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vo_opengl: reduce number of uniforms in dithering pass

We now update uniforms every time, so we should try to reduce the number
of uniforms to avoid performance penalties. (Originally, some caching
was planned, but it looks like it would be too complicated to implement
compared to the expected gains.)
This commit is contained in:
wm4 2015-03-16 20:22:09 +01:00
parent 2fe81ce789
commit 7c2f21cb50

View File

@ -1675,15 +1675,11 @@ static void pass_dither(struct gl_video *p)
// screen. The superfluous bits will be used for rounding according to the
// dither matrix. The precision of the source implicitly decides how many
// dither patterns can be visible.
float dither_quantization = (1 << dst_depth) - 1;
float dither_center = 0.5 / (p->dither_size * p->dither_size);
int dither_quantization = (1 << dst_depth) - 1;
gl_sc_uniform_f(p->sc, "dither_size", p->dither_size);
gl_sc_uniform_f(p->sc, "dither_quantization", dither_quantization);
gl_sc_uniform_f(p->sc, "dither_center", dither_center);
gl_sc_uniform_sampler(p->sc, "dither", GL_TEXTURE_2D, TEXUNIT_DITHER);
GLSL(vec2 dither_pos = gl_FragCoord.xy / dither_size;)
GLSLF("vec2 dither_pos = gl_FragCoord.xy / %d;\n", p->dither_size);
if (p->opts.temporal_dither) {
int phase = p->frames_rendered % 8u;
@ -1698,8 +1694,9 @@ static void pass_dither(struct gl_video *p)
}
GLSL(float dither_value = texture(dither, dither_pos).r;)
GLSL(color = floor(color * dither_quantization + dither_value + dither_center) /
dither_quantization;)
GLSLF("color = floor(color * %d + dither_value + 0.5 / (%d * %d)) / %d;\n",
dither_quantization, p->dither_size, p->dither_size,
dither_quantization);
}
// The main rendering function, takes care of everything up to and including