]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Allow symlinked frame files. Useful for testing.
[nageru] / flow.cpp
index a38006ca9ca4ad7b25c50535b54c52e5977b10cf..5125d26b53a5d2f09bde21132136d2a6ec333b5c 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -1,37 +1,28 @@
 #define NO_SDL_GLEXT 1
 
-#include <epoxy/gl.h>
-
-#include <SDL2/SDL.h>
-#include <SDL2/SDL_error.h>
-#include <SDL2/SDL_events.h>
-#include <SDL2/SDL_image.h>
-#include <SDL2/SDL_keyboard.h>
-#include <SDL2/SDL_mouse.h>
-#include <SDL2/SDL_video.h>
-
-#include <assert.h>
-#include <getopt.h>
-#include <stdio.h>
-#include <unistd.h>
-
 #include "flow.h"
+
+#include "embedded_files.h"
 #include "gpu_timers.h"
 #include "util.h"
 
 #include <algorithm>
+#include <assert.h>
 #include <deque>
-#include <memory>
+#include <dlfcn.h>
+#include <epoxy/gl.h>
 #include <map>
+#include <memory>
 #include <stack>
+#include <stdio.h>
+#include <string.h>
+#include <unistd.h>
 #include <vector>
 
 #define BUFFER_OFFSET(i) ((char *)nullptr + (i))
 
 using namespace std;
 
-SDL_Window *window;
-
 // Weighting constants for the different parts of the variational refinement.
 // These don't correspond 1:1 to the values given in the DIS paper,
 // since we have different normalizations and ranges in some cases.
@@ -39,29 +30,15 @@ SDL_Window *window;
 // although the error (EPE) seems to be fairly insensitive to the precise values.
 // Only the relative values matter, so we fix alpha (the smoothness constant)
 // at unity and tweak the others.
-static float vr_alpha = 1.0f, vr_delta = 0.25f, vr_gamma = 0.25f;
-
-bool enable_timing = true;
-bool detailed_timing = false;
-bool enable_warmup = false;
-bool in_warmup = false;
-bool enable_variational_refinement = true;  // Just for debugging.
-bool enable_interpolation = false;
+//
+// TODO: Maybe this should not be global.
+float vr_alpha = 1.0f, vr_delta = 0.25f, vr_gamma = 0.25f;
 
 // Some global OpenGL objects.
 // TODO: These should really be part of DISComputeFlow.
 GLuint nearest_sampler, linear_sampler, zero_border_sampler;
 GLuint vertex_vbo;
 
-// Structures for asynchronous readback. We assume everything is the same size (and GL_RG16F).
-struct ReadInProgress {
-       GLuint pbo;
-       string filename0, filename1;
-       string flow_filename, ppm_filename;  // Either may be empty for no write.
-};
-stack<GLuint> spare_pbos;
-deque<ReadInProgress> reads_in_progress;
-
 int find_num_levels(int width, int height)
 {
        int levels = 1;
@@ -73,10 +50,18 @@ int find_num_levels(int width, int height)
        return levels;
 }
 
-string read_file(const string &filename)
+string read_file(const string &filename, const unsigned char *start = nullptr, const size_t size = 0)
 {
        FILE *fp = fopen(filename.c_str(), "r");
        if (fp == nullptr) {
+               // Fall back to the version we compiled in. (We prefer disk if we can,
+               // since that makes it possible to work on shaders without recompiling
+               // all the time.)
+               if (start != nullptr) {
+                       return string(reinterpret_cast<const char *>(start),
+                               reinterpret_cast<const char *>(start) + size);
+               }
+
                perror(filename.c_str());
                exit(1);
        }
@@ -87,7 +72,7 @@ string read_file(const string &filename)
                exit(1);
        }
 
-       int size = ftell(fp);
+       int disk_size = ftell(fp);
 
        ret = fseek(fp, 0, SEEK_SET);
        if (ret == -1) {
@@ -96,15 +81,15 @@ string read_file(const string &filename)
        }
 
        string str;
-       str.resize(size);
-       ret = fread(&str[0], size, 1, fp);
+       str.resize(disk_size);
+       ret = fread(&str[0], disk_size, 1, fp);
        if (ret == -1) {
                perror("fread");
                exit(1);
        }
        if (ret == 0) {
                fprintf(stderr, "Short read when trying to read %d bytes from %s\n",
-                               size, filename.c_str());
+                       disk_size, filename.c_str());
                exit(1);
        }
        fclose(fp);
@@ -112,11 +97,10 @@ string read_file(const string &filename)
        return str;
 }
 
-
 GLuint compile_shader(const string &shader_src, GLenum type)
 {
        GLuint obj = glCreateShader(type);
-       const GLcharsource[] = { shader_src.data() };
+       const GLchar *source[] = { shader_src.data() };
        const GLint length[] = { (GLint)shader_src.size() };
        glShaderSource(obj, 1, source, length);
        glCompileShader(obj);
@@ -151,57 +135,6 @@ GLuint compile_shader(const string &shader_src, GLenum type)
        return obj;
 }
 
