]> git.sesse.net Git - movit/blobdiff - resample_effect.cpp
Make combine_two_samples() into a template instead of having manual rounding checks.
[movit] / resample_effect.cpp
index b988e5af8eb656d2110352f7339e090d799c95c7..9838cd429f0129b3e8b6bb947bfa3c34d0169e78 100644 (file)
@@ -20,6 +20,12 @@ namespace movit {
 
 namespace {
 
+template<class T>
+struct Tap {
+       T weight;
+       T pos;
+};
+
 float sinc(float x)
 {
        if (fabs(x) < 1e-6) {
@@ -49,14 +55,15 @@ unsigned gcd(unsigned a, unsigned b)
        return a;
 }
 
-unsigned combine_samples(float *src, float *dst, unsigned num_src_samples, unsigned max_samples_saved)
+template<class DestFloat>
+unsigned combine_samples(Tap<float> *src, Tap<DestFloat> *dst, unsigned src_size, unsigned num_src_samples, unsigned max_samples_saved)
 {
        unsigned num_samples_saved = 0;
        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) {
-                       dst[j * 2 + 0] = src[i * 2 + 0];
-                       dst[j * 2 + 1] = src[i * 2 + 1];
+                       dst[j].weight = convert_float<float, DestFloat>(src[i].weight);
+                       dst[j].pos = convert_float<float, DestFloat>(src[i].pos);
                }
 
                if (i == num_src_samples - 1) {
@@ -69,19 +76,20 @@ unsigned combine_samples(float *src, float *dst, unsigned num_src_samples, unsig
                        continue;
                }
 
-               float w1 = src[i * 2 + 0];
-               float w2 = src[(i + 1) * 2 + 0];
+               float w1 = src[i].weight;
+               float w2 = src[i + 1].weight;
                if (w1 * w2 < 0.0f) {
                        // Differing signs; cannot combine.
                        continue;
                }
 
-               float pos1 = src[i * 2 + 1];
-               float pos2 = src[(i + 1) * 2 + 1];
+               float pos1 = src[i].pos;
+               float pos2 = src[i + 1].pos;
                assert(pos2 > pos1);
 
-               float offset, total_weight, sum_sq_error;
-               combine_two_samples(w1, w2, &offset, &total_weight, &sum_sq_error);
+               fp16_int_t pos, total_weight;
+               float sum_sq_error;
+               combine_two_samples(w1, w2, pos1, pos2, src_size, &pos, &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,
@@ -94,8 +102,8 @@ unsigned combine_samples(float *src, float *dst, unsigned num_src_samples, unsig
 
                // OK, we can combine this and the next sample.
                if (dst != NULL) {
-                       dst[j * 2 + 0] = total_weight;
-                       dst[j * 2 + 1] = pos1 + offset * (pos2 - pos1);
+                       dst[j].weight = total_weight;
+                       dst[j].pos = pos;
                }
 
                ++i;  // Skip the next sample.
@@ -108,7 +116,10 @@ unsigned combine_samples(float *src, float *dst, unsigned num_src_samples, unsig
 
 ResampleEffect::ResampleEffect()
        : input_width(1280),
-         input_height(720)
+         input_height(720),
+         offset_x(0.0f), offset_y(0.0f),
+         zoom_x(1.0f), zoom_y(1.0f),
+         zoom_center_x(0.5f), zoom_center_y(0.5f)
 {
        register_int("width", &output_width);
        register_int("height", &output_height);
@@ -158,6 +169,26 @@ void ResampleEffect::update_size()
        ok |= vpass->set_int("output_height", output_height);
 
        assert(ok);
+
+       // The offset added due to zoom may have changed with the size.
+       update_offset_and_zoom();
+}
+
+void ResampleEffect::update_offset_and_zoom()
+{
+       bool ok = true;
+
+       // Zoom from the right origin. (zoom_center is given in normalized coordinates,
+       // i.e. 0..1.)
+       float extra_offset_x = zoom_center_x * (1.0f - 1.0f / zoom_x) * input_width;
+       float extra_offset_y = (1.0f - zoom_center_y) * (1.0f - 1.0f / zoom_y) * input_height;
+
+       ok |= hpass->set_float("offset", extra_offset_x + offset_x);
+       ok |= vpass->set_float("offset", extra_offset_y - offset_y);  // Compensate for the bottom-left origin.
+       ok |= hpass->set_float("zoom", zoom_x);
+       ok |= vpass->set_float("zoom", zoom_y);
+
+       assert(ok);
 }
 
 bool ResampleEffect::set_float(const string &key, float value) {
@@ -171,6 +202,42 @@ bool ResampleEffect::set_float(const string &key, float value) {
                update_size();
                return true;
        }
+       if (key == "top") {
+               offset_y = value;
+               update_offset_and_zoom();
+               return true;
+       }
+       if (key == "left") {
+               offset_x = value;
+               update_offset_and_zoom();
+               return true;
+       }
+       if (key == "zoom_x") {
+               if (value <= 0.0f) {
+                       return false;
+               }
+               zoom_x = value;
+               update_offset_and_zoom();
+               return true;
+       }
+       if (key == "zoom_y") {
+               if (value <= 0.0f) {
+                       return false;
+               }
+               zoom_y = value;
+               update_offset_and_zoom();
+               return true;
+       }
+       if (key == "zoom_center_x") {
+               zoom_center_x = value;
+               update_offset_and_zoom();
+               return true;
+       }
+       if (key == "zoom_center_y") {
+               zoom_center_y = value;
+               update_offset_and_zoom();
+               return true;
+       }
        return false;
 }
 
