]> git.sesse.net Git - nageru/blob - flow.cpp
Use fp16 for the densification output texture; evidently does not matter for quality.
[nageru] / flow.cpp
1 #define NO_SDL_GLEXT 1
2
3 #define WIDTH 1280
4 #define HEIGHT 720
5
6 #include <epoxy/gl.h>
7
8 #include <SDL2/SDL.h>
9 #include <SDL2/SDL_error.h>
10 #include <SDL2/SDL_events.h>
11 #include <SDL2/SDL_image.h>
12 #include <SDL2/SDL_keyboard.h>
13 #include <SDL2/SDL_mouse.h>
14 #include <SDL2/SDL_video.h>
15
16 #include <assert.h>
17 #include <stdio.h>
18
19 #include "util.h"
20
21 #include <algorithm>
22 #include <memory>
23
24 #define BUFFER_OFFSET(i) ((char *)nullptr + (i))
25
26 using namespace std;
27
28 // Operating point 3 (10 Hz on CPU, excluding preprocessing).
29 constexpr float patch_overlap_ratio = 0.75f;
30 constexpr unsigned coarsest_level = 5;
31 constexpr unsigned finest_level = 1;
32 constexpr unsigned patch_size_pixels = 12;
33
34 // Some global OpenGL objects.
35 GLuint nearest_sampler, linear_sampler, mipmap_sampler;
36 GLuint vertex_vbo;
37
38 string read_file(const string &filename)
39 {
40         FILE *fp = fopen(filename.c_str(), "r");
41         if (fp == nullptr) {
42                 perror(filename.c_str());
43                 exit(1);
44         }
45
46         int ret = fseek(fp, 0, SEEK_END);
47         if (ret == -1) {
48                 perror("fseek(SEEK_END)");
49                 exit(1);
50         }
51
52         int size = ftell(fp);
53
54         ret = fseek(fp, 0, SEEK_SET);
55         if (ret == -1) {
56                 perror("fseek(SEEK_SET)");
57                 exit(1);
58         }
59
60         string str;
61         str.resize(size);
62         ret = fread(&str[0], size, 1, fp);
63         if (ret == -1) {
64                 perror("fread");
65                 exit(1);
66         }
67         if (ret == 0) {
68                 fprintf(stderr, "Short read when trying to read %d bytes from %s\n",
69                                 size, filename.c_str());
70                 exit(1);
71         }
72         fclose(fp);
73
74         return str;
75 }
76
77
78 GLuint compile_shader(const string &shader_src, GLenum type)
79 {
80         GLuint obj = glCreateShader(type);
81         const GLchar* source[] = { shader_src.data() };
82         const GLint length[] = { (GLint)shader_src.size() };
83         glShaderSource(obj, 1, source, length);
84         glCompileShader(obj);
85
86         GLchar info_log[4096];
87         GLsizei log_length = sizeof(info_log) - 1;
88         glGetShaderInfoLog(obj, log_length, &log_length, info_log);
89         info_log[log_length] = 0;
90         if (strlen(info_log) > 0) {
91                 fprintf(stderr, "Shader compile log: %s\n", info_log);
92         }
93
94         GLint status;
95         glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
96         if (status == GL_FALSE) {
97                 // Add some line numbers to easier identify compile errors.
98                 string src_with_lines = "/*   1 */ ";
99                 size_t lineno = 1;
100                 for (char ch : shader_src) {
101                         src_with_lines.push_back(ch);
102                         if (ch == '\n') {
103                                 char buf[32];
104                                 snprintf(buf, sizeof(buf), "/* %3zu */ ", ++lineno);
105                                 src_with_lines += buf;
106                         }
107                 }
108
109                 fprintf(stderr, "Failed to compile shader:\n%s\n", src_with_lines.c_str());
110                 exit(1);
111         }
112
113         return obj;
114 }
115
116
117 GLuint load_texture(const char *filename, unsigned width, unsigned height)
118 {
119         FILE *fp = fopen(filename, "rb");
120         if (fp == nullptr) {
121                 perror(filename);
122                 exit(1);
123         }
124         unique_ptr<uint8_t[]> pix(new uint8_t[width * height]);
125         if (fread(pix.get(), width * height, 1, fp) != 1) {
126                 fprintf(stderr, "Short read from %s\n", filename);
127                 exit(1);
128         }
129         fclose(fp);
130
131         // Convert to bottom-left origin.
