X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resample_effect.cpp;h=367e8b4d52604043d6529fcdb5b392ed77136ec2;hp=264e5c10195dc65cd6bd82eca537c412bc611e7c;hb=0d58598f7c593c34de04ec1a0e4849f5cfb44792;hpb=37f56fcbe571b2322243f6de59494bf9e0cbb37a diff --git a/resample_effect.cpp b/resample_effect.cpp index 264e5c1..367e8b4 100644 --- a/resample_effect.cpp +++ b/resample_effect.cpp @@ -9,9 +9,12 @@ #include #include "effect_chain.h" +#include "effect_util.h" #include "resample_effect.h" #include "util.h" +using namespace std; + namespace { float sinc(float x) @@ -154,7 +157,7 @@ void ResampleEffect::update_size() assert(ok); } -bool ResampleEffect::set_float(const std::string &key, float value) { +bool ResampleEffect::set_float(const string &key, float value) { if (key == "width") { output_width = value; update_size(); @@ -192,7 +195,7 @@ SingleResamplePassEffect::~SingleResamplePassEffect() glDeleteTextures(1, &texnum); } -std::string SingleResamplePassEffect::output_fragment_shader() +string SingleResamplePassEffect::output_fragment_shader() { char buf[256]; sprintf(buf, "#define DIRECTION_VERTICAL %d\n", (direction == VERTICAL)); @@ -210,8 +213,8 @@ std::string SingleResamplePassEffect::output_fragment_shader() // so out[0] will read from parameters = <0,0>, <1,0>, <2,0> and so on. // // For horizontal scaling, we fill in the exact same texture; -// the shader just interprets is differently. -void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) +// the shader just interprets it differently. +void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num) { unsigned src_size, dst_size; if (direction == SingleResamplePassEffect::HORIZONTAL) { @@ -226,7 +229,6 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std assert(false); } - // For many resamplings (e.g. 640 -> 1280), we will end up with the same // set of samples over and over again in a loop. Thus, we can compute only // the first such loop, and then ask the card to repeat the texture for us. @@ -285,7 +287,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std // 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 = std::min(float(dst_size) / float(src_size), 1.0f); + float radius_scaling_factor = min(float(dst_size) / float(src_size), 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]; @@ -302,6 +304,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std 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); } + } // Now make use of the bilinear filtering in the GPU to reduce the number of samples @@ -315,7 +318,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std 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); - src_bilinear_samples = std::max(src_bilinear_samples, src_samples - num_samples_saved); + src_bilinear_samples = max(src_bilinear_samples, src_samples - num_samples_saved); } // Now that we know the right width, actually combine the samples. @@ -327,6 +330,18 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std src_samples, src_samples - src_bilinear_samples); assert(int(src_samples) - int(num_samples_saved) == src_bilinear_samples); + + // 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) { + float sum = 0.0; + for (int i = 0; i < src_bilinear_samples; ++i) { + sum += bilinear_weights[(y * src_bilinear_samples + i) * 2 + 0]; + } + for (int i = 0; i < src_bilinear_samples; ++i) { + bilinear_weights[(y * src_bilinear_samples + i) * 2 + 0] /= sum; + } + } } // Encode as a two-component texture. Note the GL_REPEAT. @@ -347,7 +362,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std delete[] bilinear_weights; } -void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) +void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num) { Effect::set_gl_state(glsl_program_num, prefix, sampler_num);