summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorDanny Lin <danny@kdrag0n.dev>2021-04-14 01:37:56 -0700
committeralk3pInjection <webmaster@raspii.tech>2021-09-27 21:17:05 +0800
commitf247754ebb751a164b9e44b57809cb23e936d181 (patch)
tree4a6da6264d23afad229690f4286edeeafe8d5a37
parent2cc4d0551d60ae4748f88ba1da73cb5db0b6c366 (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.cpp10
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;