X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=util.h;h=45fe6ba922b9728c5ac827ddb4b4d63a13a8ad11;hp=1fa4e7823efd65666dc1d6ba0acaa659b28b994d;hb=f216b7bef5a968c89f6fc78e83cc26a91e504a8a;hpb=28bc5f37437fa8eaca523a209c558b807ced2db3 diff --git a/util.h b/util.h index 1fa4e78..45fe6ba 100644 --- a/util.h +++ b/util.h @@ -8,6 +8,7 @@ #include #include #include +#include "defs.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) @@ -38,17 +39,44 @@ void print_3x3_matrix(const Eigen::Matrix3d &m); // Output a GLSL 3x3 matrix declaration. std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m); +// Output GLSL scalar, 2-length and 3-length vector declarations. +std::string output_glsl_float(const std::string &name, float x); +std::string output_glsl_vec2(const std::string &name, float x, float y); +std::string output_glsl_vec3(const std::string &name, float x, float y, float z); + // Calculate a / b, rounding up. Does not handle overflow correctly. unsigned div_round_up(unsigned a, unsigned b); +enum CombineRoundingBehavior { + COMBINE_DO_NOT_ROUND = 0, + COMBINE_ROUND_TO_FP16 = 1, +}; + // Calculate where to sample, and with what weight, if one wants to use -// the GPU's bilinear hardware to sample w1 * x[0] + w2 * x[1]. +// the GPU's bilinear hardware to sample w1 * x[pos1] + w2 * x[pos2], +// where pos1 and pos2 must be normalized coordinates describing neighboring +// texels in the mipmap level at which you sample. is the +// number of distinct accessible subtexels in the given mipmap level, +// calculated by num_texels / movit_texel_subpixel_precision. It is a float +// for performance reasons, even though it is expected to be a whole number. +// is simply its inverse (1/x). // // Note that since the GPU might have limited precision in its linear // interpolation, the effective weights might be different from the ones you // asked for. sum_sq_error, if not NULL, will contain the sum of the // (estimated) squared errors of the two weights. -void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error); +// +// The answer, in "offset", comes as a normalized coordinate, +// so if e.g. w2 = 0, you have simply offset = pos1. If +// is COMBINE_ROUND_TO_FP16, the coordinate is assumed to be stored as a +// rounded fp16 value. This enables more precise calculation of total_weight +// and sum_sq_error. +template +void combine_two_samples(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels, + DestFloat *offset, DestFloat *total_weight, float *sum_sq_error); + +// Create a VBO with the given data. Returns the VBO number. +GLuint generate_vbo(GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data); // Create a VBO with the given data, and bind it to the vertex attribute // with name . Returns the VBO number. @@ -66,12 +94,15 @@ unsigned next_power_of_two(unsigned v); // back into anything you intend to pass into OpenGL. void *get_gl_context_identifier(); +// Used in the check_error() macro, below. +void abort_gl_error(GLenum err, const char *filename, int line) DOES_NOT_RETURN; + } // namespace movit #ifdef NDEBUG #define check_error() #else -#define check_error() { int err = glGetError(); if (err != GL_NO_ERROR) { printf("GL error 0x%x at %s:%d\n", err, __FILE__, __LINE__); abort(); } } +#define check_error() { GLenum err = glGetError(); if (err != GL_NO_ERROR) { movit::abort_gl_error(err, __FILE__, __LINE__); } } #endif // CHECK() is like assert(), but retains any side effects no matter the compilation mode.