X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resample_effect.cpp;h=9838cd429f0129b3e8b6bb947bfa3c34d0169e78;hp=3ccb2fdc4054894ad49e15f2f7035033ddb6adbd;hb=185ced44b129739c9b5438da691e71d664d6443a;hpb=fe7a508885d19950c43e46dc60db675375f49ffb diff --git a/resample_effect.cpp b/resample_effect.cpp index 3ccb2fd..9838cd4 100644 --- a/resample_effect.cpp +++ b/resample_effect.cpp @@ -55,13 +55,15 @@ unsigned gcd(unsigned a, unsigned b) return a; } -unsigned combine_samples(Tap *src, Tap *dst, unsigned src_size, unsigned num_src_samples, unsigned max_samples_saved) +template +unsigned combine_samples(Tap *src, Tap *dst, unsigned src_size, unsigned num_src_samples, unsigned max_samples_saved) { unsigned num_samples_saved = 0; for (unsigned i = 0, j = 0; i < num_src_samples; ++i, ++j) { // Copy the sample directly; it will be overwritten later if we can combine. if (dst != NULL) { - dst[j] = src[i]; + dst[j].weight = convert_float(src[i].weight); + dst[j].pos = convert_float(src[i].pos); } if (i == num_src_samples - 1) { @@ -85,8 +87,9 @@ unsigned combine_samples(Tap *src, Tap *dst, unsigned src_size, un float pos2 = src[i + 1].pos; assert(pos2 > pos1); - float pos, total_weight, sum_sq_error; - combine_two_samples(w1, w2, pos1, pos2, src_size, COMBINE_ROUND_TO_FP16, &pos, &total_weight, &sum_sq_error); + fp16_int_t pos, total_weight; + float sum_sq_error; + combine_two_samples(w1, w2, pos1, pos2, src_size, &pos, &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, @@ -403,16 +406,14 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str // The greedy strategy for combining samples is optimal. src_bilinear_samples = 0; for (unsigned y = 0; y < dst_samples; ++y) { - unsigned num_samples_saved = combine_samples(weights + y * src_samples, NULL, src_size, src_samples, UINT_MAX); + unsigned num_samples_saved = combine_samples(weights + y * src_samples, NULL, src_size, src_samples, UINT_MAX); src_bilinear_samples = max(src_bilinear_samples, src_samples - num_samples_saved); } // Now that we know the right width, actually combine the samples. - Tap *bilinear_weights = new Tap[dst_samples * src_bilinear_samples]; - Tap *bilinear_weights_fp16 = new Tap[dst_samples * src_bilinear_samples]; + Tap *bilinear_weights = new Tap[dst_samples * src_bilinear_samples]; for (unsigned y = 0; y < dst_samples; ++y) { - Tap *bilinear_weights_ptr = bilinear_weights + y * src_bilinear_samples; - Tap *bilinear_weights_fp16_ptr = bilinear_weights_fp16 + y * src_bilinear_samples; + Tap *bilinear_weights_ptr = bilinear_weights + y * src_bilinear_samples; unsigned num_samples_saved = combine_samples( weights + y * src_samples, bilinear_weights_ptr, @@ -421,22 +422,16 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str 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].weight = fp64_to_fp16(bilinear_weights_ptr[i].weight); - bilinear_weights_fp16_ptr[i].pos = fp64_to_fp16(bilinear_weights_ptr[i].pos); - } - // 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].weight); + sum += fp16_to_fp64(bilinear_weights_ptr[i].weight); } for (int i = 0; i < src_bilinear_samples; ++i) { - bilinear_weights_fp16_ptr[i].weight = fp64_to_fp16( - fp16_to_fp64(bilinear_weights_fp16_ptr[i].weight) / sum); + bilinear_weights_ptr[i].weight = fp64_to_fp16( + fp16_to_fp64(bilinear_weights_ptr[i].weight) / sum); } } } @@ -452,12 +447,11 @@ 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_HALF_FLOAT, bilinear_weights_fp16); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_HALF_FLOAT, bilinear_weights); 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)