132         for (unsigned y = 0; y < height / 2; ++y) {
133                 unsigned y2 = height - 1 - y;
134                 swap_ranges(&pix[y * width], &pix[y * width + width], &pix[y2 * width]);
135         }
136
137         int levels = 1;
138         for (int w = width, h = height; w > 1 || h > 1; ) {
139                 w >>= 1;
140                 h >>= 1;
141                 ++levels;
142         }
143
144         GLuint tex;
145         glCreateTextures(GL_TEXTURE_2D, 1, &tex);
146         glTextureStorage2D(tex, levels, GL_R8, width, height);
147         glTextureSubImage2D(tex, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, pix.get());
148         glGenerateTextureMipmap(tex);
149
150         return tex;
151 }
152
153 GLuint link_program(GLuint vs_obj, GLuint fs_obj)
154 {
155         GLuint program = glCreateProgram();
156         glAttachShader(program, vs_obj);
157         glAttachShader(program, fs_obj);
158         glLinkProgram(program);
159         GLint success;
160         glGetProgramiv(program, GL_LINK_STATUS, &success);
161         if (success == GL_FALSE) {
162                 GLchar error_log[1024] = {0};
163                 glGetProgramInfoLog(program, 1024, nullptr, error_log);
164                 fprintf(stderr, "Error linking program: %s\n", error_log);
165                 exit(1);
166         }
167         return program;
168 }
169
170 GLuint generate_vbo(GLint size, GLsizeiptr data_size, const GLvoid *data)
171 {
172         GLuint vbo;
173         glCreateBuffers(1, &vbo);
174         glBufferData(GL_ARRAY_BUFFER, data_size, data, GL_STATIC_DRAW);
175         glNamedBufferData(vbo, data_size, data, GL_STATIC_DRAW);
176         return vbo;
177 }
178
179 GLuint fill_vertex_attribute(GLuint vao, GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
180 {
181         int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str());
182         if (attrib == -1) {
183                 return -1;
184         }
185
186         GLuint vbo = generate_vbo(size, data_size, data);
187
188         glBindBuffer(GL_ARRAY_BUFFER, vbo);
189         glEnableVertexArrayAttrib(vao, attrib);
190         glVertexAttribPointer(attrib, size, type, GL_FALSE, 0, BUFFER_OFFSET(0));
191         glBindBuffer(GL_ARRAY_BUFFER, 0);
192
193         return vbo;
194 }
195
196 void bind_sampler(GLuint program, GLint location, GLuint texture_unit, GLuint tex, GLuint sampler)
197 {
198         if (location == -1) {
199                 return;
200         }
201
202         glBindTextureUnit(texture_unit, tex);
203         glBindSampler(texture_unit, sampler);
204         glProgramUniform1i(program, location, texture_unit);
205 }
206
207 // Compute gradients in every point, used for the motion search.
208 // The DIS paper doesn't actually mention how these are computed,
209 // but seemingly, a 3x3 Sobel operator is used here (at least in
210 // later versions of the code), while a [1 -8 0 8 -1] kernel is
211 // used for all the derivatives in the variational refinement part
212 // (which borrows code from DeepFlow). This is inconsistent,
213 // but I guess we're better off with staying with the original
214 // decisions until we actually know having different ones would be better.
