X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=fft_pass_effect.cpp;h=ec550b2846be60cfa1ae24398903496e9f9e66ec;hp=9e1b7b54af52bfcc087fff958a1f31e5cf7128f0;hb=8c7e53028a3ef4805d2608643041a5d7e6bd1b6e;hpb=9651a4eaae012cdc49c1aa38197861e04f62e91e diff --git a/fft_pass_effect.cpp b/fft_pass_effect.cpp index 9e1b7b5..ec550b2 100644 --- a/fft_pass_effect.cpp +++ b/fft_pass_effect.cpp @@ -1,12 +1,15 @@ -#include +#include #include #include "effect_util.h" +#include "fp16.h" #include "fft_pass_effect.h" #include "util.h" using namespace std; +namespace movit { + FFTPassEffect::FFTPassEffect() : input_width(1280), input_height(720), @@ -77,7 +80,7 @@ void FFTPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, // bit, so the stride is 8, and so on. assert((fft_size & (fft_size - 1)) == 0); // Must be power of two. - float *tmp = new float[fft_size * 4]; + fp16_int_t *tmp = new fp16_int_t[fft_size * 4]; int subfft_size = 1 << pass_number; double mulfac; if (inverse) { @@ -122,30 +125,33 @@ void FFTPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, } else { support_texture_index = i; } - tmp[support_texture_index * 4 + 0] = (base - support_texture_index) / double(input_size); - tmp[support_texture_index * 4 + 1] = (base + stride - support_texture_index) / double(input_size); - tmp[support_texture_index * 4 + 2] = twiddle_real; - tmp[support_texture_index * 4 + 3] = twiddle_imag; + tmp[support_texture_index * 4 + 0] = fp64_to_fp16((base - support_texture_index) / double(input_size)); + tmp[support_texture_index * 4 + 1] = fp64_to_fp16((base + stride - support_texture_index) / double(input_size)); + tmp[support_texture_index * 4 + 2] = fp64_to_fp16(twiddle_real); + tmp[support_texture_index * 4 + 3] = fp64_to_fp16(twiddle_imag); } glActiveTexture(GL_TEXTURE0 + *sampler_num); check_error(); - glBindTexture(GL_TEXTURE_1D, tex); + glBindTexture(GL_TEXTURE_2D, tex); check_error(); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); check_error(); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); check_error(); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); check_error(); // Supposedly FFTs are very sensitive to inaccuracies in the twiddle factors, // at least according to a paper by Schatzman (see gpuwave.pdf reference [30] - // for the full reference), so we keep them at 32-bit. However, for - // small sizes, all components are exact anyway, so we can cheat there - // (although noting that the source coordinates become somewhat less - // accurate then, too). - glTexImage1D(GL_TEXTURE_1D, 0, (subfft_size <= 4) ? GL_RGBA16F : GL_RGBA32F, fft_size, 0, GL_RGBA, GL_FLOAT, tmp); + // for the full reference); however, practical testing indicates that it's + // not a problem to keep the twiddle factors at 16-bit, at least as long as + // we round them properly--it would seem that Schatzman were mainly talking + // about poor sin()/cos() approximations. Thus, we store them in 16-bit, + // which gives a nice speed boost. + // + // Note that the source coordinates become somewhat less accurate too, though. + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, fft_size, 1, 0, GL_RGBA, GL_HALF_FLOAT, tmp); check_error(); delete[] tmp; @@ -156,3 +162,5 @@ void FFTPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, assert(input_size % fft_size == 0); set_uniform_float(glsl_program_num, prefix, "num_repeats", input_size / fft_size); } + +} // namespace movit