gl-renderer: drop redundant texture lookups
Do not call texture2D() in the shader when we already have the result. Simpler code, maybe even a little bit faster? Suggested-by: Harish Krupo <harishkrupo@gmail.com> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
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@ -106,22 +106,18 @@ main()
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} else if (c_variant == SHADER_VARIANT_Y_UV) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.y = texture2D(tex1, v_texcoord).r;
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yuva.z = texture2D(tex1, v_texcoord).g;
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yuva.yz = texture2D(tex1, v_texcoord).rg;
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yuva.w = alpha;
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gl_FragColor = yuva2rgba(yuva);
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} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.y = texture2D(tex1, v_texcoord).g;
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yuva.z = texture2D(tex1, v_texcoord).a;
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yuva.yz = texture2D(tex1, v_texcoord).ga;
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yuva.w = alpha;
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gl_FragColor = yuva2rgba(yuva);
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} else if (c_variant == SHADER_VARIANT_XYUV) {
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yuva.x = texture2D(tex, v_texcoord).b;
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yuva.y = texture2D(tex, v_texcoord).g;
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yuva.z = texture2D(tex, v_texcoord).r;
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yuva.xyz = texture2D(tex, v_texcoord).bgr;
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yuva.w = alpha;
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gl_FragColor = yuva2rgba(yuva);
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