This code fragment:

+   /* t = frac(i_vtex*size)
...
+   ureg_MUL(shader, t, i_vtex, ureg_imm1f(shader, size));

Probably doesn't do what you expect it to do when the pixel center is at 0.5 instead of 0.0.

For the matrix and most other filters the difference doesn't matter because you get the same offset on x/y as input you need to apply in the texture instructions as well.

Regards,
Christian.

Am 27.06.2016 um 15:51 schrieb Nayan Deshmukh:
Hi Christian,

I haven't taken that into account, but how will it any way affect my calculation. I have written
the code taking inspiration from the way matrix_filter uses offsets.

Regards,
Nayan.

On Mon, Jun 27, 2016 at 6:55 PM, Christian König <deathsim...@vodafone.de <mailto:deathsim...@vodafone.de>> wrote:

    Hi guys,

    Nayan have you taken into account that the pixel center is at 0.5
    and not 0.0?

    Regards,
    Christian.


    Am 26.06.2016 um 22:30 schrieb Andy Furniss:

        Nayan Deshmukh wrote:

            Hi Andy,

            On Sun, Jun 26, 2016 at 12:25 AM, Andy Furniss
            <adf.li...@gmail.com <mailto:adf.li...@gmail.com>> wrote:

                Nayan Deshmukh wrote:

                    Hi Andy,

                    Thanks for testing the patches.

                    Please send me the videos and ratios with which
                    there is corruption.



                
https://drive.google.com/file/d/0BxP5-S1t9VEEaHZEM203RFpyNEE/view?usp=sharing


                This has no aspect encoded and displayed fullscreen on
                a 1920x1080
                monitor shows vertical line artifacts over the first
                2/3 of the image.

                When I say lines they are not lines as such just that
                the distortion
                on the pendulum shows as it passes over imaginary
                lines at fixed
                points on the screen.

                with mplayer -aspect 4/3 or 16/9 it doesn't.


            I tested the videos and found out that the distortion is
            because of the
            amount
            of calculation done in the fragment shader. I tested the
            video with
            vl_median_filter
            and it showed no distortion however, with
            vl_matrix_filter( which requires
            more
            calculations than vl_median_filter) it showed the same
            distortion. I'll try
            to make it
            more efficient. But it still requires a lot of processing
            for a single
            pixel as it uses
            15 neighbouring pixel.


        Seems a bit strange, does the processing needed vary greatly with
        similar scale amounts? I have a powerful GPU and can force clocks
        high, but it makes no difference.

        Below is a png showing the artifacts I see on pendulum fullscreen
        are these what you see?

        If rather than full screen I stretch out the window to scale,
        there
        will be many sizes that don't produce those.

        
https://drive.google.com/file/d/0BxP5-S1t9VEEd2hwNVp0ZXRSZTA/view?usp=sharing


            Also I don't see any offsets with the videos, may be I am
            missing something.
            If could tell me more about the offsets, I'll try to debug
            them.


        
https://drive.google.com/file/d/0BxP5-S1t9VEEUGZTbndOMzBNZnM/view?usp=sharing


        Is a default scale, if you download both pngs and use something to
        display them both at the same time and line up the windows one on
        top of the other then flip between them you can see although the
        windows are lined up the images contained are not.

        You can make your own screen/window shots with xwd and display
        them
        with xwud. For me using fluxbox as a desktop it's easy to line up
        windows as they snap a bit towards the edge of the screen YMMV.

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