blur: Reduce floating-point precision for UV coordinates
While blur rendering is mostly memory-bound, reducing ALU utilization is still helpful. This doesn't result in any noticeable artifacts in the blurred image. 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: I09798e0d98665b92771e601704653609a240c065 Signed-off-by:Mohammad Hasan Keramat J <ikeramat@protonmail.com> Signed-off-by:
Simão Gomes Viana <devel@superboring.dev>
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