From 4e1a2d68cdb5362403949a2c59c1ca60b0fa56dc Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Mon, 23 Jul 2018 12:33:22 +0200 Subject: [PATCH] Reuse textures between flow invocations. --- flow.cpp | 117 ++++++++++++++++++++++++++++++++++++++----------------- 1 file changed, 82 insertions(+), 35 deletions(-) diff --git a/flow.cpp b/flow.cpp index ff4c747..0a238b3 100644 --- a/flow.cpp +++ b/flow.cpp @@ -990,7 +990,11 @@ private: class DISComputeFlow { public: DISComputeFlow(int width, int height); + + // Returns a texture that must be released with release_texture() + // after use. GLuint exec(GLuint tex0, GLuint tex1); + void release_texture(GLuint tex); private: int width, height; @@ -1007,6 +1011,16 @@ private: SOR sor; AddBaseFlow add_base_flow; ResizeFlow resize_flow; + + struct Texture { + GLuint tex_num; + GLenum format; + GLuint width, height; + bool in_use = false; + }; + vector textures; + + GLuint get_texture(GLenum format, GLuint width, GLuint height); }; DISComputeFlow::DISComputeFlow(int width, int height) @@ -1043,6 +1057,10 @@ DISComputeFlow::DISComputeFlow(int width, int height) GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1) { + for (const Texture &tex : textures) { + assert(!tex.in_use); + } + int prev_level_width = 1, prev_level_height = 1; GLuint prev_level_flow_tex = initial_flow_tex; @@ -1072,9 +1090,7 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1) // Create a new texture; we could be fancy and render use a multi-level // texture, but meh. - GLuint grad0_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &grad0_tex); - glTextureStorage2D(grad0_tex, 1, GL_RG16F, level_width, level_height); + GLuint grad0_tex = get_texture(GL_RG16F, level_width, level_height); // Find the derivative. { @@ -1086,22 +1102,19 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1) // level (sampled bilinearly; no fancy tricks) as a guide, then search from there. // Create an output flow texture. - GLuint flow_out_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &flow_out_tex); - glTextureStorage2D(flow_out_tex, 1, GL_RGB16F, width_patches, height_patches); + GLuint flow_out_tex = get_texture(GL_RGB16F, width_patches, height_patches); // And draw. { ScopedTimer timer("Motion search", &level_timer); motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, prev_level_width, prev_level_height, width_patches, height_patches); } + release_texture(grad0_tex); // Densification. // Set up an output texture (initially zero). - GLuint dense_flow_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &dense_flow_tex); - glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height); + GLuint dense_flow_tex = get_texture(GL_RGB16F, level_width, level_height); glClearTexImage(dense_flow_tex, 0, GL_RGB, GL_FLOAT, nullptr); // And draw. @@ -1109,6 +1122,7 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1) ScopedTimer timer("Densification", &level_timer); densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches); } + release_texture(flow_out_tex); // Everything below here in the loop belongs to variational refinement. ScopedTimer varref_timer("Variational refinement", &level_timer); @@ -1120,52 +1134,40 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1) // in pixels, not 0..1 normalized OpenGL texture coordinates. // This is because variational refinement depends so heavily on derivatives, // which are measured in intensity levels per pixel. - GLuint I_tex, I_t_tex, base_flow_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &I_tex); - glCreateTextures(GL_TEXTURE_2D, 1, &I_t_tex); - glCreateTextures(GL_TEXTURE_2D, 1, &base_flow_tex); - glTextureStorage2D(I_tex, 1, GL_R16F, level_width, level_height); - glTextureStorage2D(I_t_tex, 1, GL_R16F, level_width, level_height); - glTextureStorage2D(base_flow_tex, 1, GL_RG16F, level_width, level_height); + GLuint I_tex = get_texture(GL_R16F, level_width, level_height); + GLuint I_t_tex = get_texture(GL_R16F, level_width, level_height); + GLuint base_flow_tex = get_texture(GL_RG16F, level_width, level_height); { ScopedTimer timer("Prewarping", &varref_timer); prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, base_flow_tex, level_width, level_height); } + release_texture(dense_flow_tex); // Calculate I_x and I_y. We're only calculating first derivatives; // the others will be taken on-the-fly in order to sample from fewer // textures overall, since sampling from the L1 cache is cheap. // (TODO: Verify that this is indeed faster than making separate // double-derivative textures.) - GLuint