Ben Clayton be367b73ae Reduce shader complexity for external textures
Do more math on the CPU to avoid per-fragment ALU operations.
Use a mat3x2 instead of mat2x3 to avoid padding.

Fixed: dawn:1614
Change-Id: Ib0e0f7d44ed9aa16eaca712f6553214fad141feb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/116060
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Brandon1 Jones <brandon1.jones@intel.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
2023-01-04 12:29:56 +00:00

164 lines
3.5 KiB
GLSL

#version 310 es
struct GammaTransferParams {
float G;
float A;
float B;
float C;
float D;
float E;
float F;
uint padding;
};
struct ExternalTextureParams {
uint numPlanes;
uint doYuvToRgbConversionOnly;
mat3x4 yuvToRgbConversionMatrix;
GammaTransferParams gammaDecodeParams;
GammaTransferParams gammaEncodeParams;
mat3 gamutConversionMatrix;
mat3x2 coordTransformationMatrix;
};
struct ExternalTextureParams_std140 {
uint numPlanes;
uint doYuvToRgbConversionOnly;
mat3x4 yuvToRgbConversionMatrix;
GammaTransferParams gammaDecodeParams;
GammaTransferParams gammaEncodeParams;
mat3 gamutConversionMatrix;
vec2 coordTransformationMatrix_0;
vec2 coordTransformationMatrix_1;
vec2 coordTransformationMatrix_2;
};
layout(binding = 2, std140) uniform ext_tex_params_block_std140_ubo {
ExternalTextureParams_std140 inner;
} ext_tex_params;
uniform highp sampler2D arg_0_1;
void textureDimensions_cdc6c9() {
uvec2 res = uvec2(textureSize(arg_0_1, 0));
}
vec4 vertex_main() {
textureDimensions_cdc6c9();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
struct GammaTransferParams {
float G;
float A;
float B;
float C;
float D;
float E;
float F;
uint padding;
};
struct ExternalTextureParams {
uint numPlanes;
uint doYuvToRgbConversionOnly;
mat3x4 yuvToRgbConversionMatrix;
GammaTransferParams gammaDecodeParams;
GammaTransferParams gammaEncodeParams;
mat3 gamutConversionMatrix;
mat3x2 coordTransformationMatrix;
};
struct ExternalTextureParams_std140 {
uint numPlanes;
uint doYuvToRgbConversionOnly;
mat3x4 yuvToRgbConversionMatrix;
GammaTransferParams gammaDecodeParams;
GammaTransferParams gammaEncodeParams;
mat3 gamutConversionMatrix;
vec2 coordTransformationMatrix_0;
vec2 coordTransformationMatrix_1;
vec2 coordTransformationMatrix_2;
};
layout(binding = 2, std140) uniform ext_tex_params_block_std140_ubo {
ExternalTextureParams_std140 inner;
} ext_tex_params;
uniform highp sampler2D arg_0_1;
void textureDimensions_cdc6c9() {
uvec2 res = uvec2(textureSize(arg_0_1, 0));
}
void fragment_main() {
textureDimensions_cdc6c9();
}
void main() {
fragment_main();
return;
}
#version 310 es
struct GammaTransferParams {
float G;
float A;
float B;
float C;
float D;
float E;
float F;
uint padding;
};
struct ExternalTextureParams {
uint numPlanes;
uint doYuvToRgbConversionOnly;
mat3x4 yuvToRgbConversionMatrix;
GammaTransferParams gammaDecodeParams;
GammaTransferParams gammaEncodeParams;
mat3 gamutConversionMatrix;
mat3x2 coordTransformationMatrix;
};
struct ExternalTextureParams_std140 {
uint numPlanes;
uint doYuvToRgbConversionOnly;
mat3x4 yuvToRgbConversionMatrix;
GammaTransferParams gammaDecodeParams;
GammaTransferParams gammaEncodeParams;
mat3 gamutConversionMatrix;
vec2 coordTransformationMatrix_0;
vec2 coordTransformationMatrix_1;
vec2 coordTransformationMatrix_2;
};
layout(binding = 2, std140) uniform ext_tex_params_block_std140_ubo {
ExternalTextureParams_std140 inner;
} ext_tex_params;
uniform highp sampler2D arg_0_1;
void textureDimensions_cdc6c9() {
uvec2 res = uvec2(textureSize(arg_0_1, 0));
}
void compute_main() {
textureDimensions_cdc6c9();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}