Use GL_NEAREST when possible without degrading quality

This commit is contained in:
Cameron Gutman
2026-01-17 02:20:39 -06:00
parent 30274f3ae8
commit 0f49dca4c0
2 changed files with 30 additions and 14 deletions

View File

@@ -627,8 +627,6 @@ bool EGLRenderer::setupVideoRenderingState() {
glGenTextures(EGL_MAX_PLANES, m_Textures);
for (size_t i = 0; i < EGL_MAX_PLANES; ++i) {
glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
@@ -682,8 +680,8 @@ bool EGLRenderer::setupOverlayRenderingState() {
for (size_t i = 0; i < Overlay::OverlayMax; ++i) {
// Set up the overlay texture
glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@@ -786,6 +784,16 @@ void EGLRenderer::renderFrame(AVFrame* frame)
}
}
int drawableWidth, drawableHeight;
SDL_GL_GetDrawableSize(m_Window, &drawableWidth, &drawableHeight);
SDL_Rect src, dst;
src.x = src.y = dst.x = dst.y = 0;
src.w = frame->width;
src.h = frame->height;
dst.w = drawableWidth;
dst.h = drawableHeight;
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs);
if (plane_count < 0)
return;
@@ -793,6 +801,16 @@ void EGLRenderer::renderFrame(AVFrame* frame)
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]);
m_glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, imgs[i]);
// Use GL_NEAREST to reduce sampling if the video region is a multiple of the frame size
if (dst.w % frame->width == 0 && dst.h % frame->height == 0) {
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else {
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
// We already called glClear() after last frame's SDL_GL_SwapWindow()
@@ -801,17 +819,7 @@ void EGLRenderer::renderFrame(AVFrame* frame)
glClear(GL_COLOR_BUFFER_BIT);
}
int drawableWidth, drawableHeight;
SDL_GL_GetDrawableSize(m_Window, &drawableWidth, &drawableHeight);
// Set the viewport to the size of the aspect-ratio-scaled video
SDL_Rect src, dst;
src.x = src.y = dst.x = dst.y = 0;
src.w = frame->width;
src.h = frame->height;
dst.w = drawableWidth;
dst.h = drawableHeight;
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
glViewport(dst.x, dst.y, dst.w, dst.h);
glUseProgram(m_ShaderProgram);

View File

@@ -417,6 +417,9 @@ ReadbackRetry:
goto Exit;
}
// Never alpha blend this texture when rendering
SDL_SetTextureBlendMode(m_Texture, SDL_BLENDMODE_NONE);
#ifdef HAVE_CUDA
if (frame->format == AV_PIX_FMT_CUDA) {
SDL_assert(m_CudaGLHelper == nullptr);
@@ -567,6 +570,11 @@ ReadbackRetry:
// Ensure the viewport is set to the desired video region
SDL_RenderSetViewport(m_Renderer, &dst);
// Use nearest pixel sampling if the video region size is a multiple of the frame size
SDL_SetTextureScaleMode(m_Texture,
dst.w % frame->width == 0 && dst.h % frame->height == 0 ?
SDL_ScaleModeNearest : SDL_ScaleModeLinear);
// Draw the video content itself
SDL_RenderCopy(m_Renderer, m_Texture, nullptr, nullptr);