From 258fa13eda2ee6b41ad2fd8c530a6b5a8b9571fe Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Mon, 23 Jul 2018 11:42:21 +0200 Subject: [PATCH] Refactor FBO creation. A step on the way to persistent FBOs and temporary textures. --- flow.cpp | 142 ++++++++++++++++++++++++++++++++----------------------- 1 file changed, 82 insertions(+), 60 deletions(-) diff --git a/flow.cpp b/flow.cpp index 81d835b..cf208a6 100644 --- a/flow.cpp +++ b/flow.cpp @@ -19,6 +19,7 @@ #include #include +#include #include #define BUFFER_OFFSET(i) ((char *)nullptr + (i)) @@ -227,6 +228,58 @@ void bind_sampler(GLuint program, GLint location, GLuint texture_unit, GLuint te glProgramUniform1i(program, location, texture_unit); } +// A class that caches FBOs that render to a given set of textures. +// It never frees anything, so it is only suitable for rendering to +// the same (small) set of textures over and over again. +template +class PersistentFBOSet { +public: + void render_to(const array &textures); + + // Convenience wrappers. + void render_to(GLuint texture0, enable_if * = nullptr) { + render_to({{texture0}}); + } + + void render_to(GLuint texture0, GLuint texture1, enable_if * = nullptr) { + render_to({{texture0, texture1}}); + } + + void render_to(GLuint texture0, GLuint texture1, GLuint texture2, enable_if * = nullptr) { + render_to({{texture0, texture1, texture2}}); + } + + void render_to(GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3, enable_if * = nullptr) { + render_to({{texture0, texture1, texture2, texture3}}); + } + +private: + // TODO: Delete these on destruction. + map, GLuint> fbos; +}; + +template +void PersistentFBOSet::render_to(const array &textures) +{ + auto it = fbos.find(textures); + if (it != fbos.end()) { + glBindFramebuffer(GL_FRAMEBUFFER, it->second); + return; + } + + GLuint fbo; + glCreateFramebuffers(1, &fbo); + GLenum bufs[num_elements]; + for (size_t i = 0; i < num_elements; ++i) { + glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0 + i, textures[i], 0); + bufs[i] = GL_COLOR_ATTACHMENT0 + i; + } + glNamedFramebufferDrawBuffers(fbo, num_elements, bufs); + + fbos[textures] = fbo; + glBindFramebuffer(GL_FRAMEBUFFER, fbo); +} + // Compute gradients in every point, used for the motion search. // The DIS paper doesn't actually mention how these are computed, // but seemingly, a 3x3 Sobel operator is used here (at least in @@ -241,6 +294,7 @@ public: void exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height); private: + PersistentFBOSet<1> fbos; GLuint sobel_vs_obj; GLuint sobel_fs_obj; GLuint sobel_program; @@ -273,12 +327,8 @@ void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_he glBindSampler(0, nearest_sampler); glProgramUniform1i(sobel_program, uniform_tex, 0); - GLuint grad0_fbo; // TODO: cleanup - glCreateFramebuffers(1, &grad0_fbo); - glNamedFramebufferTexture(grad0_fbo, GL_COLOR_ATTACHMENT0, grad0_tex, 0); - glViewport(0, 0, level_width, level_height); - glBindFramebuffer(GL_FRAMEBUFFER, grad0_fbo); + fbos.render_to(grad0_tex); glBindVertexArray(sobel_vao); glUseProgram(sobel_program); glDisable(GL_BLEND); @@ -292,6 +342,8 @@ public: void exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int prev_level_width, int prev_level_height, int width_patches, int height_patches); private: + PersistentFBOSet<1> fbos; + GLuint motion_vs_obj; GLuint motion_fs_obj; GLuint motion_search_program; @@ -338,12 +390,8 @@ void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GL glProgramUniform2f(motion_search_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height); glProgramUniform2f(motion_search_program, uniform_inv_prev_level_size, 1.0f / prev_level_width, 1.0f / prev_level_height); - GLuint flow_fbo; // TODO: cleanup - glCreateFramebuffers(1, &flow_fbo); - glNamedFramebufferTexture(flow_fbo, GL_COLOR_ATTACHMENT0, flow_out_tex, 0); - glViewport(0, 