std::unique_ptr<Tap<fp16_int_t>[]> bilinear_weights_fp16;
std::unique_ptr<Tap<float>[]> bilinear_weights_fp32;
};
-ScalingWeights calculate_scaling_weights(unsigned src_size, unsigned dst_size, float zoom, float offset);
+ScalingWeights calculate_bilinear_scaling_weights(unsigned src_size, unsigned dst_size, float zoom, float offset);
+
+// A simple manager for support data stored in a 2D texture.
+// Consider moving it to a shared location of more classes
+// should need similar functionality.
+class Support2DTexture {
+public:
+ Support2DTexture();
+ ~Support2DTexture();
+
+ void update(GLint width, GLint height, GLenum internal_format, GLenum format, GLenum type, const GLvoid * data);
+ GLint get_texnum() const { return texnum; }
+
+private:
+ GLuint texnum = 0;
+ GLint last_texture_width = -1, last_texture_height = -1;
+ GLenum last_texture_internal_format = GL_INVALID_ENUM;
+};
class ResampleEffect : public Effect {
public:
// Both of these are owned by us if owns_effects is true (before finalize()),
// and otherwise owned by the EffectChain.
- bool owns_effects;
- SingleResamplePassEffect *hpass, *vpass;
+ std::unique_ptr<SingleResamplePassEffect> hpass_owner, vpass_owner;
+ SingleResamplePassEffect *hpass = nullptr, *vpass = nullptr;
int input_width, input_height, output_width, output_height;
float offset_x, offset_y;
ResampleEffect *parent;
EffectChain *chain;
Direction direction;
- GLuint texnum;
GLint uniform_sample_tex;
float uniform_num_loops, uniform_slice_height, uniform_sample_x_scale, uniform_sample_x_offset;
float uniform_whole_pixel_offset;
float last_offset, last_zoom;
int src_bilinear_samples, num_loops;
float slice_height;
- int last_texture_width, last_texture_height;
- GLuint last_texture_internal_format;
+ Support2DTexture tex;
};
} // namespace movit