]> git.sesse.net Git - movit/blobdiff - resample_effect.cpp
Reuse the VAO across all phases.
[movit] / resample_effect.cpp
index 54eec864fe7a6c272fa68e3476dfcdf52b31c8a7..4dd3ea87e261086939a91e2d26d51ef52c813168 100644 (file)
@@ -380,7 +380,8 @@ SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent)
          last_output_width(-1),
          last_output_height(-1),
          last_offset(0.0 / 0.0),  // NaN.
-         last_zoom(0.0 / 0.0)  // NaN.
+         last_zoom(0.0 / 0.0),  // NaN.
+         last_texture_width(-1), last_texture_height(-1)
 {
        register_int("direction", (int *)&direction);
        register_int("input_width", &input_width);
@@ -389,6 +390,13 @@ SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent)
        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);
 }
@@ -554,16 +562,39 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str
        check_error();
        glBindTexture(GL_TEXTURE_2D, texnum);
        check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-       check_error();
+       if (last_texture_width == -1) {
+               // Need to set this state the first time.
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+               check_error();
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+               check_error();
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+               check_error();
+       }
+
+       GLenum type, internal_format;
+       void *pixels;
        if (fallback_to_fp32) {
-               glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_FLOAT, bilinear_weights_fp32);
+               type = GL_FLOAT;
+               internal_format = GL_RG32F;
+               pixels = bilinear_weights_fp32;
+       } else {
+               type = GL_HALF_FLOAT;
+               internal_format = GL_RG16F;
+               pixels = bilinear_weights_fp16;
+       }
+
+       if (int(src_bilinear_samples) == last_texture_width &&
+           int(dst_samples) == last_texture_height &&
+           internal_format == last_texture_internal_format) {
+               // Texture dimensions and type are unchanged; it is more efficient
+               // to just update it rather than making an entirely new texture.
+               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, src_bilinear_samples, dst_samples, GL_RG, type, pixels);
        } else {
-               glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_HALF_FLOAT, bilinear_weights_fp16);
+               glTexImage2D(GL_TEXTURE_2D, 0, internal_format, src_bilinear_samples, dst_samples, 0, GL_RG, type, pixels);
+               last_texture_width = src_bilinear_samples;
+               last_texture_height = dst_samples;
+               last_texture_internal_format = internal_format;
        }
        check_error();
 
@@ -601,23 +632,21 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin
        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.