X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resample_effect.cpp;h=50b7c6bc5c4730fc6bb25cd18c96a446c8f02986;hp=10dc59c5a2dbab0a0533629b801357636ad31ef0;hb=refs%2Fheads%2Fepoxy;hpb=aa3e630eb0c455921c721f9ccd84e872bc9757bc diff --git a/resample_effect.cpp b/resample_effect.cpp index 10dc59c..50b7c6b 100644 --- a/resample_effect.cpp +++ b/resample_effect.cpp @@ -1,7 +1,7 @@ // Three-lobed Lanczos, the most common choice. #define LANCZOS_RADIUS 3.0 -#include +#include #include #include #include @@ -10,11 +10,14 @@ #include "effect_chain.h" #include "effect_util.h" +#include "fp16.h" #include "resample_effect.h" #include "util.h" using namespace std; +namespace movit { + namespace { float sinc(float x) @@ -140,7 +143,7 @@ void ResampleEffect::inform_input_size(unsigned input_num, unsigned width, unsig input_height = height; update_size(); } - + void ResampleEffect::update_size() { bool ok = true; @@ -229,7 +232,6 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str 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. @@ -299,19 +301,13 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str int base_src_y = lrintf(center_src_y); // Now sample pixels on each side around that point. - double sum = 0.0; for (int i = 0; i < src_samples; ++i) { int src_y = base_src_y + i - int_radius; float weight = lanczos_weight(radius_scaling_factor * (src_y - center_src_y), LANCZOS_RADIUS); 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); - sum += weights[(y * src_samples + i) * 2 + 0]; } - // Normalize so that the sum becomes one. - for (int i = 0; i < src_samples; ++i) { - weights[(y * src_samples + i) * 2 + 0] /= sum; - } } // Now make use of the bilinear filtering in the GPU to reduce the number of samples @@ -330,14 +326,36 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str // Now that we know the right width, actually combine the samples. float *bilinear_weights = new float[dst_samples * src_bilinear_samples * 2]; + fp16_int_t *bilinear_weights_fp16 = new fp16_int_t[dst_samples * src_bilinear_samples * 2]; for (unsigned y = 0; y < dst_samples; ++y) { + float *bilinear_weights_ptr = bilinear_weights + (y * src_bilinear_samples) * 2; + fp16_int_t *bilinear_weights_fp16_ptr = bilinear_weights_fp16 + (y * src_bilinear_samples) * 2; unsigned num_samples_saved = combine_samples( weights + (y * src_samples) * 2, - bilinear_weights + (y * src_bilinear_samples) * 2, + bilinear_weights_ptr, src_samples, src_samples - src_bilinear_samples); assert(int(src_samples) - int(num_samples_saved) == src_bilinear_samples); - } + + // Convert to fp16. + for (int i = 0; i < src_bilinear_samples; ++i) { + bilinear_weights_fp16_ptr[i * 2 + 0] = fp64_to_fp16(bilinear_weights_ptr[i * 2 + 0]); + bilinear_weights_fp16_ptr[i * 2 + 1] = fp64_to_fp16(bilinear_weights_ptr[i * 2 + 1]); + } + + // 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) { + double sum = 0.0; + for (int i = 0; i < src_bilinear_samples; ++i) { + sum += fp16_to_fp64(bilinear_weights_fp16_ptr[i * 2 + 0]); + } + for (int i = 0; i < src_bilinear_samples; ++i) { + bilinear_weights_fp16_ptr[i * 2 + 0] = fp64_to_fp16( + fp16_to_fp64(bilinear_weights_fp16_ptr[i * 2 + 0]) / sum); + } + } + } // Encode as a two-component texture. Note the GL_REPEAT. glActiveTexture(GL_TEXTURE0 + *sampler_num); @@ -350,11 +368,12 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_FLOAT, bilinear_weights); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_HALF_FLOAT, bilinear_weights_fp16); check_error(); delete[] weights; delete[] bilinear_weights; + delete[] bilinear_weights_fp16; } void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num) @@ -394,8 +413,11 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin // We specifically do not want mipmaps on the input texture; // they break minification. - glActiveTexture(GL_TEXTURE0); + Node *self = chain->find_node_for_effect(this); + glActiveTexture(chain->get_input_sampler(self, 0)); check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); check_error(); } + +} // namespace movit