]> git.sesse.net Git - nageru/commitdiff
Split texture pooling out from DISComputeFlow into its own class.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Sat, 28 Jul 2018 14:43:51 +0000 (16:43 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Sat, 28 Jul 2018 14:43:51 +0000 (16:43 +0200)
flow.cpp

index fe8435123243621ec712a26f37297e974d387a31..e6347dc8b7978f2907a58a9fe548ce7d1a320f69 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -1008,6 +1008,21 @@ private:
        bool ended = false;
 };
 
+class TexturePool {
+public:
+       GLuint get_texture(GLenum format, GLuint width, GLuint height);
+       void release_texture(GLuint tex_num);
+
+private:
+       struct Texture {
+               GLuint tex_num;
+               GLenum format;
+               GLuint width, height;
+               bool in_use = false;
+       };
+       vector<Texture> textures;
+};
+
 class DISComputeFlow {
 public:
        DISComputeFlow(int width, int height);
@@ -1015,11 +1030,15 @@ public:
        // Returns a texture that must be released with release_texture()
        // after use.
        GLuint exec(GLuint tex0, GLuint tex1);
-       void release_texture(GLuint tex);
+
+       void release_texture(GLuint tex) {
+               pool.release_texture(tex);
+       }
 
 private:
        int width, height;
        GLuint initial_flow_tex;
+       TexturePool pool;
 
        // The various passes.
        Sobel sobel;
@@ -1032,16 +1051,6 @@ private:
        SOR sor;
        AddBaseFlow add_base_flow;
        ResizeFlow resize_flow;
-
-       struct Texture {
-               GLuint tex_num;
-               GLenum format;
-               GLuint width, height;
-               bool in_use = false;
-       };
-       vector<Texture> textures;
-
-       GLuint get_texture(GLenum format, GLuint width, GLuint height);
 };
 
 DISComputeFlow::DISComputeFlow(int width, int height)
@@ -1080,10 +1089,6 @@ DISComputeFlow::DISComputeFlow(int width, int height)
 
 GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
 {
-       for (const Texture &tex : textures) {
-               assert(!tex.in_use);
-       }
-
        int prev_level_width = 1, prev_level_height = 1;
        GLuint prev_level_flow_tex = initial_flow_tex;
 
@@ -1117,7 +1122,7 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
 
                // Create a new texture; we could be fancy and render use a multi-level
                // texture, but meh.
-               GLuint grad0_tex = get_texture(GL_RG16F, level_width, level_height);
+               GLuint grad0_tex = pool.get_texture(GL_RG16F, level_width, level_height);
 
                // Find the derivative.
                {
@@ -1129,19 +1134,19 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
                // level (sampled bilinearly; no fancy tricks) as a guide, then search from there.
 
                // Create an output flow texture.
-               GLuint flow_out_tex = get_texture(GL_RGB16F, width_patches, height_patches);
+               GLuint flow_out_tex = pool.get_texture(GL_RGB16F, width_patches, height_patches);
 
                // And draw.
                {
                        ScopedTimer timer("Motion search", &level_timer);
                        motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, prev_level_width, prev_level_height, width_patches, height_patches);
                }
-               release_texture(grad0_tex);
+               pool.release_texture(grad0_tex);
 
                // Densification.
 
                // Set up an output texture (initially zero).
-               GLuint dense_flow_tex = get_texture(GL_RGB16F, level_width, level_height);
+               GLuint dense_flow_tex = pool.get_texture(GL_RGB16F, level_width, level_height);
                glClearTexImage(dense_flow_tex, 0, GL_RGB, GL_FLOAT, nullptr);
 
                // And draw.
@@ -1149,7 +1154,7 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
                        ScopedTimer timer("Densification", &level_timer);
                        densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches);
                }
-               release_texture(flow_out_tex);
+               pool.release_texture(flow_out_tex);
 
                // Everything below here in the loop belongs to variational refinement.
                ScopedTimer varref_timer("Variational refinement", &level_timer);
@@ -1161,14 +1166,14 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
                // in pixels, not 0..1 normalized OpenGL texture coordinates.
                // This is because variational refinement depends so heavily on derivatives,
                // which are measured in intensity levels per pixel.
-               GLuint I_tex = get_texture(GL_R16F, level_width, level_height);
-               GLuint I_t_tex = get_texture(GL_R16F, level_width, level_height);
-               GLuint base_flow_tex = get_texture(GL_RG16F, level_width, level_height);
+               GLuint I_tex = pool.get_texture(GL_R16F, level_width, level_height);
+               GLuint I_t_tex = pool.get_texture(GL_R16F, level_width, level_height);
+               GLuint base_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height);
                {
                        ScopedTimer timer("Prewarping", &varref_timer);
                        prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, base_flow_tex, level_width, level_height);
                }
-               release_texture(dense_flow_tex);
+               pool.release_texture(dense_flow_tex);
                glDeleteTextures(1, &tex0_view);
                glDeleteTextures(1, &tex1_view);
 