0, width_patches, height_patches); - glBindFramebuffer(GL_FRAMEBUFFER, flow_fbo); + fbos.render_to(flow_out_tex); glBindVertexArray(motion_search_vao); glUseProgram(motion_search_program); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -363,6 +411,8 @@ public: void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches); private: + PersistentFBOSet<1> fbos; + GLuint densify_vs_obj; GLuint densify_fs_obj; GLuint densify_program; @@ -416,15 +466,11 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d patch_spacing_x / level_width, patch_spacing_y / level_height); - GLuint dense_flow_fbo; // TODO: cleanup - glCreateFramebuffers(1, &dense_flow_fbo); - glNamedFramebufferTexture(dense_flow_fbo, GL_COLOR_ATTACHMENT0, dense_flow_tex, 0); - glViewport(0, 0, level_width, level_height); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glBindVertexArray(densify_vao); - glBindFramebuffer(GL_FRAMEBUFFER, dense_flow_fbo); + fbos.render_to(dense_flow_tex); glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches); } @@ -442,6 +488,8 @@ public: void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint normalized_flow_tex, GLuint I_tex, GLuint I_t_tex, int level_width, int level_height); private: + PersistentFBOSet<3> fbos; + GLuint prewarp_vs_obj; GLuint prewarp_fs_obj; GLuint prewarp_program; @@ -483,18 +531,10 @@ void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I glProgramUniform2f(prewarp_program, uniform_image_size, level_width, level_height); - GLuint prewarp_fbo; // TODO: cleanup - glCreateFramebuffers(1, &prewarp_fbo); - GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; - glNamedFramebufferDrawBuffers(prewarp_fbo, 3, bufs); - glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT0, I_tex, 0); - glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT1, I_t_tex, 0); - glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT2, normalized_flow_tex, 0); - glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); glBindVertexArray(prewarp_vao); - glBindFramebuffer(GL_FRAMEBUFFER, prewarp_fbo); + fbos.render_to(I_tex, I_t_tex, normalized_flow_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -512,6 +552,8 @@ public: void exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height); private: + PersistentFBOSet<2> fbos; + GLuint derivatives_vs_obj; GLuint derivatives_fs_obj; GLuint derivatives_program; @@ -544,17 +586,10 @@ void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, in bind_sampler(derivatives_program, uniform_tex, 0, input_tex, nearest_sampler); - GLuint derivatives_fbo; // TODO: cleanup - glCreateFramebuffers(1, &derivatives_fbo); - GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; - glNamedFramebufferDrawBuffers(derivatives_fbo, 2, bufs); - glNamedFramebufferTexture(derivatives_fbo, GL_COLOR_ATTACHMENT0, I_x_y_tex, 0); - glNamedFramebufferTexture(derivatives_fbo, GL_COLOR_ATTACHMENT1, beta_0_tex, 0); - glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); glBindVertexArray(derivatives_vao); - glBindFramebuffer(GL_FRAMEBUFFER, derivatives_fbo); + fbos.render_to(I_x_y_tex, beta_0_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -571,6 +606,8 @@ public: void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height); private: + PersistentFBOSet<2> fbos; + GLuint smoothness_vs_obj; GLuint smoothness_fs_obj; GLuint smoothness_program; @@ -608,18 +645,11 @@ void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoot bind_sampler(smoothness_program, uniform_diff_flow_tex, 1, diff_flow_tex, nearest_sampler); glProgramUniform1f(smoothness_program, uniform_alpha, vr_alpha); - GLuint smoothness_fbo; // TODO: cleanup - glCreateFramebuffers(1, &smoothness_fbo); - GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; - glNamedFramebufferDrawBuffers(smoothness_fbo, 2, bufs); - glNamedFramebufferTexture(smoothness_fbo, GL_COLOR_ATTACHMENT0, smoothness_x_tex, 