]> git.sesse.net Git - movit/blobdiff - resample_effect.cpp
Add proper formats for sRGB without alpha.
[movit] / resample_effect.cpp
index 74b059404332cbab2da91d7e403954997df96a9d..50b7c6bc5c4730fc6bb25cd18c96a446c8f02986 100644 (file)
@@ -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;
@@ -325,26 +326,36 @@ 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 +368,12 @@ 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)
@@ -401,7 +413,8 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin
 
        // 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();