blur: Calculate vertices in vertex shader instead of using VBO
Using a VBO for a simple full-screen triangle is unnecessarily complicated, and because blur rendering is memory-bound, every little bit of memory bandwidth counts. This removes the VBO in favor of calculating the UV and clip space coordinates for a full-screen triangle in the vertex shader, which only takes a few ALU instructions in a shader that is only run 3 times per rendering step. When tested with 2 layers of another 6-pass blur implementation, this saves ~50 µs of rendering time on an Adreno 640 GPU at 1440x3040 resolution. Change-Id: I6a3c6d691baa54412f4e04891129f101be6cdb60 Signed-off-by:Mohammad Hasan Keramat J <ikeramat@protonmail.com> Signed-off-by:
Simão Gomes Viana <devel@superboring.dev>
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