0); - glNamedFramebufferTexture(smoothness_fbo, GL_COLOR_ATTACHMENT1, smoothness_y_tex, 0); - glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); glBindVertexArray(smoothness_vao); - glBindFramebuffer(GL_FRAMEBUFFER, smoothness_fbo); + fbos.render_to(smoothness_x_tex, smoothness_y_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Make sure the smoothness on the right and upper borders is zero. @@ -646,6 +676,8 @@ public: void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height); private: + PersistentFBOSet<1> fbos; + GLuint equations_vs_obj; GLuint equations_fs_obj; GLuint equations_program; @@ -698,14 +730,10 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex glProgramUniform1f(equations_program, uniform_delta, vr_delta); glProgramUniform1f(equations_program, uniform_gamma, vr_gamma); - GLuint equations_fbo; // TODO: cleanup - glCreateFramebuffers(1, &equations_fbo); - glNamedFramebufferTexture(equations_fbo, GL_COLOR_ATTACHMENT0, equation_tex, 0); - glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); glBindVertexArray(equations_vao); - glBindFramebuffer(GL_FRAMEBUFFER, equations_fbo); + fbos.render_to(equation_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -719,6 +747,8 @@ public: void exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations); private: + PersistentFBOSet<1> fbos; + GLuint sor_vs_obj; GLuint sor_fs_obj; GLuint sor_program; @@ -759,14 +789,10 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_te bind_sampler(sor_program, uniform_smoothness_y_tex, 2, smoothness_y_tex, smoothness_sampler); bind_sampler(sor_program, uniform_equation_tex, 3, equation_tex, nearest_sampler); - GLuint sor_fbo; // TODO: cleanup - glCreateFramebuffers(1, &sor_fbo); - glNamedFramebufferTexture(sor_fbo, GL_COLOR_ATTACHMENT0, diff_flow_tex, 0); // NOTE: Bind to same as we render from! - glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); glBindVertexArray(sor_vao); - glBindFramebuffer(GL_FRAMEBUFFER, sor_fbo); + fbos.render_to(diff_flow_tex); // NOTE: Bind to same as we render from! for (int i = 0; i < num_iterations; ++i) { glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -784,6 +810,8 @@ public: void exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height); private: + PersistentFBOSet<1> fbos; + GLuint add_flow_vs_obj; GLuint add_flow_fs_obj; GLuint add_flow_program; @@ -816,15 +844,11 @@ void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_wid bind_sampler(add_flow_program, uniform_diff_flow_tex, 0, diff_flow_tex, nearest_sampler); - GLuint add_flow_fbo; // TODO: cleanup - glCreateFramebuffers(1, &add_flow_fbo); - glNamedFramebufferTexture(add_flow_fbo, GL_COLOR_ATTACHMENT0, base_flow_tex, 0); - glViewport(0, 0, level_width, level_height); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glBindVertexArray(add_flow_vao); - glBindFramebuffer(GL_FRAMEBUFFER, add_flow_fbo); + fbos.render_to(base_flow_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -836,6 +860,8 @@ public: void exec(GLuint in_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height); private: + PersistentFBOSet<1> fbos; + GLuint resize_flow_vs_obj; GLuint resize_flow_fs_obj; GLuint resize_flow_program; @@ -872,14 +898,10 @@ void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int inpu glProgramUniform2f(resize_flow_program, uniform_scale_factor, float(output_width) / input_width, float(output_height) / input_height); - GLuint resize_flow_fbo; // TODO: cleanup - glCreateFramebuffers(1, &resize_flow_fbo); - glNamedFramebufferTexture(resize_flow_fbo, GL_COLOR_ATTACHMENT0, out_tex, 0); - glViewport(0, 0, output_width, output_height); glDisable(GL_BLEND); glBindVertexArray(resize_flow_vao); - glBindFramebuffer(GL_FRAMEBUFFER, resize_flow_fbo); + fbos.render_to(out_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } -- 2.39.2