diff options
author | Danny Lin <danny@kdrag0n.dev> | 2021-04-14 01:37:56 -0700 |
---|---|---|
committer | alk3pInjection <webmaster@raspii.tech> | 2021-09-27 21:17:05 +0800 |
commit | f247754ebb751a164b9e44b57809cb23e936d181 (patch) | |
tree | 4a6da6264d23afad229690f4286edeeafe8d5a37 | |
parent | 2cc4d0551d60ae4748f88ba1da73cb5db0b6c366 (diff) |
[ProtonAOSP] blur: Reduce floating-point precision for UV coordinates
While blur rendering is mostly memory-bound, reducing ALU utilization is
still helpful. This doesn't result in any noticeable artifacts in the
blurred image.
When tested with 2 layers of another 6-pass blur implementation, this
saves ~50 µs of rendering time on an Adreno 640 GPU at 1440x3040
resolution.
Change-Id: I09798e0d98665b92771e601704653609a240c065
-rw-r--r-- | libs/renderengine/gl/filters/BlurFilter.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/libs/renderengine/gl/filters/BlurFilter.cpp b/libs/renderengine/gl/filters/BlurFilter.cpp index f1d325b53f..c317c5f7dd 100644 --- a/libs/renderengine/gl/filters/BlurFilter.cpp +++ b/libs/renderengine/gl/filters/BlurFilter.cpp @@ -252,8 +252,8 @@ string BlurFilter::getVertexShader() const { precision mediump float; in vec2 aPosition; - in highp vec2 aUV; - out highp vec2 vUV; + in vec2 aUV; + out vec2 vUV; void main() { vUV = aUV; @@ -269,7 +269,7 @@ string BlurFilter::getFragmentShader() const { uniform sampler2D uTexture; uniform vec2 uOffset; - in highp vec2 vUV; + in vec2 vUV; out vec4 fragColor; void main() { @@ -288,7 +288,7 @@ string BlurFilter::getMixFragShader() const { string shader = R"SHADER(#version 310 es precision mediump float; - in highp vec2 vUV; + in vec2 vUV; out vec4 fragColor; uniform sampler2D uCompositionTexture; @@ -327,7 +327,7 @@ string BlurFilter::getDitherMixFragShader() const { return R"SHADER(#version 310 es precision mediump float; - in highp vec2 vUV; + in vec2 vUV; in vec2 vNoiseUV; out vec4 fragColor; |