#include <math.h>
#include <assert.h>
+#include <GL/glew.h>
#include "resample_effect.h"
#include "effect_chain.h"
#include "util.h"
-#include "opengl.h"
namespace {
// Last sample; cannot combine.
continue;
}
+ assert(num_samples_saved <= max_samples_saved);
if (num_samples_saved == max_samples_saved) {
// We could maybe save more here, but other rows can't, so don't bother.
continue;
float pos2 = src[(i + 1) * 2 + 1];
assert(pos2 > pos1);
- float offset, total_weight;
- combine_two_samples(w1, w2, &offset, &total_weight);
+ float offset, total_weight, sum_sq_error;
+ combine_two_samples(w1, w2, &offset, &total_weight, &sum_sq_error);
+
+ // If the interpolation error is larger than that of about sqrt(2) of
+ // a level at 8-bit precision, don't combine. (You'd think 1.0 was enough,
+ // but since the artifacts are not really random, they can get quite
+ // visible. On the other hand, going to 0.25f, I can see no change at
+ // all with 8-bit output, so it would not seem to be worth it.)
+ if (sum_sq_error > 0.5f / (256.0f * 256.0f)) {
+ continue;
+ }
// OK, we can combine this and the next sample.
if (dst != NULL) {
// The first blur pass will forward resolution information to us.
hpass = new SingleResamplePassEffect(this);
- hpass->set_int("direction", SingleResamplePassEffect::HORIZONTAL);
+ CHECK(hpass->set_int("direction", SingleResamplePassEffect::HORIZONTAL));
vpass = new SingleResamplePassEffect(NULL);
- vpass->set_int("direction", SingleResamplePassEffect::VERTICAL);
+ CHECK(vpass->set_int("direction", SingleResamplePassEffect::VERTICAL));
update_size();
}
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_FLOAT, bilinear_weights);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_FLOAT, bilinear_weights);
check_error();
delete[] weights;