-enum MipmapPolicy {
-       WITHOUT_MIPMAPS,
-       WITH_MIPMAPS
-};
-
-GLuint load_texture(const char *filename, unsigned *width_ret, unsigned *height_ret, MipmapPolicy mipmaps)
-{
-       SDL_Surface *surf = IMG_Load(filename);
-       if (surf == nullptr) {
-               fprintf(stderr, "IMG_Load(%s): %s\n", filename, IMG_GetError());
-               exit(1);
-       }
-
-       // For whatever reason, SDL doesn't support converting to YUV surfaces
-       // nor grayscale, so we'll do it ourselves.
-       SDL_Surface *rgb_surf = SDL_ConvertSurfaceFormat(surf, SDL_PIXELFORMAT_RGBA32, /*flags=*/0);
-       if (rgb_surf == nullptr) {
-               fprintf(stderr, "SDL_ConvertSurfaceFormat(%s): %s\n", filename, SDL_GetError());
-               exit(1);
-       }
-
-       SDL_FreeSurface(surf);
-
-       unsigned width = rgb_surf->w, height = rgb_surf->h;
-       const uint8_t *sptr = (uint8_t *)rgb_surf->pixels;
-       unique_ptr<uint8_t[]> pix(new uint8_t[width * height * 4]);
-
-       // Extract the Y component, and convert to bottom-left origin.
-       for (unsigned y = 0; y < height; ++y) {
-               unsigned y2 = height - 1 - y;
-               memcpy(pix.get() + y * width * 4, sptr + y2 * rgb_surf->pitch, width * 4);
-       }
-       SDL_FreeSurface(rgb_surf);
-
-       int num_levels = (mipmaps == WITH_MIPMAPS) ? find_num_levels(width, height) : 1;
-
-       GLuint tex;
-       glCreateTextures(GL_TEXTURE_2D, 1, &tex);
-       glTextureStorage2D(tex, num_levels, GL_RGBA8, width, height);
-       glTextureSubImage2D(tex, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pix.get());
-
-       if (mipmaps == WITH_MIPMAPS) {
-               glGenerateTextureMipmap(tex);
-       }
-
-       *width_ret = width;
-       *height_ret = height;
-
-       return tex;
-}
-
 GLuint link_program(GLuint vs_obj, GLuint fs_obj)
 {
        GLuint program = glCreateProgram();
@@ -279,8 +212,8 @@ void PersistentFBOSetWithDepth<num_elements>::render_to(GLuint depth_rb, const a
 
 GrayscaleConversion::GrayscaleConversion()
 {
-       gray_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
-       gray_fs_obj = compile_shader(read_file("gray.frag"), GL_FRAGMENT_SHADER);
+       gray_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER);
+       gray_fs_obj = compile_shader(read_file("gray.frag", _binary_gray_frag_data, _binary_gray_frag_size), GL_FRAGMENT_SHADER);
        gray_program = link_program(gray_vs_obj, gray_fs_obj);
 
        // Set up the VAO containing all the required position/texcoord data.
@@ -308,8 +241,8 @@ void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height,
 
 Sobel::Sobel()
 {
-       sobel_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
-       sobel_fs_obj = compile_shader(read_file("sobel.frag"), GL_FRAGMENT_SHADER);
+       sobel_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER);
+       sobel_fs_obj = compile_shader(read_file("sobel.frag", _binary_sobel_frag_data, _binary_sobel_frag_size), GL_FRAGMENT_SHADER);
        sobel_program = link_program(sobel_vs_obj, sobel_fs_obj);
 
        uniform_tex = glGetUniformLocation(sobel_program, "tex");
@@ -329,8 +262,8 @@ void Sobel::exec(GLint tex_view, GLint grad_tex, int level_width, int level_heig
 MotionSearch::MotionSearch(const OperatingPoint &op)
        : op(op)
 {
-       motion_vs_obj = compile_shader(read_file("motion_search.vert"), GL_VERTEX_SHADER);
-       motion_fs_obj = compile_shader(read_file("motion_search.frag"), GL_FRAGMENT_SHADER);
+       motion_vs_obj = compile_shader(read_file("motion_search.vert", _binary_motion_search_vert_data, _binary_motion_search_vert_size), GL_VERTEX_SHADER);
+       motion_fs_obj = compile_shader(read_file("motion_search.frag", _binary_motion_search_frag_data, _binary_motion_search_frag_size), GL_FRAGMENT_SHADER);
        motion_search_program = link_program(motion_vs_obj, motion_fs_obj);
 
        uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_size");
@@ -365,8 +298,8 @@ void MotionSearch::exec(GLuint tex_view, GLuint grad_tex, GLuint flow_tex, GLuin
 Densify::Densify(const OperatingPoint &op)
        : op(op)
 {
-       densify_vs_obj = compile_shader(read_file("densify.vert"), GL_VERTEX_SHADER);
-       densify_fs_obj = compile_shader(read_file("densify.frag"), GL_FRAGMENT_SHADER);
+       densify_vs_obj = compile_shader(read_file("densify.vert", _binary_densify_vert_data, _binary_densify_vert_size), GL_VERTEX_SHADER);
+       densify_fs_obj = compile_shader(read_file("densify.frag", _binary_densify_frag_data, _binary_densify_frag_size), GL_FRAGMENT_SHADER);
        densify_program = link_program(densify_vs_obj, densify_fs_obj);
 
        uniform_patch_size = glGetUniformLocation(densify_program, "patch_size");
@@ -396,8 +329,8 @@ void Densify::exec(GLuint tex_view, GLuint flow_tex, GLuint dense_flow_tex, int
 
 Prewarp::Prewarp()
 {
-       prewarp_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
-       prewarp_fs_obj = compile_shader(read_file("prewarp.frag"), GL_FRAGMENT_SHADER);
+       prewarp_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER);
+       prewarp_fs_obj = compile_shader(read_file("prewarp.frag", _binary_prewarp_frag_data, _binary_prewarp_frag_size), GL_FRAGMENT_SHADER);
        prewarp_program = link_program(prewarp_vs_obj, prewarp_fs_obj);
 
        uniform_image_tex = glGetUniformLocation(prewarp_program, "image_tex");
@@ -419,8 +352,8 @@ void Prewarp::exec(GLuint tex_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_te
 