@@ -1177,26 +1182,26 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
                // textures overall, since sampling from the L1 cache is cheap.
                // (TODO: Verify that this is indeed faster than making separate
                // double-derivative textures.)
-               GLuint I_x_y_tex = get_texture(GL_RG16F, level_width, level_height);
-               GLuint beta_0_tex = get_texture(GL_R16F, level_width, level_height);
+               GLuint I_x_y_tex = pool.get_texture(GL_RG16F, level_width, level_height);
+               GLuint beta_0_tex = pool.get_texture(GL_R16F, level_width, level_height);
                {
                        ScopedTimer timer("First derivatives", &varref_timer);
                        derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height);
                }
-               release_texture(I_tex);
+               pool.release_texture(I_tex);
 
                // We need somewhere to store du and dv (the flow increment, relative
                // to the non-refined base flow u0 and v0). It starts at zero.
-               GLuint du_dv_tex = get_texture(GL_RG16F, level_width, level_height);
+               GLuint du_dv_tex = pool.get_texture(GL_RG16F, level_width, level_height);
                glClearTexImage(du_dv_tex, 0, GL_RG, GL_FLOAT, nullptr);
 
                // And for smoothness.
-               GLuint smoothness_x_tex = get_texture(GL_R16F, level_width, level_height);
-               GLuint smoothness_y_tex = get_texture(GL_R16F, level_width, level_height);
+               GLuint smoothness_x_tex = pool.get_texture(GL_R16F, level_width, level_height);
+               GLuint smoothness_y_tex = pool.get_texture(GL_R16F, level_width, level_height);
 
                // And finally for the equation set. See SetupEquations for
                // the storage format.
-               GLuint equation_tex = get_texture(GL_RGBA32UI, level_width, level_height);
+               GLuint equation_tex = pool.get_texture(GL_RGBA32UI, level_width, level_height);
 
                for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) {
                        // Calculate the smoothness terms between the neighboring pixels,
@@ -1220,12 +1225,12 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
                        }
                }
 
-               release_texture(I_t_tex);
-               release_texture(I_x_y_tex);
-               release_texture(beta_0_tex);
-               release_texture(smoothness_x_tex);
-               release_texture(smoothness_y_tex);
-               release_texture(equation_tex);
+               pool.release_texture(I_t_tex);
+               pool.release_texture(I_x_y_tex);
+               pool.release_texture(beta_0_tex);
+               pool.release_texture(smoothness_x_tex);
+               pool.release_texture(smoothness_y_tex);
+               pool.release_texture(equation_tex);
 
                // Add the differential flow found by the variational refinement to the base flow,
                // giving the final flow estimate for this level.
@@ -1237,10 +1242,10 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
                        ScopedTimer timer("Add differential flow", &varref_timer);
                        add_base_flow.exec(base_flow_tex, du_dv_tex, level_width, level_height);
                }
-               release_texture(du_dv_tex);
+               pool.release_texture(du_dv_tex);
 
                if (prev_level_flow_tex != initial_flow_tex) {
-                       release_texture(prev_level_flow_tex);
+                       pool.release_texture(prev_level_flow_tex);
                }
                prev_level_flow_tex = base_flow_tex;
                prev_level_width = level_width;
@@ -1254,14 +1259,14 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
        if (finest_level == 0) {
                return prev_level_flow_tex;
        } else {
-               GLuint final_tex = get_texture(GL_RG16F, width, height);
+               GLuint final_tex = pool.get_texture(GL_RG16F, width, height);
                resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width, height);
-               release_texture(prev_level_flow_tex);
+               pool.release_texture(prev_level_flow_tex);
                return final_tex;
        }
 }
 
-GLuint DISComputeFlow::get_texture(GLenum format, GLuint width, GLuint height)
+GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height)
 {
        for (Texture &tex : textures) {
                if (!tex.in_use && tex.format == format &&
@@ -1282,7 +1287,7 @@ GLuint DISComputeFlow::get_texture(GLenum format, GLuint width, GLuint height)
        return tex.tex_num;
 }
 
-void DISComputeFlow::release_texture(GLuint tex_num)
+void TexturePool::release_texture(GLuint tex_num)
 {
        for (Texture &tex : textures) {
                if (tex.tex_num == tex_num) {