X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=util.cpp;h=b12ee80712ba83e541f28472760167e5e8fb1d22;hp=3b15c3787d7e82644d6c5633d9ea05387e0efb88;hb=641053e9fc86b2166e361a983075febc3bb69acd;hpb=5b1ec775a021f215307fc63e8df54bb1109aeb58 diff --git a/util.cpp b/util.cpp index 3b15c37..b12ee80 100644 --- a/util.cpp +++ b/util.cpp @@ -1,4 +1,4 @@ -#include +#include #include #include #include @@ -6,11 +6,22 @@ #include #include +#include "fp16.h" #include "init.h" #include "util.h" +#if defined(__APPLE__) +#include +#elif defined(WIN32) +#include +#else +#include +#endif + using namespace std; +namespace movit { + extern string *movit_data_directory; void hsv2rgb(float h, float s, float v, float *r, float *g, float *b) @@ -86,6 +97,19 @@ string read_file(const string &filename) return string(buf, len); } +string read_version_dependent_file(const string &base, const string &extension) +{ + if (movit_shader_model == MOVIT_GLSL_110) { + return read_file(base + "." + extension); + } else if (movit_shader_model == MOVIT_GLSL_130) { + return read_file(base + ".130." + extension); + } else if (movit_shader_model == MOVIT_ESSL_300) { + return read_file(base + ".300es." + extension); + } else { + assert(false); + } +} + GLuint compile_shader(const string &shader_src, GLenum type) { GLuint obj = glCreateShader(type); @@ -134,21 +158,29 @@ 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) +template +void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size, + DestFloat *offset, DestFloat *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); } + // Round to the desired precision. Note that this might take z outside the 0..1 range. + *offset = from_fp64(pos1 + z * (pos2 - pos1)); + z = (to_fp64(*offset) - pos1) / (pos2 - pos1); + // 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: @@ -164,14 +196,87 @@ 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; } +} + +// Explicit instantiations. +template +void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size, + float *offset, float *total_weight, float *sum_sq_error); + +template +void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size, + fp16_int_t *offset, fp16_int_t *total_weight, float *sum_sq_error); + +GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data) +{ + int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str()); + if (attrib == -1) { + return -1; + } + + GLuint vbo; + glGenBuffers(1, &vbo); + check_error(); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + check_error(); + glBufferData(GL_ARRAY_BUFFER, data_size, data, GL_STATIC_DRAW); + check_error(); + glEnableVertexAttribArray(attrib); + check_error(); + glVertexAttribPointer(attrib, size, type, GL_FALSE, 0, BUFFER_OFFSET(0)); + check_error(); + glBindBuffer(GL_ARRAY_BUFFER, 0); + check_error(); + + return vbo; +} + +void cleanup_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLuint vbo) +{ + int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str()); + if (attrib == -1) { + return; + } + + glDisableVertexAttribArray(attrib); + check_error(); + glDeleteBuffers(1, &vbo); + check_error(); +} - assert(*offset >= 0.0f); - assert(*offset <= 1.0f); +unsigned div_round_up(unsigned a, unsigned b) +{ + return (a + b - 1) / b; } + +// Algorithm from http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2. +unsigned next_power_of_two(unsigned v) +{ + v--; + v |= v >> 1; + v |= v >> 2; + v |= v >> 4; + v |= v >> 8; + v |= v >> 16; + v++; + return v; +} + +void *get_gl_context_identifier() +{ +#if defined(__APPLE__) + return (void *)CGLGetCurrentContext(); +#elif defined(WIN32) + return (void *)wglGetCurrentContext(); +#else + return (void *)glXGetCurrentContext(); +#endif +} + +} // namespace movit