215 class Sobel {
216 public:
217         Sobel();
218         void exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height);
219
220 private:
221         GLuint sobel_vs_obj;
222         GLuint sobel_fs_obj;
223         GLuint sobel_program;
224         GLuint sobel_vao;
225
226         GLuint uniform_tex, uniform_image_size, uniform_inv_image_size;
227 };
228
229 Sobel::Sobel()
230 {
231         sobel_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
232         sobel_fs_obj = compile_shader(read_file("sobel.frag"), GL_FRAGMENT_SHADER);
233         sobel_program = link_program(sobel_vs_obj, sobel_fs_obj);
234
235         // Set up the VAO containing all the required position/texcoord data.
236         glCreateVertexArrays(1, &sobel_vao);
237         glBindVertexArray(sobel_vao);
238
239         GLint position_attrib = glGetAttribLocation(sobel_program, "position");
240         glEnableVertexArrayAttrib(sobel_vao, position_attrib);
241         glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
242
243         GLint texcoord_attrib = glGetAttribLocation(sobel_program, "texcoord");
244         glEnableVertexArrayAttrib(sobel_vao, texcoord_attrib);
245         glVertexAttribPointer(texcoord_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
246
247         uniform_tex = glGetUniformLocation(sobel_program, "tex");
248         uniform_inv_image_size = glGetUniformLocation(sobel_program, "inv_image_size");
249 }
250
251 void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height)
252 {
253         glUseProgram(sobel_program);
254         glBindTextureUnit(0, tex0_view);
255         glBindSampler(0, nearest_sampler);
256         glProgramUniform1i(sobel_program, uniform_tex, 0);
257         glProgramUniform2f(sobel_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
258
259         GLuint grad0_fbo;  // TODO: cleanup
260         glCreateFramebuffers(1, &grad0_fbo);
261         glNamedFramebufferTexture(grad0_fbo, GL_COLOR_ATTACHMENT0, grad0_tex, 0);
262
263         glViewport(0, 0, level_width, level_height);
264         glBindFramebuffer(GL_FRAMEBUFFER, grad0_fbo);
265         glBindVertexArray(sobel_vao);
266         glUseProgram(sobel_program);
267         glDisable(GL_BLEND);
268         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
269 }
270
271 // Motion search to find the initial flow. See motion_search.frag for documentation.
272 class MotionSearch {
273 public:
274         MotionSearch();
275         void exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int width_patches, int height_patches);
276
277 private:
278         GLuint motion_vs_obj;
279         GLuint motion_fs_obj;
280         GLuint motion_search_program;
281         GLuint motion_search_vao;
282
283         GLuint uniform_image_size, uniform_inv_image_size;
284         GLuint uniform_image0_tex, uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
285 };
286
287 MotionSearch::MotionSearch()
288 {
289         motion_vs_obj = compile_shader(read_file("motion_search.vert"), GL_VERTEX_SHADER);
290         motion_fs_obj = compile_shader(read_file("motion_search.frag"), GL_FRAGMENT_SHADER);
291         motion_search_program = link_program(motion_vs_obj, motion_fs_obj);
292
293         // Set up the VAO containing all the required position/texcoord data.