@@ -179,16 +246,22 @@ SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent)
          direction(HORIZONTAL),
          input_width(1280),
          input_height(720),
+         offset(0.0),
+         zoom(1.0),
          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.
+         last_zoom(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);
+       register_float("zoom", &zoom);
 
        glGenTextures(1, &texnum);
 }
@@ -237,7 +310,19 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str
        // the first such loop, and then ask the card to repeat the texture for us.
        // This is both easier on the texture cache and lowers our CPU cost for
        // generating the kernel somewhat.
-       num_loops = gcd(src_size, dst_size);
+       float scaling_factor;
+       if (fabs(zoom - 1.0f) < 1e-6) {
+               num_loops = gcd(src_size, dst_size);
+               scaling_factor = float(dst_size) / float(src_size);
+       } else {
+               // If zooming is enabled (ie., zoom != 1), we turn off the looping.
+               // We _could_ perhaps do it for rational zoom levels (especially
+               // things like 2:1), but it doesn't seem to be worth it, given that
+               // the most common use case would seem to be varying the zoom
+               // from frame to frame.
+               num_loops = 1;
+               scaling_factor = zoom * float(dst_size) / float(src_size);
+       }
        slice_height = 1.0f / num_loops;
        unsigned dst_samples = dst_size / num_loops;
 
@@ -290,24 +375,25 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str
        // Anyhow, in this case we clearly need to look at more source pixels
        // to compute the destination pixel, and how many depend on the scaling factor.
        // Thus, the kernel width will vary with how much we scale.
-       float radius_scaling_factor = min(float(dst_size) / float(src_size), 1.0f);
+       float radius_scaling_factor = min(scaling_factor, 1.0f);
        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];
+       Tap<float> *weights = new Tap<float>[dst_samples * src_samples];
+       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.
-               float center_src_y = (y + 0.5f) * float(src_size) / float(dst_size) - 0.5f;
+               float center_src_y = (y + 0.5f) / scaling_factor - 0.5f;
                int base_src_y = lrintf(center_src_y);
 
                // 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);
-                       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);
+                       float weight = lanczos_weight(radius_scaling_factor * (src_y - center_src_y - subpixel_offset), LANCZOS_RADIUS);
+                       weights[y * src_samples + i].weight = weight * radius_scaling_factor;
+                       weights[y * src_samples + i].pos = (src_y + 0.5) / float(src_size);
                }
-
        }
 
        // Now make use of the bilinear filtering in the GPU to reduce the number of samples
@@ -320,39 +406,32 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str
        // The greedy strategy for combining samples is optimal.
        src_bilinear_samples = 0;
        for (unsigned y = 0; y < dst_samples; ++y) {
-               unsigned num_samples_saved = combine_samples(weights + (y * src_samples) * 2, NULL, src_samples, UINT_MAX);
+               unsigned num_samples_saved = combine_samples<fp16_int_t>(weights + y * src_samples, NULL, src_size, src_samples, UINT_MAX);
                src_bilinear_samples = max<int>(src_bilinear_samples, src_samples - num_samples_saved);
        }
 
        // 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];
+       Tap<fp16_int_t> *bilinear_weights = new Tap<fp16_int_t>[dst_samples * src_bilinear_samples];
        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;
+               Tap<fp16_int_t> *bilinear_weights_ptr = bilinear_weights + y * src_bilinear_samples;
                unsigned num_samples_saved = combine_samples(
-                       weights + (y * src_samples) * 2,
+                       weights + y * src_samples,
                        bilinear_weights_ptr,
+                       src_size,
                        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) {
                        double sum = 0.0;
                        for (int i = 0; i < src_bilinear_samples; ++i) {
-                               sum += fp16_to_fp64(bilinear_weights_fp16_ptr[i * 2 + 0]);
+                               sum += fp16_to_fp64(bilinear_weights_ptr[i].weight);
                        }
                        for (int i = 0; i < src_bilinear_samples; ++i) {
-                               bilinear_weights_fp16_ptr[i * 2 + 0] = fp64_to_fp16(
-                                       fp16_to_fp64(bilinear_weights_fp16_ptr[i * 2 + 0]) / sum);
+                               bilinear_weights_ptr[i].weight = fp64_to_fp16(
+                                       fp16_to_fp64(bilinear_weights_ptr[i].weight) / sum);
                        }
                }
        }
@@ -368,12 +447,11 @@ 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_HALF_FLOAT, bilinear_weights_fp16);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_HALF_FLOAT, bilinear_weights);
        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)
@@ -388,12 +466,16 @@ 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 ||
+           zoom != last_zoom) {
                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;
+               last_zoom = zoom;
        }
 
        glActiveTexture(GL_TEXTURE0 + *sampler_num);
@@ -402,7 +484,7 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin
        check_error();
 
        set_uniform_int(glsl_program_num, prefix, "sample_tex", *sampler_num);
-       ++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);
@@ -411,9 +493,18 @@ 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();