 ? x-1 : x;
double dmax = sqrt(xx*xx + yy*yy);
// Skip samples definitely outside the radius
- if (dmax >= radius)
+ if (dmax >= radius_cutoff)
continue;
GLSLF("d = length(vec2(%d.0, %d.0) - fcoord)/%f;\n", x, y, radius);
// Check for samples that might be skippable
- if (dmax >= radius - M_SQRT2)
- GLSLF("if (d < 1.0) {\n");
+ bool maybe_skippable = dmax >= radius_cutoff - M_SQRT2;
+ if (maybe_skippable)
+ GLSLF("if (d < %f) {\n", radius_cutoff / radius);
if (scaler->gl_target == GL_TEXTURE_1D) {
GLSLF("w = texture1D(lut, LUT_POS(d, %d.0)).r;\n",
scaler->lut_size);
@@ -150,7 +153,7 @@ void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler)
GLSL(lo = min(lo, c);)
GLSL(hi = max(hi, c);)
}
- if (dmax >= radius - M_SQRT2)
+ if (maybe_skippable)
GLSLF("}\n");
}
}