294         glCreateVertexArrays(1, &motion_search_vao);
295         glBindVertexArray(motion_search_vao);
296         glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
297
298         GLint position_attrib = glGetAttribLocation(motion_search_program, "position");
299         glEnableVertexArrayAttrib(motion_search_vao, position_attrib);
300         glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
301
302         GLint texcoord_attrib = glGetAttribLocation(motion_search_program, "texcoord");
303         glEnableVertexArrayAttrib(motion_search_vao, texcoord_attrib);
304         glVertexAttribPointer(texcoord_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
305
306         uniform_image_size = glGetUniformLocation(motion_search_program, "image_size");
307         uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_size");
308         uniform_image0_tex = glGetUniformLocation(motion_search_program, "image0_tex");
309         uniform_image1_tex = glGetUniformLocation(motion_search_program, "image1_tex");
310         uniform_grad0_tex = glGetUniformLocation(motion_search_program, "grad0_tex");
311         uniform_flow_tex = glGetUniformLocation(motion_search_program, "flow_tex");
312 }
313
314 void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int width_patches, int height_patches)
315 {
316         glUseProgram(motion_search_program);
317
318         bind_sampler(motion_search_program, uniform_image0_tex, 0, tex0_view, nearest_sampler);
319         bind_sampler(motion_search_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
320         bind_sampler(motion_search_program, uniform_grad0_tex, 2, grad0_tex, nearest_sampler);
321         bind_sampler(motion_search_program, uniform_flow_tex, 3, flow_tex, linear_sampler);
322
323         glProgramUniform2f(motion_search_program, uniform_image_size, level_width, level_height);
324         glProgramUniform2f(motion_search_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
325
326         GLuint flow_fbo;  // TODO: cleanup
327         glCreateFramebuffers(1, &flow_fbo);
328         glNamedFramebufferTexture(flow_fbo, GL_COLOR_ATTACHMENT0, flow_out_tex, 0);
329
330         glViewport(0, 0, width_patches, height_patches);
331         glBindFramebuffer(GL_FRAMEBUFFER, flow_fbo);
332         glBindVertexArray(motion_search_vao);
333         glUseProgram(motion_search_program);
334         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
335 }
336
337 // Do “densification”, ie., upsampling of the flow patches to the flow field
338 // (the same size as the image at this level). We draw one quad per patch
339 // over its entire covered area (using instancing in the vertex shader),
340 // and then weight the contributions in the pixel shader by post-warp difference.
341 // This is equation (3) in the paper.
342 //
343 // We accumulate the flow vectors in the R/G channels (for u/v) and the total
344 // weight in the B channel. Dividing R and G by B gives the normalized values.
345 class Densify {
346 public:
347         Densify();
348         void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches);
349
350 private:
351         GLuint densify_vs_obj;
352         GLuint densify_fs_obj;
353         GLuint densify_program;
354         GLuint densify_vao;
355
356         GLuint uniform_width_patches, uniform_patch_size, uniform_patch_spacing;
357         GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
358 };
359
360 Densify::Densify()
361 {
362         densify_vs_obj = compile_shader(read_file("densify.vert"), GL_VERTEX_SHADER);
363         densify_fs_obj = compile_shader(read_file("densify.frag"), GL_FRAGMENT_SHADER);
364         densify_program = link_program(densify_vs_obj, densify_fs_obj);
365
366         // Set up the VAO containing all the required position/texcoord data.
367         glCreateVertexArrays(1, &densify_vao);
368         glBindVertexArray(densify_vao);
369         glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
370
371         GLint position_attrib = glGetAttribLocation(densify_program, "position");
372         glEnableVertexArrayAttrib(densify_vao, position_attrib);
373         glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
374
375         uniform_width_patches = glGetUniformLocation(densify_program, "width_patches");
376         uniform_patch_size = glGetUniformLocation(densify_program, "patch_size");
377         uniform_patch_spacing = glGetUniformLocation(densify_program, "patch_spacing");
378         uniform_image0_tex = glGetUniformLocation(densify_program, "image0_tex");
379         uniform_image1_tex = glGetUniformLocation(densify_program, "image1_tex");
380         uniform_flow_tex = glGetUniformLocation(densify_program, "flow_tex");
381 }
382
383 void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches)
384 {
385         glUseProgram(densify_program);
386
387         bind_sampler(densify_program, uniform_image0_tex, 0, tex0_view, nearest_sampler);
388         bind_sampler(densify_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
389         bind_sampler(densify_program, uniform_flow_tex, 2, flow_tex, nearest_sampler);
390
391         glProgramUniform1i(densify_program, uniform_width_patches, width_patches);
392         glProgramUniform2f(densify_program, uniform_patch_size,
