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authorGravatar Niklas Haas <git@nand.wakku.to>2016-05-14 07:05:04 +0200
committerGravatar Niklas Haas <git@nand.wakku.to>2016-05-15 20:42:08 +0200
commit362015cd770de486c5dea218d3609450682756ca (patch)
treecd0539b4f10cd09444f74ed0aeb6fb1c7b16533b /video/out/opengl/nnedi3.h
parentdfc7b59909588985ee1be19f313f8bfb858ab8b0 (diff)
vo_opengl: abstract hook texture access behind macro
This macro takes care of rotation, swizzling, integer conversion and normalization automatically. I found the performance impact to be nonexistant for superxbr and debanding, although rotation *did* have an impact due to the extra matrix multiplication. (So it gets skipped where possible) All of the internal hooks have been rewritten to use this new mechanism, and the prescaler hooks have finally been separated from each other. This also means the prescale FBO kludge is no longer required. This fixes image corruption for image formats like 0bgr, and also fixes prescaling under rotation. (As well as other user hooks that have orientation-dependent access) The "raw" attributes (tex, tex_pos, pixel_size) are still un-rotated, in case something needs them, but ideally the hooks should be rewritten to use the new API as much as possible. The hooked texture has been renamed from just NAME to NAME_raw to make script authors notice the change (and also deemphasize direct texture access). This is also a step towards getting rid of the use_integer pass.
Diffstat (limited to 'video/out/opengl/nnedi3.h')
-rw-r--r--video/out/opengl/nnedi3.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/video/out/opengl/nnedi3.h b/video/out/opengl/nnedi3.h
index c3895a0773..8cd1a65815 100644
--- a/video/out/opengl/nnedi3.h
+++ b/video/out/opengl/nnedi3.h
@@ -38,8 +38,8 @@ extern const struct m_sub_options nnedi3_conf;
const float* get_nnedi3_weights(const struct nnedi3_opts *conf, int *size);
-void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
- int step, float tex_mul, const struct nnedi3_opts *conf,
- struct gl_transform *transform, GLenum tex_target);
+void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int step,
+ const struct nnedi3_opts *conf,
+ struct gl_transform *transform);
#endif