I_x_y_tex, beta_0_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &I_x_y_tex); - glCreateTextures(GL_TEXTURE_2D, 1, &beta_0_tex); - glTextureStorage2D(I_x_y_tex, 1, GL_RG16F, level_width, level_height); - glTextureStorage2D(beta_0_tex, 1, GL_R16F, level_width, level_height); + GLuint I_x_y_tex = get_texture(GL_RG16F, level_width, level_height); + GLuint beta_0_tex = get_texture(GL_R16F, level_width, level_height); { ScopedTimer timer("First derivatives", &varref_timer); derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height); } + release_texture(I_tex); // We need somewhere to store du and dv (the flow increment, relative // to the non-refined base flow u0 and v0). It starts at zero. - GLuint du_dv_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &du_dv_tex); - glTextureStorage2D(du_dv_tex, 1, GL_RG16F, level_width, level_height); + GLuint du_dv_tex = get_texture(GL_RG16F, level_width, level_height); glClearTexImage(du_dv_tex, 0, GL_RG, GL_FLOAT, nullptr); // And for smoothness. - GLuint smoothness_x_tex, smoothness_y_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &smoothness_x_tex); - glCreateTextures(GL_TEXTURE_2D, 1, &smoothness_y_tex); - glTextureStorage2D(smoothness_x_tex, 1, GL_R16F, level_width, level_height); - glTextureStorage2D(smoothness_y_tex, 1, GL_R16F, level_width, level_height); + GLuint smoothness_x_tex = get_texture(GL_R16F, level_width, level_height); + GLuint smoothness_y_tex = get_texture(GL_R16F, level_width, level_height); // And finally for the equation set. See SetupEquations for // the storage format. - GLuint equation_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &equation_tex); - glTextureStorage2D(equation_tex, 1, GL_RGBA32UI, level_width, level_height); + GLuint equation_tex = get_texture(GL_RGBA32UI, level_width, level_height); for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) { // Calculate the smoothness terms between the neighboring pixels, @@ -1189,6 +1191,13 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1) } } + release_texture(I_t_tex); + release_texture(I_x_y_tex); + release_texture(beta_0_tex); + release_texture(smoothness_x_tex); + release_texture(smoothness_y_tex); + release_texture(equation_tex); + // Add the differential flow found by the variational refinement to the base flow, // giving the final flow estimate for this level. // The output is in diff_flow_tex; we don't need to make a new texture. @@ -1197,7 +1206,11 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1) ScopedTimer timer("Add differential flow", &varref_timer); add_base_flow.exec(base_flow_tex, du_dv_tex, level_width, level_height); } + release_texture(du_dv_tex); + if (prev_level_flow_tex != initial_flow_tex) { + release_texture(prev_level_flow_tex); + } prev_level_flow_tex = base_flow_tex; prev_level_width = level_width; prev_level_height = level_height; @@ -1210,14 +1223,46 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1) if (finest_level == 0) { return prev_level_flow_tex; } else { - GLuint final_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &final_tex); - glTextureStorage2D(final_tex, 1, GL_RG16F, width, height); + GLuint final_tex = get_texture(GL_RG16F, width, height); resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width, height); + release_texture(prev_level_flow_tex); return final_tex; } } +GLuint DISComputeFlow::get_texture(GLenum format, GLuint width, GLuint height) +{ + for (Texture &tex : textures) { + if (!tex.in_use && tex.format == format && + tex.width == width && tex.height == height) { + tex.in_use = true; + return tex.tex_num; + } + } + + Texture tex; + glCreateTextures(GL_TEXTURE_2D, 1, &tex.tex_num); + glTextureStorage2D(tex.tex_num, 1, format, width, height); + tex.format = format; + tex.width = width; + tex.height = height; + tex.in_use = true; + textures.push_back(tex); + return tex.tex_num; +} + +void DISComputeFlow::release_texture(GLuint tex_num) +{ + for (Texture &tex : textures) { + if (tex.tex_num == tex_num) { + assert(tex.in_use); + tex.in_use = false; + return; + } + } + assert(false); +} + int main(int argc, char **argv) { static const option long_options[] = { @@ -1299,6 +1344,8 @@ int main(int argc, char **argv) unique_ptr dense_flow(new float[width1 * height1 * 2]); glGetTextureImage(final_tex, 0, GL_RG, GL_FLOAT, width1 * height1 * 2 * sizeof(float), dense_flow.get()); + compute_flow.release_texture(final_tex); + FILE *fp = fopen("flow.ppm", "wb"); FILE *flowfp = fopen("flow.flo", "wb"); fprintf(fp, "P6\n%d %d\n255\n", width1, height1); -- 2.39.2