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.
This commit is contained in:
Niklas Haas 2021-10-17 13:40:47 +02:00 committed by Niklas Haas
parent a76527772e
commit 254730d891
1 changed files with 2 additions and 10 deletions

View File

@ -1193,16 +1193,8 @@ static void dispatch_compute(struct gl_video *p, int w, int h,
if (!s->tex)
continue;
// We need to rescale the coordinates to the true texture size
char *tex_scale = mp_tprintf(32, "tex_scale%d", n);
gl_sc_uniform_vec2(p->sc, tex_scale, (float[2]){
(float)s->w / s->tex->params.w,
(float)s->h / s->tex->params.h,
});
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);
PRELUDE("#define texmap%d(id) (texture_rot%d * outcoord(id) + "
"pixel_size%d * texture_off%d)\n", n, n, n, n);
PRELUDE("#define texcoord%d texmap%d(gl_GlobalInvocationID)\n", n, n);
}