 Derivatives::Derivatives()
 {
-       derivatives_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
-       derivatives_fs_obj = compile_shader(read_file("derivatives.frag"), GL_FRAGMENT_SHADER);
+       derivatives_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER);
+       derivatives_fs_obj = compile_shader(read_file("derivatives.frag", _binary_derivatives_frag_data, _binary_derivatives_frag_size), GL_FRAGMENT_SHADER);
        derivatives_program = link_program(derivatives_vs_obj, derivatives_fs_obj);
 
        uniform_tex = glGetUniformLocation(derivatives_program, "tex");
@@ -440,8 +373,8 @@ void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, in
 
 ComputeDiffusivity::ComputeDiffusivity()
 {
-       diffusivity_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
-       diffusivity_fs_obj = compile_shader(read_file("diffusivity.frag"), GL_FRAGMENT_SHADER);
+       diffusivity_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER);
+       diffusivity_fs_obj = compile_shader(read_file("diffusivity.frag", _binary_diffusivity_frag_data, _binary_diffusivity_frag_size), GL_FRAGMENT_SHADER);
        diffusivity_program = link_program(diffusivity_vs_obj, diffusivity_fs_obj);
 
        uniform_flow_tex = glGetUniformLocation(diffusivity_program, "flow_tex");
@@ -468,8 +401,8 @@ void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diff
 
 SetupEquations::SetupEquations()
 {
-       equations_vs_obj = compile_shader(read_file("equations.vert"), GL_VERTEX_SHADER);
-       equations_fs_obj = compile_shader(read_file("equations.frag"), GL_FRAGMENT_SHADER);
+       equations_vs_obj = compile_shader(read_file("equations.vert", _binary_equations_vert_data, _binary_equations_vert_size), GL_VERTEX_SHADER);
+       equations_fs_obj = compile_shader(read_file("equations.frag", _binary_equations_frag_data, _binary_equations_frag_size), GL_FRAGMENT_SHADER);
        equations_program = link_program(equations_vs_obj, equations_fs_obj);
 
        uniform_I_x_y_tex = glGetUniformLocation(equations_program, "I_x_y_tex");
@@ -505,8 +438,8 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex
 
 SOR::SOR()
 {
-       sor_vs_obj = compile_shader(read_file("sor.vert"), GL_VERTEX_SHADER);
-       sor_fs_obj = compile_shader(read_file("sor.frag"), GL_FRAGMENT_SHADER);
+       sor_vs_obj = compile_shader(read_file("sor.vert", _binary_sor_vert_data, _binary_sor_vert_size), GL_VERTEX_SHADER);
+       sor_fs_obj = compile_shader(read_file("sor.frag", _binary_sor_frag_data, _binary_sor_frag_size), GL_FRAGMENT_SHADER);
        sor_program = link_program(sor_vs_obj, sor_fs_obj);
 
        uniform_diff_flow_tex = glGetUniformLocation(sor_program, "diff_flow_tex");
@@ -567,8 +500,8 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_bl
 
 AddBaseFlow::AddBaseFlow()
 {
-       add_flow_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
-       add_flow_fs_obj = compile_shader(read_file("add_base_flow.frag"), GL_FRAGMENT_SHADER);
+       add_flow_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER);
+       add_flow_fs_obj = compile_shader(read_file("add_base_flow.frag", _binary_add_base_flow_frag_data, _binary_add_base_flow_frag_size), GL_FRAGMENT_SHADER);
        add_flow_program = link_program(add_flow_vs_obj, add_flow_fs_obj);
 
        uniform_diff_flow_tex = glGetUniformLocation(add_flow_program, "diff_flow_tex");
@@ -590,8 +523,8 @@ void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_wid
 
 ResizeFlow::ResizeFlow()
 {
-       resize_flow_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
-       resize_flow_fs_obj = compile_shader(read_file("resize_flow.frag"), GL_FRAGMENT_SHADER);
+       resize_flow_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER);
+       resize_flow_fs_obj = compile_shader(read_file("resize_flow.frag", _binary_resize_flow_frag_data, _binary_resize_flow_frag_size), GL_FRAGMENT_SHADER);
        resize_flow_program = link_program(resize_flow_vs_obj, resize_flow_fs_obj);
 
        uniform_flow_tex = glGetUniformLocation(resize_flow_program, "flow_tex");
@@ -674,6 +607,7 @@ GLuint DISComputeFlow::exec(GLuint tex, FlowDirection flow_direction, ResizeStra
        GPUTimers timers;
 
        glBindVertexArray(vao);
+       glDisable(GL_DITHER);
 
        ScopedTimer total_timer("Compute flow", &timers);
        for (int level = op.coarsest_level; level >= int(op.finest_level); --level) {
@@ -846,22 +780,22 @@ GLuint DISComputeFlow::exec(GLuint tex, FlowDirection flow_direction, ResizeStra
 Splat::Splat(const OperatingPoint &op)
        : op(op)
 {
-       splat_vs_obj = compile_shader(read_file("splat.vert"), GL_VERTEX_SHADER);
-       splat_fs_obj = compile_shader(read_file("splat.frag"), GL_FRAGMENT_SHADER);
+       splat_vs_obj = compile_shader(read_file("splat.vert", _binary_splat_vert_data, _binary_splat_vert_size), GL_VERTEX_SHADER);
+       splat_fs_obj = compile_shader(read_file("splat.frag", _binary_splat_frag_data, _binary_splat_frag_size), GL_FRAGMENT_SHADER);
        splat_program = link_program(splat_vs_obj, splat_fs_obj);
 
        uniform_splat_size = glGetUniformLocation(splat_program, "splat_size");
        uniform_alpha = glGetUniformLocation(splat_program, "alpha");
-       uniform_image_tex = glGetUniformLocation(splat_program, "image_tex");
+       uniform_gray_tex = glGetUniformLocation(splat_program, "gray_tex");
        uniform_flow_tex = glGetUniformLocation(splat_program, "flow_tex");
        uniform_inv_flow_size = glGetUniformLocation(splat_program, "inv_flow_size");
 }
 
