mirror of
https://github.com/mpv-player/mpv.git
synced 2024-09-20 12:02:23 +02:00
vo_opengl: switch to nearest neighbour for trivial resampling
This is significantly faster for FBOs on most modern GPUs, although it did not result in a huge difference for the video source texture on the sizes I tested. It might be more significant for 1080p or 4K content, so it's worth revisiting this in the future. It also renames SAMPLE_BILINEAR to SAMPLE_TRIVIAL to match the semantics.
This commit is contained in:
parent
f24c2e0f56
commit
02df9886ea
@ -601,6 +601,13 @@ static bool fbotex_init(struct gl_video *p, struct fbotex *fbo, int w, int h,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
default_tex_params(gl, p->gl_target);
|
||||
|
||||
// Convolution filters don't need linear sampling, so using nearest is
|
||||
// often faster.
|
||||
if (p->scalers[0].kernel) {
|
||||
gl->TexParameteri(p->gl_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
gl->TexParameteri(p->gl_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
debug_check_gl(p, "after creating framebuffer texture");
|
||||
|
||||
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
|
||||
@ -1215,13 +1222,13 @@ static void compile_shaders(struct gl_video *p)
|
||||
// Force using the luma scaler on chroma. If the "indirect" stage is
|
||||
// used, the actual scaling will happen in the next stage.
|
||||
shader_def(&header_conv, "SAMPLE_C",
|
||||
use_indirect ? "SAMPLE_BILINEAR" : "SAMPLE_L");
|
||||
use_indirect ? "SAMPLE_TRIVIAL" : "SAMPLE_L");
|
||||
}
|
||||
|
||||
if (use_indirect) {
|
||||
// We don't use filtering for the Y-plane (luma), because it's never
|
||||
// scaled in this scenario.
|
||||
shader_def(&header_conv, "SAMPLE_L", "SAMPLE_BILINEAR");
|
||||
shader_def(&header_conv, "SAMPLE_L", "SAMPLE_TRIVIAL");
|
||||
shader_def_opt(&header_conv, "FIXED_SCALE", true);
|
||||
header_conv = t_concat(tmp, header, header_conv);
|
||||
p->indirect_program =
|
||||
@ -1523,6 +1530,8 @@ static void uninit_rendering(struct gl_video *p)
|
||||
|
||||
gl->DeleteTextures(1, &p->dither_texture);
|
||||
p->dither_texture = 0;
|
||||
|
||||
fbotex_uninit(p, &p->indirect_fbo);
|
||||
}
|
||||
|
||||
void gl_video_set_lut3d(struct gl_video *p, struct lut3d *lut3d)
|
||||
|
@ -201,7 +201,7 @@ vec4 sample_bilinear(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param
|
||||
return texture(tex, texcoord);
|
||||
}
|
||||
|
||||
#define SAMPLE_BILINEAR(p0, p1, p2) sample_bilinear(p0, p1, p2, 0.0)
|
||||
#define SAMPLE_TRIVIAL(tex, texsize, texcoord) texture(tex, texcoord)
|
||||
|
||||
// Explanation how bicubic scaling with only 4 texel fetches is done:
|
||||
// http://www.mate.tue.nl/mate/pdfs/10318.pdf
|
||||
|
Loading…
Reference in New Issue
Block a user