X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=util.h;h=f57af77691befa0afa80bb943f7d11a6e54aeadd;hp=5c15c9f789fceda67e764002413d053911524806;hb=d88ed3150376693000665b9016c0350d5d90e9e1;hpb=5b6ab865efa692b25590f302c111b30680fbacdd diff --git a/util.h b/util.h index 5c15c9f..f57af77 100644 --- a/util.h +++ b/util.h @@ -24,6 +24,10 @@ void hsv2rgb_normalized(float h, float s, float v, float *r, float *g, float *b) // Dies if the file does not exist. std::string read_file(const std::string &filename); +// Reads ., .130. or .300es. and +// returns its contents, depending on . +std::string read_version_dependent_file(const std::string &base, const std::string &extension); + // Compile the given GLSL shader (typically a vertex or fragment shader) // and return the object number. GLuint compile_shader(const std::string &shader_src, GLenum type); @@ -34,17 +38,37 @@ 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 2-length and 3-length vector declarations. +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 +// pixels in the mipmap level at which you sample, and the total number of +// pixels (in given mipmap level) is . // // 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, unsigned size, + DestFloat *offset, DestFloat *total_weight, float *sum_sq_error); // Create a VBO with the given data, and bind it to the vertex attribute // with name . Returns the VBO number. @@ -53,6 +77,15 @@ GLuint fill_vertex_attribute(GLuint glsl_program_num, const std::string &attribu // Clean up after fill_vertex_attribute(). void cleanup_vertex_attribute(GLuint glsl_program_num, const std::string &attribute_name, GLuint vbo); +// If v is not already a power of two, return the first higher power of two. +unsigned next_power_of_two(unsigned v); + +// Get a pointer that represents the current OpenGL context, in a cross-platform way. +// This is not intended for anything but identification (ie., so you can associate +// different FBOs with different contexts); you should probably not try to cast it +// back into anything you intend to pass into OpenGL. +void *get_gl_context_identifier(); + } // namespace movit #ifdef NDEBUG