-void Splat::exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint flow_tex, GLuint depth_rb, int width, int height, float alpha)
+void Splat::exec(GLuint gray_tex, GLuint bidirectional_flow_tex, GLuint flow_tex, GLuint depth_rb, int width, int height, float alpha)
 {
        glUseProgram(splat_program);
 
-       bind_sampler(splat_program, uniform_image_tex, 0, image_tex, linear_sampler);
+       bind_sampler(splat_program, uniform_gray_tex, 0, gray_tex, linear_sampler);
        bind_sampler(splat_program, uniform_flow_tex, 1, bidirectional_flow_tex, nearest_sampler);
 
        glProgramUniform2f(splat_program, uniform_splat_size, op.splat_size / width, op.splat_size / height);
@@ -871,6 +805,7 @@ void Splat::exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint flow_te
        glViewport(0, 0, width, height);
        glDisable(GL_BLEND);
        glEnable(GL_DEPTH_TEST);
+       glDepthMask(GL_TRUE);
        glDepthFunc(GL_LESS);  // We store the difference between I_0 and I_1, where less difference is good. (Default 1.0 is effectively +inf, which always loses.)
 
        fbos.render_to(depth_rb, flow_tex);
@@ -888,8 +823,8 @@ void Splat::exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint flow_te
 
 HoleFill::HoleFill()
 {
-       fill_vs_obj = compile_shader(read_file("hole_fill.vert"), GL_VERTEX_SHADER);
-       fill_fs_obj = compile_shader(read_file("hole_fill.frag"), GL_FRAGMENT_SHADER);
+       fill_vs_obj = compile_shader(read_file("hole_fill.vert", _binary_hole_fill_vert_data, _binary_hole_fill_vert_size), GL_VERTEX_SHADER);
+       fill_fs_obj = compile_shader(read_file("hole_fill.frag", _binary_hole_fill_frag_data, _binary_hole_fill_frag_size), GL_FRAGMENT_SHADER);
        fill_program = link_program(fill_vs_obj, fill_fs_obj);
 
        uniform_tex = glGetUniformLocation(fill_program, "tex");
@@ -952,8 +887,8 @@ void HoleFill::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int wi
 
 HoleBlend::HoleBlend()
 {
-       blend_vs_obj = compile_shader(read_file("hole_fill.vert"), GL_VERTEX_SHADER);  // Reuse the vertex shader from the fill.
-       blend_fs_obj = compile_shader(read_file("hole_blend.frag"), GL_FRAGMENT_SHADER);
+       blend_vs_obj = compile_shader(read_file("hole_fill.vert", _binary_hole_fill_vert_data, _binary_hole_fill_vert_size), GL_VERTEX_SHADER);  // Reuse the vertex shader from the fill.
+       blend_fs_obj = compile_shader(read_file("hole_blend.frag", _binary_hole_blend_frag_data, _binary_hole_blend_frag_size), GL_FRAGMENT_SHADER);
        blend_program = link_program(blend_vs_obj, blend_fs_obj);
 
        uniform_left_tex = glGetUniformLocation(blend_program, "left_tex");
@@ -988,10 +923,19 @@ void HoleBlend::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int w
        glDisable(GL_DEPTH_TEST);
 }
 
-Blend::Blend()
+Blend::Blend(bool split_ycbcr_output)
+       : split_ycbcr_output(split_ycbcr_output)
 {
-       blend_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
-       blend_fs_obj = compile_shader(read_file("blend.frag"), GL_FRAGMENT_SHADER);
+       string frag_shader = read_file("blend.frag", _binary_blend_frag_data, _binary_blend_frag_size);
+       if (split_ycbcr_output) {
+               // Insert after the first #version line.
+               size_t offset = frag_shader.find('\n');
+               assert(offset != string::npos);
+               frag_shader = frag_shader.substr(0, offset + 1) + "#define SPLIT_YCBCR_OUTPUT 1\n" + frag_shader.substr(offset + 1);
+       }
+
+       blend_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER);
+       blend_fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
        blend_program = link_program(blend_vs_obj, blend_fs_obj);
 
        uniform_image_tex = glGetUniformLocation(blend_program, "image_tex");
@@ -1000,7 +944,7 @@ Blend::Blend()
        uniform_flow_consistency_tolerance = glGetUniformLocation(blend_program, "flow_consistency_tolerance");
 }
 
-void Blend::exec(GLuint image_tex, GLuint flow_tex, GLuint output_tex, int level_width, int level_height, float alpha)
+void Blend::exec(GLuint image_tex, GLuint flow_tex, GLuint output_tex, GLuint output2_tex, int level_width, int level_height, float alpha)
 {
        glUseProgram(blend_program);
        bind_sampler(blend_program, uniform_image_tex, 0, image_tex, linear_sampler);
@@ -1008,13 +952,20 @@ void Blend::exec(GLuint image_tex, GLuint flow_tex, GLuint output_tex, int level
        glProgramUniform1f(blend_program, uniform_alpha, alpha);
 
        glViewport(0, 0, level_width, level_height);
-       fbos.render_to(output_tex);
+       if (split_ycbcr_output) {
+               fbos_split.render_to(output_tex, output2_tex);
+       } else {
+               fbos.render_to(output_tex);
+       }
        glDisable(GL_BLEND);  // A bit ironic, perhaps.
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
 
