]> git.sesse.net Git - movit/blobdiff - resample_effect.cpp
Change to using GLEW everywhere.
[movit] / resample_effect.cpp
index a176074ad9ced7344a368e9257a8c3b2ccb088a1..600b939ace7107b3db9fc7295ef4b13655b5a41e 100644 (file)
@@ -3,11 +3,11 @@
 
 #include <math.h>
 #include <assert.h>
+#include <GL/glew.h>
 
 #include "resample_effect.h"
 #include "effect_chain.h"
 #include "util.h"
-#include "opengl.h"
 
 namespace {
 
@@ -54,6 +54,7 @@ unsigned combine_samples(float *src, float *dst, unsigned num_src_samples, unsig
                        // Last sample; cannot combine.
                        continue;
                }
+               assert(num_samples_saved <= max_samples_saved);
                if (num_samples_saved == max_samples_saved) {
                        // We could maybe save more here, but other rows can't, so don't bother.
                        continue;
@@ -70,8 +71,17 @@ unsigned combine_samples(float *src, float *dst, unsigned num_src_samples, unsig
                float pos2 = src[(i + 1) * 2 + 1];
                assert(pos2 > pos1);
 
-               float offset, total_weight;
-               combine_two_samples(w1, w2, &offset, &total_weight);
+               float offset, total_weight, sum_sq_error;
+               combine_two_samples(w1, w2, &offset, &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,
+               // but since the artifacts are not really random, they can get quite
+               // visible. On the other hand, going to 0.25f, I can see no change at
+               // all with 8-bit output, so it would not seem to be worth it.)
+               if (sum_sq_error > 0.5f / (256.0f * 256.0f)) {
+                       continue;
+               }
 
                // OK, we can combine this and the next sample.
                if (dst != NULL) {
@@ -96,9 +106,9 @@ ResampleEffect::ResampleEffect()
 
        // The first blur pass will forward resolution information to us.
        hpass = new SingleResamplePassEffect(this);
-       hpass->set_int("direction", SingleResamplePassEffect::HORIZONTAL);
+       CHECK(hpass->set_int("direction", SingleResamplePassEffect::HORIZONTAL));
        vpass = new SingleResamplePassEffect(NULL);
-       vpass->set_int("direction", SingleResamplePassEffect::VERTICAL);
+       CHECK(vpass->set_int("direction", SingleResamplePassEffect::VERTICAL));
 
        update_size();
 }
@@ -327,7 +337,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std
        check_error();
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        check_error();
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, 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_FLOAT, bilinear_weights);
        check_error();
 
        delete[] weights;