X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=util.cpp;h=61f3e4de554c999ee373fdf663f0df988b731c3b;hp=579efb35409d4a17ddc22838ce3dbcec4c82fc92;hb=42f0fd5ccbb3560a76d55f3e725416a5e0f93523;hpb=3789397e29df3bade367c8963b050d8add510c0f;ds=sidebyside diff --git a/util.cpp b/util.cpp index 579efb3..61f3e4d 100644 --- a/util.cpp +++ b/util.cpp @@ -6,6 +6,7 @@ #include #include +#include "fp16.h" #include "init.h" #include "util.h" @@ -157,21 +158,33 @@ string output_glsl_mat3(const string &name, const Eigen::Matrix3d &m) return buf; } -void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error) +void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size, CombineRoundingBehavior rounding_behavior, + float *offset, float *total_weight, float *sum_sq_error) { assert(movit_initialized); assert(w1 * w2 >= 0.0f); // Should not have differing signs. - float z; // Just a shorter name for offset. + float z; // Normalized 0..1 between pos1 and pos2. if (fabs(w1 + w2) < 1e-6) { z = 0.5f; } else { z = w2 / (w1 + w2); } + *offset = pos1 + z * (pos2 - pos1); + if (rounding_behavior == COMBINE_ROUND_TO_FP16) { + // Round to fp16. Note that this might take z outside the 0..1 range. + *offset = fp16_to_fp64(fp64_to_fp16(*offset)); + z = (z - pos1) / (pos2 - pos1); + } else { + assert(rounding_behavior == COMBINE_DO_NOT_ROUND); + } + // Round to the minimum number of bits we have measured earlier. // The card will do this for us anyway, but if we know what the real z // is, we can pick a better total_weight below. - z = lrintf(z / movit_texel_subpixel_precision) * movit_texel_subpixel_precision; + z *= size; // Move to pixel coordinates, + z = lrintf(z / movit_texel_subpixel_precision) * movit_texel_subpixel_precision; // Round. + z /= size; // Move back to normalized coordinates. // Choose total weight w so that we minimize total squared error // for the effective weights: @@ -187,16 +200,12 @@ void combine_two_samples(float w1, float w2, float *offset, float *total_weight, // // If z had infinite precision, this would simply reduce to w = w1 + w2. *total_weight = (w1 * (1 - z) + w2 * z) / (z * z + (1 - z) * (1 - z)); - *offset = z; if (sum_sq_error != NULL) { float err1 = *total_weight * (1 - z) - w1; float err2 = *total_weight * z - w2; *sum_sq_error = err1 * err1 + err2 * err2; } - - assert(*offset >= 0.0f); - assert(*offset <= 1.0f); } GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)