mirror of https://github.com/mpv-player/mpv
vo_gpu: fix rotated compute shader vertex simulation
Upon re-examination I have no idea why this code was ever written or
what problem it was trying to solve. But, getting rid of it fixes #9291.
It might be a remnant from before 2af2fa7a27
. Who knows. This code will
be replaced soon(tm) anyways.
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@ -1193,16 +1193,8 @@ static void dispatch_compute(struct gl_video *p, int w, int h,
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if (!s->tex)
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continue;
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// We need to rescale the coordinates to the true texture size
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char *tex_scale = mp_tprintf(32, "tex_scale%d", n);
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gl_sc_uniform_vec2(p->sc, tex_scale, (float[2]){
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(float)s->w / s->tex->params.w,
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(float)s->h / s->tex->params.h,
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});
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PRELUDE("#define texmap%d_raw(id) (tex_scale%d * outcoord(id))\n", n, n);
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PRELUDE("#define texmap%d(id) (texture_rot%d * texmap%d_raw(id) + "
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"pixel_size%d * texture_off%d)\n", n, n, n, n, n);
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PRELUDE("#define texmap%d(id) (texture_rot%d * outcoord(id) + "
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"pixel_size%d * texture_off%d)\n", n, n, n, n);
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PRELUDE("#define texcoord%d texmap%d(gl_GlobalInvocationID)\n", n, n);
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}
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