X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resample_effect.cpp;h=6c490f141bc1a87b9f86db44b90b5d64f75d0dd7;hp=a176074ad9ced7344a368e9257a8c3b2ccb088a1;hb=85f9719bf3519b1f1942738d11601584f5d38725;hpb=1a06994ccdeedba95a1bdd2c3c12bb54a7a897f9 diff --git a/resample_effect.cpp b/resample_effect.cpp index a176074..6c490f1 100644 --- a/resample_effect.cpp +++ b/resample_effect.cpp @@ -1,13 +1,19 @@ // Three-lobed Lanczos, the most common choice. #define LANCZOS_RADIUS 3.0 -#include +#include #include +#include +#include +#include +#include -#include "resample_effect.h" #include "effect_chain.h" +#include "effect_util.h" +#include "resample_effect.h" #include "util.h" -#include "opengl.h" + +using namespace std; namespace { @@ -54,6 +60,7 @@ unsigned combine_samples(float *src, float *dst, unsigned num_src_samples, unsig // Last sample; cannot combine. continue; } + assert(num_samples_saved <= max_samples_saved); if (num_samples_saved == max_samples_saved) { // We could maybe save more here, but other rows can't, so don't bother. continue; @@ -70,8 +77,17 @@ unsigned combine_samples(float *src, float *dst, unsigned num_src_samples, unsig float pos2 = src[(i + 1) * 2 + 1]; assert(pos2 > pos1); - float offset, total_weight; - combine_two_samples(w1, w2, &offset, &total_weight); + float offset, total_weight, sum_sq_error; + combine_two_samples(w1, w2, &offset, &total_weight, &sum_sq_error); + + // If the interpolation error is larger than that of about sqrt(2) of + // a level at 8-bit precision, don't combine. (You'd think 1.0 was enough, + // but since the artifacts are not really random, they can get quite + // visible. On the other hand, going to 0.25f, I can see no change at + // all with 8-bit output, so it would not seem to be worth it.) + if (sum_sq_error > 0.5f / (256.0f * 256.0f)) { + continue; + } // OK, we can combine this and the next sample. if (dst != NULL) { @@ -96,9 +112,9 @@ ResampleEffect::ResampleEffect() // The first blur pass will forward resolution information to us. hpass = new SingleResamplePassEffect(this); - hpass->set_int("direction", SingleResamplePassEffect::HORIZONTAL); + CHECK(hpass->set_int("direction", SingleResamplePassEffect::HORIZONTAL)); vpass = new SingleResamplePassEffect(NULL); - vpass->set_int("direction", SingleResamplePassEffect::VERTICAL); + CHECK(vpass->set_int("direction", SingleResamplePassEffect::VERTICAL)); update_size(); } @@ -141,7 +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(); @@ -179,7 +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)); @@ -197,8 +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) { @@ -272,7 +288,7 @@ 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]; @@ -302,7 +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. @@ -327,17 +343,22 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, 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_FLOAT, bilinear_weights); check_error(); delete[] weights; 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); + assert(input_width > 0); + assert(input_height > 0); + assert(output_width > 0); + assert(output_height > 0); + if (input_width != last_input_width || input_height != last_input_height || output_width != last_output_width ||