X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resample_effect.cpp;h=4dd3ea87e261086939a91e2d26d51ef52c813168;hp=54eec864fe7a6c272fa68e3476dfcdf52b31c8a7;hb=5e34f7a8969f4afc169f034d34fb908019b3a389;hpb=1400c353ad03f4d31f665be0d02e8e360f69ef5c diff --git a/resample_effect.cpp b/resample_effect.cpp index 54eec86..4dd3ea8 100644 --- a/resample_effect.cpp +++ b/resample_effect.cpp @@ -380,7 +380,8 @@ SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent) last_output_width(-1), last_output_height(-1), last_offset(0.0 / 0.0), // NaN. - last_zoom(0.0 / 0.0) // NaN. + last_zoom(0.0 / 0.0), // NaN. + last_texture_width(-1), last_texture_height(-1) { register_int("direction", (int *)&direction); register_int("input_width", &input_width); @@ -389,6 +390,13 @@ SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent) register_int("output_height", &output_height); register_float("offset", &offset); register_float("zoom", &zoom); + register_uniform_sampler2d("sample_tex", &uniform_sample_tex); + register_uniform_int("num_samples", &uniform_num_samples); // FIXME: What about GLSL pre-1.30? + register_uniform_float("num_loops", &uniform_num_loops); + register_uniform_float("slice_height", &uniform_slice_height); + register_uniform_float("sample_x_scale", &uniform_sample_x_scale); + register_uniform_float("sample_x_offset", &uniform_sample_x_offset); + register_uniform_float("whole_pixel_offset", &uniform_whole_pixel_offset); glGenTextures(1, &texnum); } @@ -554,16 +562,39 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str check_error(); glBindTexture(GL_TEXTURE_2D, texnum); check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - check_error(); + if (last_texture_width == -1) { + // Need to set this state the first time. + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + check_error(); + } + + GLenum type, internal_format; + void *pixels; if (fallback_to_fp32) { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_FLOAT, bilinear_weights_fp32); + type = GL_FLOAT; + internal_format = GL_RG32F; + pixels = bilinear_weights_fp32; + } else { + type = GL_HALF_FLOAT; + internal_format = GL_RG16F; + pixels = bilinear_weights_fp16; + } + + if (int(src_bilinear_samples) == last_texture_width && + int(dst_samples) == last_texture_height && + internal_format == last_texture_internal_format) { + // Texture dimensions and type are unchanged; it is more efficient + // to just update it rather than making an entirely new texture. + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, src_bilinear_samples, dst_samples, GL_RG, type, pixels); } else { - 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, internal_format, src_bilinear_samples, dst_samples, 0, GL_RG, type, pixels); + last_texture_width = src_bilinear_samples; + last_texture_height = dst_samples; + last_texture_internal_format = internal_format; } check_error(); @@ -601,23 +632,21 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin glBindTexture(GL_TEXTURE_2D, texnum); check_error(); - set_uniform_int(glsl_program_num, prefix, "sample_tex", *sampler_num); + uniform_sample_tex = *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); + uniform_num_samples = src_bilinear_samples; + uniform_num_loops = num_loops; + uniform_slice_height = slice_height; // Instructions for how to convert integer sample numbers to positions in the weight texture. - 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); + uniform_sample_x_scale = 1.0f / src_bilinear_samples; + uniform_sample_x_offset = 0.5f / src_bilinear_samples; - float whole_pixel_offset; if (direction == SingleResamplePassEffect::VERTICAL) { - whole_pixel_offset = lrintf(offset) / float(input_height); + uniform_whole_pixel_offset = lrintf(offset) / float(input_height); } else { - whole_pixel_offset = lrintf(offset) / float(input_width); + uniform_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.