#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 {
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 one level
- // at 8-bit precision, don't combine.
- if (sum_sq_error > 1.0f / (256.0f * 256.0f)) {
+ // 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;
}
// 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();
}
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
+ assert(input_width > 0);
+ assert(input_height > 0);
+ assert(output_width > 0);
+ assert(output_height > 0);
+
if (input_width != last_input_width ||
input_height != last_input_height ||
output_width != last_output_width ||