Bitmap: Use more accurate HSV-based hue shift algorithm
The previously YIQ-based algorithm turned out to be both slow, and horribly inaccurate. Another algorithm based on rotating the color value in the RGB cube along the diagonal axis was also considered, which was acceptable in terms of accuracy, and very fast. In the end, I decided on a HSV-based one, because it is by far the most accurate one, while still being a tad faster than the YIQ solution. Algorithm source: gamedev.stackexchange.com/a/59808/24839 A very simple GPU time benchmark when shifting a 2048^2 bitmap: YIQ rot RGB rot HSV shift radeon 13.4 ms 2.8 ms 11.4 ms intel 13.0 ms 6.0 ms 10.5 ms radeon: HD 3650 mobility intel: N3540 integrated (Baytrail) However hue shifting has never shown up as a bottleneck before, so these are more academic.
This commit is contained in:
parent
0ec1fce4ac
commit
541e24f678
4 changed files with 34 additions and 52 deletions
|
@ -551,7 +551,6 @@ HueShader::HueShader()
|
|||
ShaderBase::init();
|
||||
|
||||
GET_U(hueAdjust);
|
||||
GET_U(inputTexture);
|
||||
}
|
||||
|
||||
void HueShader::setHueAdjust(float value)
|
||||
|
@ -559,11 +558,6 @@ void HueShader::setHueAdjust(float value)
|
|||
gl.Uniform1f(u_hueAdjust, value);
|
||||
}
|
||||
|
||||
void HueShader::setInputTexture(TEX::ID tex)
|
||||
{
|
||||
setTexUniform(u_inputTexture, 0, tex);
|
||||
}
|
||||
|
||||
|
||||
SimpleMatrixShader::SimpleMatrixShader()
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue