X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=demo.cpp;h=b401f0574f21dcb904ac61dab1d854137838c510;hp=6e5f18c58ef229578f2e673bc7723d67d7755d61;hb=2b6a8585772bf9ae742a2ee36144a0cdd5ba0524;hpb=835f017dbbf6bdda89270a461e21e94c3bcb7928 diff --git a/demo.cpp b/demo.cpp index 6e5f18c..b401f05 100644 --- a/demo.cpp +++ b/demo.cpp @@ -4,33 +4,36 @@ #define WIDTH 1280 #define HEIGHT 720 -#include -#include -#include -#include -#include - -#include -#include -#include - #include - #include -#include +#include +#include #include +#include +#include +#include +#include +#include +#include +#include #include +#include +#include +#include +#include +#include +#include -#include "init.h" +#include "diffusion_effect.h" #include "effect.h" #include "effect_chain.h" -#include "util.h" -#include "widgets.h" - #include "flat_input.h" +#include "image_format.h" +#include "init.h" #include "lift_gamma_gain_effect.h" #include "saturation_effect.h" -#include "diffusion_effect.h" +#include "util.h" +#include "widgets.h" unsigned char result[WIDTH * HEIGHT * 4]; @@ -176,6 +179,8 @@ int main(int argc, char **argv) init_movit(".", MOVIT_DEBUG_ON); printf("GPU texture subpixel precision: about %.1f bits\n", log2(1.0f / movit_texel_subpixel_precision)); + printf("Wrongly rounded x+0.48 or x+0.52 values: %d/510\n", + movit_num_wrongly_rounded); unsigned img_w, img_h; unsigned char *src_img = load_image(argc > 1 ? argv[1] : "blg_wheels_woman_1.jpg", &img_w, &img_h); @@ -196,7 +201,7 @@ int main(int argc, char **argv) //Effect *sandbox_effect = chain.add_effect(new SandboxEffect()); //sandbox_effect->set_float("parm", 42.0f); //chain.add_effect(new MirrorEffect()); - chain.add_output(inout_format, OUTPUT_ALPHA_POSTMULTIPLIED); + chain.add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED); chain.set_dither_bits(8); chain.finalize(); @@ -299,6 +304,15 @@ int main(int argc, char **argv) printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n", frame, elapsed, frame / elapsed, 1e3 * elapsed / frame); + + // Reset every 100 frames, so that local variations in frame times + // (especially for the first few frames, when the shaders are + // compiled etc.) don't make it hard to measure for the entire + // remaining duration of the program. + if (frame == 100) { + frame = 0; + start = now; + } #endif } return 0;