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vo_gpu: simplify compute shader coordinate calculation

Since the removal of FBOTEX_FUZZY, this can be made slightly simpler.
This commit is contained in:
Niklas Haas 2017-09-20 11:03:49 +02:00
parent 62ddc85d17
commit e3288c4597

View File

@ -1128,12 +1128,9 @@ static void dispatch_compute(struct gl_video *p, int w, int h,
(float)s->h / s->tex->params.h,
});
PRELUDE("#define texcoord%d_raw(id) (tex_scale%d * outcoord(id))\n", n, n);
PRELUDE("#define texcoord%d_rot(id) (texture_rot%d * texcoord%d_raw(id) + "
PRELUDE("#define texmap%d_raw(id) (tex_scale%d * outcoord(id))\n", n, n);
PRELUDE("#define texmap%d(id) (texture_rot%d * texmap%d_raw(id) + "
"pixel_size%d * texture_off%d)\n", n, n, n, n, n);
// 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("#define texcoord%d texmap%d(gl_GlobalInvocationID)\n", n, n);
}