]> git.sesse.net Git - movit/blobdiff - resample_effect.cpp
Fix a bug when scaling and doing offset at the same time. (At least one more remains.)
[movit] / resample_effect.cpp
index dbc57883897e6fc4ba3488661c6376c8d186d480..2a6aecf87e8e01aebbba501a857ac73e6e61d57e 100644 (file)
@@ -1,7 +1,7 @@
 // Three-lobed Lanczos, the most common choice.
 #define LANCZOS_RADIUS 3.0
 
-#include <GL/glew.h>
+#include <epoxy/gl.h>
 #include <assert.h>
 #include <limits.h>
 #include <math.h>
@@ -10,6 +10,7 @@
 
 #include "effect_chain.h"
 #include "effect_util.h"
+#include "fp16.h"
 #include "resample_effect.h"
 #include "util.h"
 
@@ -142,7 +143,7 @@ void ResampleEffect::inform_input_size(unsigned input_num, unsigned width, unsig
        input_height = height;
        update_size();
 }
-               
+
 void ResampleEffect::update_size()
 {
        bool ok = true;
@@ -170,6 +171,13 @@ bool ResampleEffect::set_float(const string &key, float value) {
                update_size();
                return true;
        }
+       if (key == "top") {
+               // Compensate for the bottom-left origin.
+               return vpass->set_float("offset", -value);
+       }
+       if (key == "left") {
+               return hpass->set_float("offset", value);
+       }
        return false;
 }
 
@@ -178,16 +186,19 @@ SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent)
          direction(HORIZONTAL),
          input_width(1280),
          input_height(720),
+         offset(0.0),
          last_input_width(-1),
          last_input_height(-1),
          last_output_width(-1),
-         last_output_height(-1)
+         last_output_height(-1),
+         last_offset(0.0 / 0.0)  // NaN.
 {
        register_int("direction", (int *)&direction);
        register_int("input_width", &input_width);
        register_int("input_height", &input_height);
        register_int("output_width", &output_width);
        register_int("output_height", &output_height);
+       register_float("offset", &offset);
 
        glGenTextures(1, &texnum);
 }
@@ -293,6 +304,8 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str
        int int_radius = lrintf(LANCZOS_RADIUS / radius_scaling_factor);
        int src_samples = int_radius * 2 + 1;
        float *weights = new float[dst_samples * src_samples * 2];
+       float subpixel_offset = offset - lrintf(offset);  // The part not covered by whole_pixel_offset.
+       assert(subpixel_offset >= -0.5f && subpixel_offset <= 0.5f);
        for (unsigned y = 0; y < dst_samples; ++y) {
                // Find the point around which we want to sample the source image,
                // compensating for differing pixel centers as the scale changes.
@@ -302,11 +315,10 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str
                // Now sample <int_radius> pixels on each side around that point.
                for (int i = 0; i < src_samples; ++i) {
                        int src_y = base_src_y + i - int_radius;
-                       float weight = lanczos_weight(radius_scaling_factor * (src_y - center_src_y), LANCZOS_RADIUS);
+                       float weight = lanczos_weight(radius_scaling_factor * (src_y - center_src_y - subpixel_offset), LANCZOS_RADIUS);
                        weights[(y * src_samples + i) * 2 + 0] = weight * radius_scaling_factor;
                        weights[(y * src_samples + i) * 2 + 1] = (src_y + 0.5) / float(src_size);
                }
-
        }
 
        // Now make use of the bilinear filtering in the GPU to reduce the number of samples
@@ -325,26 +337,36 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str
 
        // Now that we know the right width, actually combine the samples.
        float *bilinear_weights = new float[dst_samples * src_bilinear_samples * 2];
+       fp16_int_t *bilinear_weights_fp16 = new fp16_int_t[dst_samples * src_bilinear_samples * 2];
        for (unsigned y = 0; y < dst_samples; ++y) {
+               float *bilinear_weights_ptr = bilinear_weights + (y * src_bilinear_samples) * 2;
+               fp16_int_t *bilinear_weights_fp16_ptr = bilinear_weights_fp16 + (y * src_bilinear_samples) * 2;
                unsigned num_samples_saved = combine_samples(
                        weights + (y * src_samples) * 2,
-                       bilinear_weights + (y * src_bilinear_samples) * 2,
+                       bilinear_weights_ptr,
                        src_samples,
                        src_samples - src_bilinear_samples);
                assert(int(src_samples) - int(num_samples_saved) == src_bilinear_samples);
 
+               // Convert to fp16.
+               for (int i = 0; i < src_bilinear_samples; ++i) {
+                       bilinear_weights_fp16_ptr[i * 2 + 0] = fp64_to_fp16(bilinear_weights_ptr[i * 2 + 0]);
+                       bilinear_weights_fp16_ptr[i * 2 + 1] = fp64_to_fp16(bilinear_weights_ptr[i * 2 + 1]);
+               }
+
                // Normalize so that the sum becomes one. Note that we do it twice;
                // this sometimes helps a tiny little bit when we have many samples.
                for (int normalize_pass = 0; normalize_pass < 2; ++normalize_pass) {
-                       float sum = 0.0;
+                       double sum = 0.0;
                        for (int i = 0; i < src_bilinear_samples; ++i) {
-                               sum += bilinear_weights[(y * src_bilinear_samples + i) * 2 + 0];
+                               sum += fp16_to_fp64(bilinear_weights_fp16_ptr[i * 2 + 0]);
                        }
                        for (int i = 0; i < src_bilinear_samples; ++i) {
-                               bilinear_weights[(y * src_bilinear_samples + i) * 2 + 0] /= sum;
+                               bilinear_weights_fp16_ptr[i * 2 + 0] = fp64_to_fp16(
+                                       fp16_to_fp64(bilinear_weights_fp16_ptr[i * 2 + 0]) / sum);
                        }
                }
-       }       
+       }
 
        // Encode as a two-component texture. Note the GL_REPEAT.
        glActiveTexture(GL_TEXTURE0 + *sampler_num);
@@ -357,11 +379,12 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str
        check_error();
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        check_error();
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, 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_HALF_FLOAT, bilinear_weights_fp16);
        check_error();
 
        delete[] weights;
        delete[] bilinear_weights;
+       delete[] bilinear_weights_fp16;
 }
 
 void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
@@ -376,12 +399,14 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin
        if (input_width != last_input_width ||
            input_height != last_input_height ||
            output_width != last_output_width ||
-           output_height != last_output_height) {
+           output_height != last_output_height ||
+           offset != last_offset) {
                update_texture(glsl_program_num, prefix, sampler_num);
                last_input_width = input_width;
                last_input_height = input_height;
                last_output_width = output_width;
                last_output_height = output_height;
+               last_offset = offset;
        }
 
        glActiveTexture(GL_TEXTURE0 + *sampler_num);
@@ -399,9 +424,18 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin
        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);
 
+       float whole_pixel_offset;
+       if (direction == SingleResamplePassEffect::VERTICAL) {
+               whole_pixel_offset = lrintf(offset) / float(input_height);
+       } else {
+               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.
-       glActiveTexture(GL_TEXTURE0);
+       Node *self = chain->find_node_for_effect(this);
+       glActiveTexture(chain->get_input_sampler(self, 0));
        check_error();
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        check_error();