From: Steinar H. Gunderson Date: Sat, 22 Mar 2014 16:18:12 +0000 (+0100) Subject: Cache the FFT support texture. X-Git-Tag: 1.1~20 X-Git-Url: https://git.sesse.net/?p=movit;a=commitdiff_plain;h=60e4852ff1b04c525a9e3f1c98a1017db28b27bd Cache the FFT support texture. Regenerating it every time is a waste of CPU, and also of GL state changes. --- diff --git a/fft_pass_effect.cpp b/fft_pass_effect.cpp index deb0a1c..e3999b3 100644 --- a/fft_pass_effect.cpp +++ b/fft_pass_effect.cpp @@ -14,7 +14,12 @@ namespace movit { FFTPassEffect::FFTPassEffect() : input_width(1280), input_height(720), - direction(HORIZONTAL) + direction(HORIZONTAL), + last_fft_size(-1), + last_direction(INVALID), + last_pass_number(-1), + last_inverse(-1), + last_input_size(-1) { register_int("fft_size", &fft_size); register_int("direction", (int *)&direction); @@ -39,7 +44,18 @@ void FFTPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, { Effect::set_gl_state(glsl_program_num, prefix, sampler_num); - int input_size = (direction == VERTICAL) ? input_height : input_width; + // This is needed because it counteracts the precision issues we get + // because we sample the input texture with normalized coordinates + // (especially when the repeat count along the axis is not a power of + // two); we very rapidly end up in narrowly missing a texel center, + // which causes precision loss to propagate throughout the FFT. + Node *self = chain->find_node_for_effect(this); + glActiveTexture(chain->get_input_sampler(self, 0)); + check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + check_error(); // Because of the memory layout (see below) and because we use offsets, // the support texture values for many consecutive values will be @@ -47,13 +63,36 @@ void FFTPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, // performance boost) and just sample it with NEAREST. Also, this // counteracts any precision issues we might get from linear // interpolation. - Node *self = chain->find_node_for_effect(this); - glActiveTexture(chain->get_input_sampler(self, 0)); + glActiveTexture(GL_TEXTURE0 + *sampler_num); + check_error(); + glBindTexture(GL_TEXTURE_2D, tex); check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + check_error(); + + int input_size = (direction == VERTICAL) ? input_height : input_width; + if (last_fft_size != fft_size || + last_direction != direction || + last_pass_number != pass_number || + last_inverse != inverse || + last_input_size != input_size) { + generate_support_texture(); + } + + set_uniform_int(glsl_program_num, prefix, "support_tex", *sampler_num); + ++*sampler_num; + + assert(input_size % fft_size == 0); + set_uniform_float(glsl_program_num, prefix, "num_repeats", input_size / fft_size); +} + +void FFTPassEffect::generate_support_texture() +{ + int input_size = (direction == VERTICAL) ? input_height : input_width; // The memory layout follows figure 5.2 on page 25 of // http://gpuwave.sesse.net/gpuwave.pdf -- it can be a bit confusing @@ -132,17 +171,6 @@ void FFTPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, tmp[support_texture_index * 4 + 3] = fp64_to_fp16(twiddle_imag); } - glActiveTexture(GL_TEXTURE0 + *sampler_num); - check_error(); - glBindTexture(GL_TEXTURE_2D, tex); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - check_error(); - // Supposedly FFTs are very sensitive to inaccuracies in the twiddle factors, // at least according to a paper by Schatzman (see gpuwave.pdf reference [30] // for the full reference); however, practical testing indicates that it's @@ -157,11 +185,11 @@ void FFTPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, delete[] tmp; - set_uniform_int(glsl_program_num, prefix, "support_tex", *sampler_num); - ++*sampler_num; - - assert(input_size % fft_size == 0); - set_uniform_float(glsl_program_num, prefix, "num_repeats", input_size / fft_size); + last_fft_size = fft_size; + last_direction = direction; + last_pass_number = pass_number; + last_inverse = inverse; + last_input_size = input_size; } } // namespace movit diff --git a/fft_pass_effect.h b/fft_pass_effect.h index 460a946..7689cf1 100644 --- a/fft_pass_effect.h +++ b/fft_pass_effect.h @@ -101,16 +101,25 @@ public: virtual void inform_added(EffectChain *chain) { this->chain = chain; } - enum Direction { HORIZONTAL = 0, VERTICAL = 1 }; + enum Direction { INVALID = -1, HORIZONTAL = 0, VERTICAL = 1 }; private: + void generate_support_texture(); + EffectChain *chain; int input_width, input_height; GLuint tex; + int fft_size; Direction direction; int pass_number; // From 1..n. int inverse; // 0 = forward (FFT), 1 = reverse (IFFT). + + int last_fft_size; + Direction last_direction; + int last_pass_number; + int last_inverse; + int last_input_size; }; } // namespace movit