]> git.sesse.net Git - nageru/commitdiff
Reuse textures between flow invocations.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Mon, 23 Jul 2018 10:33:22 +0000 (12:33 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Mon, 23 Jul 2018 10:33:22 +0000 (12:33 +0200)
flow.cpp

index ff4c747f6d0f678d8e3c4284b50212f919d71f3f..0a238b31f25f9afcb6a0a0bddee42000a9c03545 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -990,7 +990,11 @@ private:
 class DISComputeFlow {
 public:
        DISComputeFlow(int width, int height);
+
+       // Returns a texture that must be released with release_texture()
+       // after use.
        GLuint exec(GLuint tex0, GLuint tex1);
+       void release_texture(GLuint tex);
 
 private:
        int width, height;
@@ -1007,6 +1011,16 @@ 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)
@@ -1043,6 +1057,10 @@ 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;
 
@@ -1072,9 +1090,7 @@ 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;
-               glCreateTextures(GL_TEXTURE_2D, 1, &grad0_tex);
-               glTextureStorage2D(grad0_tex, 1, GL_RG16F, level_width, level_height);
+               GLuint grad0_tex = get_texture(GL_RG16F, level_width, level_height);
 
                // Find the derivative.
                {
@@ -1086,22 +1102,19 @@ 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;
-               glCreateTextures(GL_TEXTURE_2D, 1, &flow_out_tex);
-               glTextureStorage2D(flow_out_tex, 1, GL_RGB16F, width_patches, height_patches);
+               GLuint flow_out_tex = 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);
 
                // Densification.
 
                // Set up an output texture (initially zero).
-               GLuint dense_flow_tex;
-               glCreateTextures(GL_TEXTURE_2D, 1, &dense_flow_tex);
-               glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
+               GLuint dense_flow_tex = get_texture(GL_RGB16F, level_width, level_height);
                glClearTexImage(dense_flow_tex, 0, GL_RGB, GL_FLOAT, nullptr);
 
                // And draw.
@@ -1109,6 +1122,7 @@ 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);
 
                // Everything below here in the loop belongs to variational refinement.
                ScopedTimer varref_timer("Variational refinement", &level_timer);
@@ -1120,52 +1134,40 @@ 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, I_t_tex, base_flow_tex;
-               glCreateTextures(GL_TEXTURE_2D, 1, &I_tex);
-               glCreateTextures(GL_TEXTURE_2D, 1, &I_t_tex);
-               glCreateTextures(GL_TEXTURE_2D, 1, &base_flow_tex);
-               glTextureStorage2D(I_tex, 1, GL_R16F, level_width, level_height);
-               glTextureStorage2D(I_t_tex, 1, GL_R16F, level_width, level_height);
-               glTextureStorage2D(base_flow_tex, 1, GL_RG16F, level_width, level_height);
+               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);
                {
                        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);
 
                // Calculate I_x and I_y. We're only calculating first derivatives;
                // the others will be taken on-the-fly in order to sample from fewer
                // 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, beta_0_tex;
-               glCreateTextures(GL_TEXTURE_2D, 1, &I_x_y_tex);
-               glCreateTextures(GL_TEXTURE_2D, 1, &beta_0_tex);
-               glTextureStorage2D(I_x_y_tex, 1, GL_RG16F, level_width, level_height);
-               glTextureStorage2D(beta_0_tex, 1, GL_R16F, level_width, level_height);
+               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);
                {
                        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);
 
                // 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;
-               glCreateTextures(GL_TEXTURE_2D, 1, &du_dv_tex);
-               glTextureStorage2D(du_dv_tex, 1, GL_RG16F, level_width, level_height);
+               GLuint du_dv_tex = 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, smoothness_y_tex;
-               glCreateTextures(GL_TEXTURE_2D, 1, &smoothness_x_tex);
-               glCreateTextures(GL_TEXTURE_2D, 1, &smoothness_y_tex);
-               glTextureStorage2D(smoothness_x_tex, 1, GL_R16F, level_width, level_height);
-               glTextureStorage2D(smoothness_y_tex, 1, GL_R16F, level_width, level_height);
+               GLuint smoothness_x_tex = get_texture(GL_R16F, level_width, level_height);
+               GLuint smoothness_y_tex = get_texture(GL_R16F, level_width, level_height);
 
                // And finally for the equation set. See SetupEquations for
                // the storage format.
-               GLuint equation_tex;
-               glCreateTextures(GL_TEXTURE_2D, 1, &equation_tex);
-               glTextureStorage2D(equation_tex, 1, GL_RGBA32UI, level_width, level_height);
+               GLuint equation_tex = 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,
@@ -1189,6 +1191,13 @@ 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);
+
                // Add the differential flow found by the variational refinement to the base flow,
                // giving the final flow estimate for this level.
                // The output is in diff_flow_tex; we don't need to make a new texture.
@@ -1197,7 +1206,11 @@ 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);
 
+               if (prev_level_flow_tex != initial_flow_tex) {
+                       release_texture(prev_level_flow_tex);
+               }
                prev_level_flow_tex = base_flow_tex;
                prev_level_width = level_width;
                prev_level_height = level_height;
@@ -1210,14 +1223,46 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
        if (finest_level == 0) {
                return prev_level_flow_tex;
        } else {
-               GLuint final_tex;
-               glCreateTextures(GL_TEXTURE_2D, 1, &final_tex);
-               glTextureStorage2D(final_tex, 1, GL_RG16F, width, height);
+               GLuint final_tex = 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);
                return final_tex;
        }
 }
 
+GLuint DISComputeFlow::get_texture(GLenum format, GLuint width, GLuint height)
+{
+       for (Texture &tex : textures) {
+               if (!tex.in_use && tex.format == format &&
+                   tex.width == width && tex.height == height) {
+                       tex.in_use = true;
+                       return tex.tex_num;
+               }
+       }
+
+       Texture tex;
+       glCreateTextures(GL_TEXTURE_2D, 1, &tex.tex_num);
+       glTextureStorage2D(tex.tex_num, 1, format, width, height);
+       tex.format = format;
+       tex.width = width;
+       tex.height = height;
+       tex.in_use = true;
+       textures.push_back(tex);
+       return tex.tex_num;
+}
+
+void DISComputeFlow::release_texture(GLuint tex_num)
+{
+       for (Texture &tex : textures) {
+               if (tex.tex_num == tex_num) {
+                       assert(tex.in_use);
+                       tex.in_use = false;
+                       return;
+               }
+       }
+       assert(false);
+}
+
 int main(int argc, char **argv)
 {
         static const option long_options[] = {
@@ -1299,6 +1344,8 @@ int main(int argc, char **argv)
        unique_ptr<float[]> dense_flow(new float[width1 * height1 * 2]);
        glGetTextureImage(final_tex, 0, GL_RG, GL_FLOAT, width1 * height1 * 2 * sizeof(float), dense_flow.get());
 
+       compute_flow.release_texture(final_tex);
+
        FILE *fp = fopen("flow.ppm", "wb");
        FILE *flowfp = fopen("flow.flo", "wb");
        fprintf(fp, "P6\n%d %d\n255\n", width1, height1);