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eglglessink: GLSL: Planar YUV converters optimization
- Use consts for the transform's offset and cofficients values - Use dot product instead of mult and add - Avoid unneeded texture lookups
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846e77871b
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1 changed files with 26 additions and 20 deletions
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@ -264,18 +264,21 @@ static const char *frag_PLANAR_YUV_prog = {
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"precision mediump float;"
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"varying vec2 opos;"
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"uniform sampler2D Ytex,Utex,Vtex;"
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"const vec3 offset = vec3(-0.0625, -0.5, -0.5);"
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"const vec3 rcoeff = vec3(1.164, 0.000, 1.596);"
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"const vec3 gcoeff = vec3(1.164,-0.391,-0.813);"
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"const vec3 bcoeff = vec3(1.164, 2.018, 0.000);"
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"void main(void) {"
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" float r,g,b,y,u,v;"
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" float r,g,b;"
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" vec3 yuv;"
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" vec2 nxy = opos.xy;"
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" y=texture2D(Ytex,nxy).r;"
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" u=texture2D(Utex,nxy).r;"
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" v=texture2D(Vtex,nxy).r;"
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" y=1.1643*(y-0.0625);"
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" u=u-0.5;"
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" v=v-0.5;"
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" r=y+1.5958*v;"
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" g=y-0.39173*u-0.81290*v;"
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" b=y+2.017*u;"
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" yuv.x=texture2D(Ytex,nxy).r;"
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" yuv.y=texture2D(Utex,nxy).r;"
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" yuv.z=texture2D(Vtex,nxy).r;"
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" yuv += offset;"
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" r = dot(yuv, rcoeff);"
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" g = dot(yuv, gcoeff);"
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" b = dot(yuv, bcoeff);"
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" gl_FragColor=vec4(r,g,b,1.0);"
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"}"
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};
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@ -285,18 +288,21 @@ static const char *frag_NV12_NV21_prog = {
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"precision mediump float;"
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"varying vec2 opos;"
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"uniform sampler2D Ytex,UVtex;"
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"const vec3 offset = vec3(-0.0625, -0.5, -0.5);"
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"const vec3 rcoeff = vec3(1.164, 0.000, 1.596);"
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"const vec3 gcoeff = vec3(1.164,-0.391,-0.813);"
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"const vec3 bcoeff = vec3(1.164, 2.018, 0.000);"
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"void main(void) {"
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" float r,g,b,y,u,v;"
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" float r,g,b;"
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" vec3 yuv;"
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" vec2 nxy = opos.xy;"
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" y=texture2D(Ytex,nxy).r;"
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" u=texture2D(UVtex,nxy).%c;"
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" v=texture2D(UVtex,nxy).%c;"
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" y=1.1643*(y-0.0625);"
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" u=u-0.5;"
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" v=v-0.5;"
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" r=y+1.5958*v;"
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" g=y-0.39173*u-0.81290*v;"
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" b=y+2.017*u;"
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" yuv.x=texture2D(Ytex,nxy).r;"
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" yuv.y=texture2D(UVtex,nxy).%c;"
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" yuv.z=texture2D(UVtex,nxy).%c;"
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" yuv += offset;"
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" r = dot(yuv, rcoeff);"
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" g = dot(yuv, gcoeff);"
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" b = dot(yuv, bcoeff);"
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" gl_FragColor=vec4(r,g,b,1.0);"
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"}"
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};
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