-Interpolate::Interpolate(int width, int height, const OperatingPoint &op)
-       : width(width), height(height), flow_level(op.finest_level), op(op), splat(op) {
+Interpolate::Interpolate(const OperatingPoint &op, bool split_ycbcr_output)
+       : flow_level(op.finest_level),
+         split_ycbcr_output(split_ycbcr_output),
+         splat(op),
+         blend(split_ycbcr_output) {
        // Set up the vertex data that will be shared between all passes.
        float vertices[] = {
                0.0f, 1.0f,
@@ -1034,18 +985,19 @@ Interpolate::Interpolate(int width, int height, const OperatingPoint &op)
        glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
 }
 
-GLuint Interpolate::exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint width, GLuint height, float alpha)
+pair<GLuint, GLuint> Interpolate::exec(GLuint image_tex, GLuint gray_tex, GLuint bidirectional_flow_tex, GLuint width, GLuint height, float alpha)
 {
        GPUTimers timers;
 
        ScopedTimer total_timer("Interpolate", &timers);
 
        glBindVertexArray(vao);
+       glDisable(GL_DITHER);
 
        // Pick out the right level to test splatting results on.
        GLuint tex_view;
        glGenTextures(1, &tex_view);
-       glTextureView(tex_view, GL_TEXTURE_2D_ARRAY, image_tex, GL_RGBA8, flow_level, 1, 0, 2);
+       glTextureView(tex_view, GL_TEXTURE_2D_ARRAY, gray_tex, GL_R8, flow_level, 1, 0, 2);
 
        int flow_width = width >> flow_level;
        int flow_height = height >> flow_level;
@@ -1075,10 +1027,20 @@ GLuint Interpolate::exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint
        pool.release_texture(temp_tex[2]);
        pool.release_renderbuffer(depth_rb);
 
-       GLuint output_tex = pool.get_texture(GL_RGBA8, width, height);
-       {
-               ScopedTimer timer("Blend", &total_timer);
-               blend.exec(image_tex, flow_tex, output_tex, width, height, alpha);
+       GLuint output_tex, output2_tex = 0;
+       if (split_ycbcr_output) {
+               output_tex = pool.get_texture(GL_R8, width, height);
+               output2_tex = pool.get_texture(GL_RG8, width, height);
+               {
+                       ScopedTimer timer("Blend", &total_timer);
+                       blend.exec(image_tex, flow_tex, output_tex, output2_tex, width, height, alpha);
+               }
+       } else {
+               output_tex = pool.get_texture(GL_RGBA8, width, height);
+               {
+                       ScopedTimer timer("Blend", &total_timer);
+                       blend.exec(image_tex, flow_tex, output_tex, 0, width, height, alpha);
+               }
        }
        pool.release_texture(flow_tex);
        total_timer.end();
@@ -1086,16 +1048,19 @@ GLuint Interpolate::exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint
                timers.print();
        }
 
-       return output_tex;
+       return make_pair(output_tex, output2_tex);
 }
 
 GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height, GLuint num_layers)
 {
-       for (Texture &tex : textures) {
-               if (!tex.in_use && !tex.is_renderbuffer && tex.format == format &&
-                   tex.width == width && tex.height == height && tex.num_layers == num_layers) {
-                       tex.in_use = true;
-                       return tex.tex_num;
+       {
+               lock_guard<mutex> lock(mu);
+               for (Texture &tex : textures) {
+                       if (!tex.in_use && !tex.is_renderbuffer && tex.format == format &&
+                           tex.width == width && tex.height == height && tex.num_layers == num_layers) {
+                               tex.in_use = true;
+                               return tex.tex_num;
+                       }
                }
        }
 
@@ -1113,17 +1078,23 @@ GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height, GLui
        tex.num_layers = num_layers;
        tex.in_use = true;
        tex.is_renderbuffer = false;
-       textures.push_back(tex);
+       {
+               lock_guard<mutex> lock(mu);
+               textures.push_back(tex);
+       }
        return tex.tex_num;
 }
 
 GLuint TexturePool::get_renderbuffer(GLenum format, GLuint width, GLuint height)
 {
-       for (Texture &tex : textures) {
-               if (!tex.in_use && tex.is_renderbuffer && tex.format == format &&
-                   tex.width == width && tex.height == height) {
-                       tex.in_use = true;
-                       return tex.tex_num;
+       {
+               lock_guard<mutex> lock(mu);
+               for (Texture &tex : textures) {
+                       if (!tex.in_use && tex.is_renderbuffer && tex.format == format &&
+                           tex.width == width && tex.height == height) {
+                               tex.in_use = true;
+                               return tex.tex_num;
+                       }
                }
        }
 
@@ -1136,12 +1107,16 @@ GLuint TexturePool::get_renderbuffer(GLenum format, GLuint width, GLuint height)
        tex.height = height;
        tex.in_use = true;
        tex.is_renderbuffer = true;
-       textures.push_back(tex);
+       {
+               lock_guard<mutex> lock(mu);
+               textures.push_back(tex);
+       }
        return tex.tex_num;
 }
 
 void TexturePool::release_texture(GLuint tex_num)
 {
+       lock_guard<mutex> lock(mu);
        for (Texture &tex : textures) {
                if (!tex.is_renderbuffer && tex.tex_num == tex_num) {
                        assert(tex.in_use);
@@ -1154,6 +1129,7 @@ void TexturePool::release_texture(GLuint tex_num)
 
