]> git.sesse.net Git - movit/blobdiff - resample_effect.h
In ResampleEffect, split the weight calculation out into its own function that does...
[movit] / resample_effect.h
index 05ef3656fd94d4dc4f8d6091927200eb7108b082..1aa459cbaaa3926c1aeabe2cd8f4647d77fd5f29 100644 (file)
 #include <epoxy/gl.h>
 #include <assert.h>
 #include <stddef.h>
+#include <memory>
 #include <string>
 
 #include "effect.h"
+#include "fp16.h"
 
 namespace movit {
 
@@ -28,6 +30,22 @@ class EffectChain;
 class Node;
 class SingleResamplePassEffect;
 
+// Public so that it can be benchmarked externally.
+template<class T>
+struct Tap {
+       T weight;
+       T pos;
+};
+struct ScalingWeights {
+       unsigned src_bilinear_samples;
+       unsigned dst_samples, num_loops;
+
+       // Exactly one of these is set.
+       std::unique_ptr<Tap<fp16_int_t>[]> bilinear_weights_fp16;
+       std::unique_ptr<Tap<float>[]> bilinear_weights_fp32;
+};
+ScalingWeights calculate_scaling_weights(unsigned src_size, unsigned dst_size, float zoom, float offset);
+
 class ResampleEffect : public Effect {
 public:
        ResampleEffect();
@@ -85,6 +103,7 @@ public:
                }
        }
        virtual bool changes_output_size() const { return true; }
+       virtual bool sets_virtual_output_size() const { return false; }
 
        virtual void get_output_size(unsigned *width, unsigned *height, unsigned *virtual_width, unsigned *virtual_height) const {
                *virtual_width = *width = this->output_width;
@@ -102,12 +121,19 @@ private:
        EffectChain *chain;
        Direction direction;
        GLuint texnum;
+       GLint uniform_sample_tex;
+       float uniform_num_loops, uniform_slice_height, uniform_sample_x_scale, uniform_sample_x_offset;
+       float uniform_whole_pixel_offset;
+       int uniform_num_samples;
+
        int input_width, input_height, output_width, output_height;
        float offset, zoom;
        int last_input_width, last_input_height, last_output_width, last_output_height;
        float last_offset, last_zoom;
        int src_bilinear_samples, num_loops;
        float slice_height;
+       int last_texture_width, last_texture_height;
+       GLuint last_texture_internal_format;
 };
 
 }  // namespace movit