]> git.sesse.net Git - movit/blobdiff - resample_effect.cpp
Reuse the VAO across all phases.
[movit] / resample_effect.cpp
index aa3a4033ee8e5dec5b2f9826de529dfb98c22567..4dd3ea87e261086939a91e2d26d51ef52c813168 100644 (file)
@@ -63,7 +63,22 @@ unsigned gcd(unsigned a, unsigned b)
 template<class DestFloat>
 unsigned combine_samples(const Tap<float> *src, Tap<DestFloat> *dst, unsigned src_size, unsigned num_src_samples, unsigned max_samples_saved)
 {
+       // Cut off near-zero values at both sides.
        unsigned num_samples_saved = 0;
+       while (num_samples_saved < max_samples_saved &&
+              num_src_samples > 0 &&
+              fabs(src[0].weight) < 1e-6) {
+               ++src;
+               --num_src_samples;
+               ++num_samples_saved;
+       }
+       while (num_samples_saved < max_samples_saved &&
+              num_src_samples > 0 &&
+              fabs(src[num_src_samples - 1].weight) < 1e-6) {
+               --num_src_samples;
+               ++num_samples_saved;
+       }
+
        for (unsigned i = 0, j = 0; i < num_src_samples; ++i, ++j) {
                // Copy the sample directly; it will be overwritten later if we can combine.
                if (dst != NULL) {
@@ -183,7 +198,7 @@ double compute_sum_sq_error(const Tap<float>* weights, unsigned num_weights,
        int lower_pos = int(floor(to_fp64(bilinear_weights[0].pos) * size - 0.5));
        int upper_pos = int(ceil(to_fp64(bilinear_weights[num_bilinear_weights - 1].pos) * size - 0.5)) + 2;
        lower_pos = min<int>(lower_pos, lrintf(weights[0].pos * size - 0.5));
-       upper_pos = max<int>(upper_pos, lrintf(weights[num_weights - 1].pos * size - 0.5));
+       upper_pos = max<int>(upper_pos, lrintf(weights[num_weights - 1].pos * size - 0.5) + 1);
 
        float* effective_weights = new float[upper_pos - lower_pos];
        for (int i = 0; i < upper_pos - lower_pos; ++i) {
@@ -365,7 +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);
@@ -374,6 +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);
 }
@@ -539,16 +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();
 
@@ -586,23 +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.