 void TexturePool::release_renderbuffer(GLuint tex_num)
 {
+       lock_guard<mutex> lock(mu);
        for (Texture &tex : textures) {
                if (tex.is_renderbuffer && tex.tex_num == tex_num) {
                        assert(tex.in_use);
@@ -1163,414 +1139,3 @@ void TexturePool::release_renderbuffer(GLuint tex_num)
        }
        //assert(false);
 }
-
-// OpenGL uses a bottom-left coordinate system, .flo files use a top-left coordinate system.
-void flip_coordinate_system(float *dense_flow, unsigned width, unsigned height)
-{
-       for (unsigned i = 0; i < width * height; ++i) {
-               dense_flow[i * 2 + 1] = -dense_flow[i * 2 + 1];
-       }
-}
-
-// Not relevant for RGB.
-void flip_coordinate_system(uint8_t *dense_flow, unsigned width, unsigned height)
-{
-}
-
-void write_flow(const char *filename, const float *dense_flow, unsigned width, unsigned height)
-{
-       FILE *flowfp = fopen(filename, "wb");
-       fprintf(flowfp, "FEIH");
-       fwrite(&width, 4, 1, flowfp);
-       fwrite(&height, 4, 1, flowfp);
-       for (unsigned y = 0; y < height; ++y) {
-               int yy = height - y - 1;
-               fwrite(&dense_flow[yy * width * 2], width * 2 * sizeof(float), 1, flowfp);
-       }
-       fclose(flowfp);
-}
-
-// Not relevant for RGB.
-void write_flow(const char *filename, const uint8_t *dense_flow, unsigned width, unsigned height)
-{
-       assert(false);
-}
-
-void write_ppm(const char *filename, const float *dense_flow, unsigned width, unsigned height)
-{
-       FILE *fp = fopen(filename, "wb");
-       fprintf(fp, "P6\n%d %d\n255\n", width, height);
-       for (unsigned y = 0; y < unsigned(height); ++y) {
-               int yy = height - y - 1;
-               for (unsigned x = 0; x < unsigned(width); ++x) {
-                       float du = dense_flow[(yy * width + x) * 2 + 0];
-                       float dv = dense_flow[(yy * width + x) * 2 + 1];
-
-                       uint8_t r, g, b;
-                       flow2rgb(du, dv, &r, &g, &b);
-                       putc(r, fp);
-                       putc(g, fp);
-                       putc(b, fp);
-               }
-       }
-       fclose(fp);
-}
-
-void write_ppm(const char *filename, const uint8_t *rgba, unsigned width, unsigned height)
-{
-       unique_ptr<uint8_t[]> rgb_line(new uint8_t[width * 3 + 1]);
-
-       FILE *fp = fopen(filename, "wb");
-       fprintf(fp, "P6\n%d %d\n255\n", width, height);
-       for (unsigned y = 0; y < height; ++y) {
-               unsigned y2 = height - 1 - y;
-               for (size_t x = 0; x < width; ++x) {
-                       memcpy(&rgb_line[x * 3], &rgba[(y2 * width + x) * 4], 4);
-               }
-               fwrite(rgb_line.get(), width * 3, 1, fp);
-       }
-       fclose(fp);
-}
-
-struct FlowType {
-       using type = float;
-       static constexpr GLenum gl_format = GL_RG;
-       static constexpr GLenum gl_type = GL_FLOAT;
-       static constexpr int num_channels = 2;
-};
-
-struct RGBAType {
-       using type = uint8_t;
-       static constexpr GLenum gl_format = GL_RGBA;
-       static constexpr GLenum gl_type = GL_UNSIGNED_BYTE;
-       static constexpr int num_channels = 4;
-};
-
-template <class Type>
-void finish_one_read(GLuint width, GLuint height)
-{
-       using T = typename Type::type;
-       constexpr int bytes_per_pixel = Type::num_channels * sizeof(T);
-
-       assert(!reads_in_progress.empty());
-       ReadInProgress read = reads_in_progress.front();
-       reads_in_progress.pop_front();
-
-       unique_ptr<T[]> flow(new typename Type::type[width * height * Type::num_channels]);
-       void *buf = glMapNamedBufferRange(read.pbo, 0, width * height * bytes_per_pixel, GL_MAP_READ_BIT);  // Blocks if the read isn't done yet.
-       memcpy(flow.get(), buf, width * height * bytes_per_pixel);  // TODO: Unneeded for RGBType, since flip_coordinate_system() does nothing.:
-       glUnmapNamedBuffer(read.pbo);
-       spare_pbos.push(read.pbo);
-
-       flip_coordinate_system(flow.get(), width, height);
-       if (!read.flow_filename.empty()) {
-               write_flow(read.flow_filename.c_str(), flow.get(), width, height);
-               fprintf(stderr, "%s %s -> %s\n", read.filename0.c_str(), read.filename1.c_str(), read.flow_filename.c_str());
-       }
-       if (!read.ppm_filename.empty()) {
-               write_ppm(read.ppm_filename.c_str(), flow.get(), width, height);
-       }
-}
-
-template <class Type>
-void schedule_read(GLuint tex, GLuint width, GLuint height, const char *filename0, const char *filename1, const char *flow_filename, const char *ppm_filename)
-{
-       using T = typename Type::type;
-       constexpr int bytes_per_pixel = Type::num_channels * sizeof(T);
-
-       if (spare_pbos.empty()) {
-               finish_one_read<Type>(width, height);
-       }
-       assert(!spare_pbos.empty());
-       reads_in_progress.emplace_back(ReadInProgress{ spare_pbos.top(), filename0, filename1, flow_filename, ppm_filename });
-       glBindBuffer(GL_PIXEL_PACK_BUFFER, spare_pbos.top());
-       spare_pbos.pop();
-       glGetTextureImage(tex, 0, Type::gl_format, Type::gl_type, width * height * bytes_per_pixel, nullptr);
-       glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
-}
-
-void compute_flow_only(int argc, char **argv, int optind)
-{
-       const char *filename0 = argc >= (optind + 1) ? argv[optind] : "test1499.png";
-       const char *filename1 = argc >= (optind + 2) ? argv[optind + 1] : "test1500.png";
-       const char *flow_filename = argc >= (optind + 3) ? argv[optind + 2] : "flow.flo";
-
-       // Load pictures.
-       unsigned width1, height1, width2, height2;
-       GLuint tex0 = load_texture(filename0, &width1, &height1, WITHOUT_MIPMAPS);
-       GLuint tex1 = load_texture(filename1, &width2, &height2, WITHOUT_MIPMAPS);
-
-       if (width1 != width2 || height1 != height2) {
