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The shaders to unpack YUV information from the same texture were rather complicated. Breaking them up into separate textures makes the shaders much simpler, and we can remove the PRECISION_OFFSET hack. Performance also gets a nice boost on Intel for planar textures. Intel GPA, SetStablePowerState, Intel HD Graphics 530, 1920x1080 UYVY: 473 us -> 457 us YUY2: 492 us -> 422 us YVYU: 491 us -> 441 us I420: 1637 us -> 505 us I422: 1644 us -> 482 us I444: 1653 us -> 504 us NV12: 1656 us -> 369 us Y800 (limited): 270 us -> 277 us Y800 (full): 263 us -> 289 us RGB (limited): 341 us -> 411 us BGR3 (limited): 512 us -> 509 us BGR3 (full): 527 us -> 534 us
11 KiB
11 KiB