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-rw-r--r--video/out/opengl/video_shaders.c11
1 files changed, 3 insertions, 8 deletions
diff --git a/video/out/opengl/video_shaders.c b/video/out/opengl/video_shaders.c
index 854c829f1d..c0ca40b48e 100644
--- a/video/out/opengl/video_shaders.c
+++ b/video/out/opengl/video_shaders.c
@@ -217,18 +217,13 @@ void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler,
GLSLF("}\n");
}
+// bw/bh: block size
+// iw/ih: input size (pre-calculated to fit all required texels)
void pass_compute_polar(struct gl_shader_cache *sc, struct scaler *scaler,
- int components, int bw, int bh, float ratiox,
- float ratioy)
+ int components, int bw, int bh, int iw, int ih)
{
int bound = ceil(scaler->kernel->radius_cutoff);
int offset = bound - 1; // padding top/left
- int padding = offset + bound; // total padding
-
- // We need to sample everything from base_min to base_max, so make sure
- // we have enough space to fit all relevant texels in shmem
- int iw = (int)ceil(bw / ratiox) + padding + 1,
- ih = (int)ceil(bh / ratioy) + padding + 1;
GLSL(color = vec4(0.0);)
GLSLF("{\n");