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author | Niklas Haas <git@haasn.xyz> | 2017-08-03 18:50:07 +0200 |
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committer | Niklas Haas <git@haasn.xyz> | 2017-08-03 18:50:07 +0200 |
commit | 5e89aed93460c41c78cc09ac3d7573bec4fa989c (patch) | |
tree | 3d908b62c066bb273626207647f17d0246277fee /video/out | |
parent | 83f39103989ba6bd289a2ed83abe8177a3ba2f93 (diff) | |
download | mpv-5e89aed93460c41c78cc09ac3d7573bec4fa989c.tar.bz2 mpv-5e89aed93460c41c78cc09ac3d7573bec4fa989c.tar.xz |
vo_opengl: don't precompute texcoord in global scope
Breaks on mesa for whatever reason... even though it doesn't generate a
GLSL shader compiler error
Shouldn't make a performance difference for us because we cache `pos`
anyway, and most compute shaders will probably cache all of their
samples to shmem. Might have to re-visit this when we have an actual use
case for repeated sampling inside CS though. (RAVU + anti-ringing is a
possible candidate for that)
Diffstat (limited to 'video/out')
-rw-r--r-- | video/out/opengl/video.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/video/out/opengl/video.c b/video/out/opengl/video.c index 811c7b717b..14d7d68171 100644 --- a/video/out/opengl/video.c +++ b/video/out/opengl/video.c @@ -1183,7 +1183,7 @@ static void dispatch_compute(struct gl_video *p, int w, int h, // Clamp the texture coordinates to prevent sampling out-of-bounds in // threads that exceed the requested width/height PRELUDE("#define texmap%d(id) min(texcoord%d_rot(id), vec2(1.0))\n", n, n); - PRELUDE("vec2 texcoord%d = texmap%d(gl_GlobalInvocationID);\n", n, n); + PRELUDE("#define texcoord%d texmap%d(gl_GlobalInvocationID)\n", n, n); } pass_record(p, gl_sc_generate(p->sc, GL_COMPUTE_SHADER)); |