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0cae67172a
Thanks to Eric Anholt I've finally understood (at least I hope) how to count texture indirections and save up some. Texture sampling dependent on the result of some math counts as an indirection phase. Grouped texture lookups with no math involved count as a single indirection. Math on the coordinates count as indirection. So the best thing is to group all the math involving coordinates and then do all the lookups. This saves enough indirections to make glfilterblur and glow effect work, albeit a bit slowly, on i915. |
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GNUmakefile.gnustep | ||
gstgleffectbulge.c | ||
gstgleffectfisheye.c | ||
gstgleffectglow.c | ||
gstgleffectidentity.c | ||
gstgleffectlumatocurve.c | ||
gstgleffectlumatocurve.h | ||
gstgleffectmirror.c | ||
gstgleffectrgbtocurve.c | ||
gstgleffectscurves.h | ||
gstgleffectsin.c | ||
gstgleffectsquare.c | ||
gstgleffectsqueeze.c | ||
gstgleffectssources.c | ||
gstgleffectssources.h | ||
gstgleffectstretch.c | ||
gstgleffecttunnel.c | ||
gstgleffecttwirl.c | ||
gstgleffectxray.c |