-               fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
-                       width1, height1, width2, height2);
-               exit(1);
-       }
-
-       // Move them into an array texture, since that's how the rest of the code
-       // would like them.
-       GLuint image_tex;
-       glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &image_tex);
-       glTextureStorage3D(image_tex, 1, GL_RGBA8, width1, height1, 2);
-       glCopyImageSubData(tex0, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width1, height1, 1);
-       glCopyImageSubData(tex1, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width1, height1, 1);
-       glDeleteTextures(1, &tex0);
-       glDeleteTextures(1, &tex1);
-
-       // Set up some PBOs to do asynchronous readback.
-       GLuint pbos[5];
-       glCreateBuffers(5, pbos);
-       for (int i = 0; i < 5; ++i) {
-               glNamedBufferData(pbos[i], width1 * height1 * 2 * 2 * sizeof(float), nullptr, GL_STREAM_READ);
-               spare_pbos.push(pbos[i]);
-       }
-
-       int levels = find_num_levels(width1, height1);
-
-       GLuint tex_gray;
-       glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &tex_gray);
-       glTextureStorage3D(tex_gray, levels, GL_R8, width1, height1, 2);
-
-       GrayscaleConversion gray;
-       gray.exec(image_tex, tex_gray, width1, height1, /*num_layers=*/2);
-       glGenerateTextureMipmap(tex_gray);
-
-       OperatingPoint op = operating_point3;
-       if (!enable_variational_refinement) {
-               op.variational_refinement = false;
-       }
-       DISComputeFlow compute_flow(width1, height1, op);
-
-       if (enable_warmup) {
-               in_warmup = true;
-               for (int i = 0; i < 10; ++i) {
-                       GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
-                       compute_flow.release_texture(final_tex);
-               }
-               in_warmup = false;
-       }
-
-       GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
-       //GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD_AND_BACKWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
-
-       schedule_read<FlowType>(final_tex, width1, height1, filename0, filename1, flow_filename, "flow.ppm");
-       compute_flow.release_texture(final_tex);
-
-       // See if there are more flows on the command line (ie., more than three arguments),
-       // and if so, process them.
-       int num_flows = (argc - optind) / 3;
-       for (int i = 1; i < num_flows; ++i) {
-               const char *filename0 = argv[optind + i * 3 + 0];
-               const char *filename1 = argv[optind + i * 3 + 1];
-               const char *flow_filename = argv[optind + i * 3 + 2];
-               GLuint width, height;
-               GLuint tex0 = load_texture(filename0, &width, &height, WITHOUT_MIPMAPS);
-               if (width != width1 || height != height1) {
-                       fprintf(stderr, "%s: Image dimensions don't match (%dx%d versus %dx%d)\n",
-                               filename0, width, height, width1, height1);
-                       exit(1);
-               }
-               glCopyImageSubData(tex0, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width1, height1, 1);
-               glDeleteTextures(1, &tex0);
-
-               GLuint tex1 = load_texture(filename1, &width, &height, WITHOUT_MIPMAPS);
-               if (width != width1 || height != height1) {
-                       fprintf(stderr, "%s: Image dimensions don't match (%dx%d versus %dx%d)\n",
-                               filename1, width, height, width1, height1);
-                       exit(1);
-               }
-               glCopyImageSubData(tex1, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width1, height1, 1);
-               glDeleteTextures(1, &tex1);
-
-               gray.exec(image_tex, tex_gray, width1, height1, /*num_layers=*/2);
-               glGenerateTextureMipmap(tex_gray);
-
-               GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
-
-               schedule_read<FlowType>(final_tex, width1, height1, filename0, filename1, flow_filename, "");
-               compute_flow.release_texture(final_tex);
-       }
-       glDeleteTextures(1, &tex_gray);
-
-       while (!reads_in_progress.empty()) {
-               finish_one_read<FlowType>(width1, height1);
-       }
-}
-
-// Interpolate images based on
-//
-//   Herbst, Seitz, Baker: “Occlusion Reasoning for Temporal Interpolation
-//   Using Optical Flow”
-//
-// or at least a reasonable subset thereof. Unfinished.
-void interpolate_image(int argc, char **argv, int optind)
-{
-       const char *filename0 = argc >= (optind + 1) ? argv[optind] : "test1499.png";
-       const char *filename1 = argc >= (optind + 2) ? argv[optind + 1] : "test1500.png";
-       //const char *out_filename = argc >= (optind + 3) ? argv[optind + 2] : "interpolated.png";
-
-       // Load pictures.
-       unsigned width1, height1, width2, height2;
-       GLuint tex0 = load_texture(filename0, &width1, &height1, WITH_MIPMAPS);
-       GLuint tex1 = load_texture(filename1, &width2, &height2, WITH_MIPMAPS);
-
-       if (width1 != width2 || height1 != height2) {
-               fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
-                       width1, height1, width2, height2);
-               exit(1);
-       }
-
-       // Move them into an array texture, since that's how the rest of the code
-       // would like them.
-       int levels = find_num_levels(width1, height1);
-       GLuint image_tex;
-       glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &image_tex);
-       glTextureStorage3D(image_tex, levels, GL_RGBA8, width1, height1, 2);
-       glCopyImageSubData(tex0, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width1, height1, 1);
-       glCopyImageSubData(tex1, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width1, height1, 1);
-       glDeleteTextures(1, &tex0);