393                 float(patch_size_pixels) / level_width,
394                 float(patch_size_pixels) / level_height);
395
396         float patch_spacing_x = float(level_width - patch_size_pixels) / (width_patches - 1);
397         float patch_spacing_y = float(level_height - patch_size_pixels) / (height_patches - 1);
398         glProgramUniform2f(densify_program, uniform_patch_spacing,
399                 patch_spacing_x / level_width,
400                 patch_spacing_y / level_height);
401
402         GLuint dense_flow_fbo;  // TODO: cleanup
403         glCreateFramebuffers(1, &dense_flow_fbo);
404         glNamedFramebufferTexture(dense_flow_fbo, GL_COLOR_ATTACHMENT0, dense_flow_tex, 0);
405
406         glViewport(0, 0, level_width, level_height);
407         glEnable(GL_BLEND);
408         glBlendFunc(GL_ONE, GL_ONE);
409         glBindVertexArray(densify_vao);
410         glBindFramebuffer(GL_FRAMEBUFFER, dense_flow_fbo);
411         glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches);
412 }
413
414 int main(void)
415 {
416         if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
417                 fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
418                 exit(1);
419         }
420         SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
421         SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
422         SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
423         SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
424
425         SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
426         SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
427         SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
428         // SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
429         SDL_Window *window = SDL_CreateWindow("OpenGL window",
430                         SDL_WINDOWPOS_UNDEFINED,
431                         SDL_WINDOWPOS_UNDEFINED,
432                         64, 64,
433                         SDL_WINDOW_OPENGL);
434         SDL_GLContext context = SDL_GL_CreateContext(window);
435         assert(context != nullptr);
436
437         // Load pictures.
438         GLuint tex0 = load_texture("test1499.pgm", WIDTH, HEIGHT);
439         GLuint tex1 = load_texture("test1500.pgm", WIDTH, HEIGHT);
440
441         // Make some samplers.
442         glCreateSamplers(1, &nearest_sampler);
443         glSamplerParameteri(nearest_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
444         glSamplerParameteri(nearest_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
445         glSamplerParameteri(nearest_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
446         glSamplerParameteri(nearest_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
447
448         glCreateSamplers(1, &linear_sampler);
449         glSamplerParameteri(linear_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
450         glSamplerParameteri(linear_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
451         glSamplerParameteri(linear_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
452         glSamplerParameteri(linear_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
453
454         glCreateSamplers(1, &mipmap_sampler);
455         glSamplerParameteri(mipmap_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
456         glSamplerParameteri(mipmap_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
457         glSamplerParameteri(mipmap_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
458         glSamplerParameteri(mipmap_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
459
460         float vertices[] = {
461                 0.0f, 1.0f,
462                 0.0f, 0.0f,
463                 1.0f, 1.0f,
464                 1.0f, 0.0f,
465         };
466         glCreateBuffers(1, &vertex_vbo);
467         glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
468         glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
469
470         // Initial flow is zero, 1x1.
471         GLuint initial_flow_tex;
472         glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex);
473         glTextureStorage2D(initial_flow_tex, 1, GL_RGB32F, 1, 1);
474
475         GLuint prev_level_flow_tex = initial_flow_tex;
476
477         Sobel sobel;
478         MotionSearch motion_search;
479         Densify densify;
480
481         GLuint query;
482         glGenQueries(1, &query);
483         glBeginQuery(GL_TIME_ELAPSED, query);
484
485         for (int level = coarsest_level; level >= int(finest_level); --level) {
486                 int level_width = WIDTH >> level;
487                 int level_height = HEIGHT >> level;
488                 float patch_spacing_pixels = patch_size_pixels * (1.0f - patch_overlap_ratio);
489                 int width_patches = 1 + lrintf((level_width - patch_size_pixels) / patch_spacing_pixels);
490                 int height_patches = 1 + lrintf((level_height - patch_size_pixels) / patch_spacing_pixels);
491
492                 // Make sure we always read from the correct level; the chosen
493                 // mipmapping could otherwise be rather unpredictable, especially
494                 // during motion search.
495                 // TODO: create these beforehand, and stop leaking them.
