}
template<class DestFloat>
-unsigned combine_samples(const Tap<float> *src, Tap<DestFloat> *dst, unsigned src_size, unsigned num_src_samples, unsigned max_samples_saved)
+unsigned combine_samples(const Tap<float> *src, Tap<DestFloat> *dst, float num_subtexels, float inv_num_subtexels, unsigned num_src_samples, unsigned max_samples_saved)
{
// Cut off near-zero values at both sides.
unsigned num_samples_saved = 0;
fp16_int_t pos, total_weight;
float sum_sq_error;
- combine_two_samples(w1, w2, pos1, pos2, src_size, &pos, &total_weight, &sum_sq_error);
+ combine_two_samples(w1, w2, pos1, pos2, num_subtexels, inv_num_subtexels, &pos, &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,
for (unsigned i = 0; i < num; ++i) {
sum += to_fp64(vals[i].weight);
}
+ double inv_sum = 1.0 / sum;
for (unsigned i = 0; i < num; ++i) {
- vals[i].weight = from_fp64<T>(to_fp64(vals[i].weight) / sum);
+ vals[i].weight = from_fp64<T>(to_fp64(vals[i].weight) * inv_sum);
}
}
}
template<class DestFloat>
unsigned combine_many_samples(const Tap<float> *weights, unsigned src_size, unsigned src_samples, unsigned dst_samples, Tap<DestFloat> **bilinear_weights)
{
- int src_bilinear_samples = 0;
- for (unsigned y = 0; y < dst_samples; ++y) {
- unsigned num_samples_saved = combine_samples<DestFloat>(weights + y * src_samples, NULL, src_size, src_samples, UINT_MAX);
- src_bilinear_samples = max<int>(src_bilinear_samples, src_samples - num_samples_saved);
+ float num_subtexels = src_size / movit_texel_subpixel_precision;
+ float inv_num_subtexels = movit_texel_subpixel_precision / src_size;
+
+ unsigned max_samples_saved = UINT_MAX;
+ for (unsigned y = 0; y < dst_samples && max_samples_saved > 0; ++y) {
+ unsigned num_samples_saved = combine_samples<DestFloat>(weights + y * src_samples, NULL, num_subtexels, inv_num_subtexels, src_samples, max_samples_saved);
+ max_samples_saved = min(max_samples_saved, num_samples_saved);
}
// Now that we know the right width, actually combine the samples.
+ unsigned src_bilinear_samples = src_samples - max_samples_saved;
*bilinear_weights = new Tap<DestFloat>[dst_samples * src_bilinear_samples];
for (unsigned y = 0; y < dst_samples; ++y) {
Tap<DestFloat> *bilinear_weights_ptr = *bilinear_weights + y * src_bilinear_samples;
unsigned num_samples_saved = combine_samples(
weights + y * src_samples,
bilinear_weights_ptr,
- src_size,
+ num_subtexels,
+ inv_num_subtexels,
src_samples,
- src_samples - src_bilinear_samples);
- assert(int(src_samples) - int(num_samples_saved) == src_bilinear_samples);
+ max_samples_saved);
+ assert(num_samples_saved == max_samples_saved);
normalize_sum(bilinear_weights_ptr, src_bilinear_samples);
}
return src_bilinear_samples;
register_int("output_height", &output_height);
register_float("offset", &offset);
register_float("zoom", &zoom);
+ register_uniform_sampler2d("sample_tex", &uniform_sample_tex);
+ register_uniform_int("num_samples", &uniform_num_samples); // FIXME: What about GLSL pre-1.30?
+ register_uniform_float("num_loops", &uniform_num_loops);
+ register_uniform_float("slice_height", &uniform_slice_height);
+ register_uniform_float("sample_x_scale", &uniform_sample_x_scale);
+ register_uniform_float("sample_x_offset", &uniform_sample_x_offset);
+ register_uniform_float("whole_pixel_offset", &uniform_whole_pixel_offset);
glGenTextures(1, &texnum);
}
glBindTexture(GL_TEXTURE_2D, texnum);
check_error();
- set_uniform_int(glsl_program_num, prefix, "sample_tex", *sampler_num);
+ uniform_sample_tex = *sampler_num;
++*sampler_num;
- set_uniform_int(glsl_program_num, prefix, "num_samples", src_bilinear_samples);
- set_uniform_float(glsl_program_num, prefix, "num_loops", num_loops);
- set_uniform_float(glsl_program_num, prefix, "slice_height", slice_height);
+ uniform_num_samples = src_bilinear_samples;
+ uniform_num_loops = num_loops;
+ uniform_slice_height = slice_height;
// Instructions for how to convert integer sample numbers to positions in the weight texture.
- set_uniform_float(glsl_program_num, prefix, "sample_x_scale", 1.0f / src_bilinear_samples);
- set_uniform_float(glsl_program_num, prefix, "sample_x_offset", 0.5f / src_bilinear_samples);
+ uniform_sample_x_scale = 1.0f / src_bilinear_samples;
+ uniform_sample_x_offset = 0.5f / src_bilinear_samples;
- float whole_pixel_offset;
if (direction == SingleResamplePassEffect::VERTICAL) {
- whole_pixel_offset = lrintf(offset) / float(input_height);
+ uniform_whole_pixel_offset = lrintf(offset) / float(input_height);
} else {
- whole_pixel_offset = lrintf(offset) / float(input_width);
+ uniform_whole_pixel_offset = lrintf(offset) / float(input_width);
}
- set_uniform_float(glsl_program_num, prefix, "whole_pixel_offset", whole_pixel_offset);
// We specifically do not want mipmaps on the input texture;
// they break minification.