-       glDeleteTextures(1, &tex1);
-       glGenerateTextureMipmap(image_tex);
-
-       // Set up some PBOs to do asynchronous readback.
-       GLuint pbos[5];
-       glCreateBuffers(5, pbos);
-       for (int i = 0; i < 5; ++i) {
-               glNamedBufferData(pbos[i], width1 * height1 * 4 * sizeof(uint8_t), nullptr, GL_STREAM_READ);
-               spare_pbos.push(pbos[i]);
-       }
-
-       OperatingPoint op = operating_point3;
-       if (!enable_variational_refinement) {
-               op.variational_refinement = false;
-       }
-       DISComputeFlow compute_flow(width1, height1, op);
-       GrayscaleConversion gray;
-       Interpolate interpolate(width1, height1, op);
-
-       GLuint tex_gray;
-       glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &tex_gray);
-       glTextureStorage3D(tex_gray, levels, GL_R8, width1, height1, 2);
-       gray.exec(image_tex, tex_gray, width1, height1, /*num_layers=*/2);
-       glGenerateTextureMipmap(tex_gray);
-
-       if (enable_warmup) {
-               in_warmup = true;
-               for (int i = 0; i < 10; ++i) {
-                       GLuint bidirectional_flow_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD_AND_BACKWARD, DISComputeFlow::DO_NOT_RESIZE_FLOW);
-                       GLuint interpolated_tex = interpolate.exec(image_tex, bidirectional_flow_tex, width1, height1, 0.5f);
-                       compute_flow.release_texture(bidirectional_flow_tex);
-                       interpolate.release_texture(interpolated_tex);
-               }
-               in_warmup = false;
-       }
-
-       GLuint bidirectional_flow_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD_AND_BACKWARD, DISComputeFlow::DO_NOT_RESIZE_FLOW);
-
-       for (int frameno = 1; frameno < 60; ++frameno) {
-               char ppm_filename[256];
-               snprintf(ppm_filename, sizeof(ppm_filename), "interp%04d.ppm", frameno);
-
-               float alpha = frameno / 60.0f;
-               GLuint interpolated_tex = interpolate.exec(image_tex, bidirectional_flow_tex, width1, height1, alpha);
-
-               schedule_read<RGBAType>(interpolated_tex, width1, height1, filename0, filename1, "", ppm_filename);
-               interpolate.release_texture(interpolated_tex);
-       }
-
-       while (!reads_in_progress.empty()) {
-               finish_one_read<RGBAType>(width1, height1);
-       }
-}
-
-int main(int argc, char **argv)
-{
-        static const option long_options[] = {
-               { "smoothness-relative-weight", required_argument, 0, 's' },  // alpha.
-               { "intensity-relative-weight", required_argument, 0, 'i' },  // delta.
-               { "gradient-relative-weight", required_argument, 0, 'g' },  // gamma.
-               { "disable-timing", no_argument, 0, 1000 },
-               { "detailed-timing", no_argument, 0, 1003 },
-               { "disable-variational-refinement", no_argument, 0, 1001 },
-               { "interpolate", no_argument, 0, 1002 },
-               { "warmup", no_argument, 0, 1004 }
-       };
-
-       for ( ;; ) {
-               int option_index = 0;
-               int c = getopt_long(argc, argv, "s:i:g:", long_options, &option_index);
-
-               if (c == -1) {
-                       break;
-               }
-               switch (c) {
-               case 's':
-                       vr_alpha = atof(optarg);
-                       break;
-               case 'i':
-                       vr_delta = atof(optarg);
-                       break;
-               case 'g':
-                       vr_gamma = atof(optarg);
-                       break;
-               case 1000:
-                       enable_timing = false;
-                       break;
-               case 1001:
-                       enable_variational_refinement = false;
-                       break;
-               case 1002:
-                       enable_interpolation = true;
-                       break;
-               case 1003:
-                       detailed_timing = true;
-                       break;
-               case 1004:
-                       enable_warmup = true;
-                       break;
-               default:
-                       fprintf(stderr, "Unknown option '%s'\n", argv[option_index]);
-                       exit(1);
-               };
-       }
-
-       if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
-               fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
-               exit(1);
-       }
-       SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
-       SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
-       SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
-       SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-
-       SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
-       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
-       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
-       // SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
-       window = SDL_CreateWindow("OpenGL window",
-               SDL_WINDOWPOS_UNDEFINED,
-               SDL_WINDOWPOS_UNDEFINED,
-               64, 64,
-               SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
-       SDL_GLContext context = SDL_GL_CreateContext(window);
-       assert(context != nullptr);
-
-       glDisable(GL_DITHER);
-
-       // FIXME: Should be part of DISComputeFlow (but needs to be initialized
-       // before all the render passes).
-       float vertices[] = {
-               0.0f, 1.0f,
-               0.0f, 0.0f,
-               1.0f, 1.0f,
-               1.0f, 0.0f,
-       };
-       glCreateBuffers(1, &vertex_vbo);
-       glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       if (enable_interpolation) {
-               interpolate_image(argc, argv, optind);
-       } else {
-               compute_flow_only(argc, argv, optind);
-       }
-}