496                 GLuint tex0_view, tex1_view;
497                 glGenTextures(1, &tex0_view);
498                 glTextureView(tex0_view, GL_TEXTURE_2D, tex0, GL_R8, level, 1, 0, 1);
499                 glGenTextures(1, &tex1_view);
500                 glTextureView(tex1_view, GL_TEXTURE_2D, tex1, GL_R8, level, 1, 0, 1);
501
502                 // Create a new texture; we could be fancy and render use a multi-level
503                 // texture, but meh.
504                 GLuint grad0_tex;
505                 glCreateTextures(GL_TEXTURE_2D, 1, &grad0_tex);
506                 glTextureStorage2D(grad0_tex, 1, GL_RG16F, level_width, level_height);
507
508                 // Find the derivative.
509                 sobel.exec(tex0_view, grad0_tex, level_width, level_height);
510
511                 // Motion search to find the initial flow. We use the flow from the previous
512                 // level (sampled bilinearly; no fancy tricks) as a guide, then search from there.
513
514                 // Create an output flow texture.
515                 GLuint flow_out_tex;
516                 glCreateTextures(GL_TEXTURE_2D, 1, &flow_out_tex);
517                 glTextureStorage2D(flow_out_tex, 1, GL_RG16F, width_patches, height_patches);
518
519                 // And draw.
520                 motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, width_patches, height_patches);
521
522                 // Densification.
523
524                 // Set up an output texture (initially zero).
525                 GLuint dense_flow_tex;
526                 glCreateTextures(GL_TEXTURE_2D, 1, &dense_flow_tex);
527                 glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
528
529                 // And draw.
530                 densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches);
531
532                 // TODO: Variational refinement.
533
534                 prev_level_flow_tex = dense_flow_tex;
535         }
536         glEndQuery(GL_TIME_ELAPSED);
537
538         GLint available;
539         do {
540                 glGetQueryObjectiv(query, GL_QUERY_RESULT_AVAILABLE, &available);
541         } while (!available);
542         GLuint64 time_elapsed;
543         glGetQueryObjectui64v(query, GL_QUERY_RESULT, &time_elapsed);
544         fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
545
546         int level_width = WIDTH >> finest_level;
547         int level_height = HEIGHT >> finest_level;
548         unique_ptr<float[]> dense_flow(new float[level_width * level_height * 3]);
549         glGetTextureImage(prev_level_flow_tex, 0, GL_RGB, GL_FLOAT, level_width * level_height * 3 * sizeof(float), dense_flow.get());
550
551         FILE *fp = fopen("flow.ppm", "wb");
552         FILE *flowfp = fopen("flow.flo", "wb");
553         fprintf(fp, "P6\n%d %d\n255\n", level_width, level_height);
554         fprintf(flowfp, "FEIH");
555         fwrite(&level_width, 4, 1, flowfp);
556         fwrite(&level_height, 4, 1, flowfp);
557         for (unsigned y = 0; y < unsigned(level_height); ++y) {
558                 int yy = level_height - y - 1;
559                 for (unsigned x = 0; x < unsigned(level_width); ++x) {
560                         float du = dense_flow[(yy * level_width + x) * 3 + 0];
561                         float dv = dense_flow[(yy * level_width + x) * 3 + 1];
562                         float w = dense_flow[(yy * level_width + x) * 3 + 2];
563
564                         du = (du / w) * level_width;
565                         dv = (-dv / w) * level_height;
566
567                         fwrite(&du, 4, 1, flowfp);
568                         fwrite(&dv, 4, 1, flowfp);
569
570                         uint8_t r, g, b;
571                         flow2rgb(du, dv, &r, &g, &b);
572                         putc(r, fp);
573                         putc(g, fp);
574                         putc(b, fp);
575                 }
576         }
577         fclose(fp);
578         fclose(flowfp);
579
580         fprintf(stderr, "err = %d\n", glGetError());
581 }