glBlendFunc(GL_ONE, GL_ONE);
glBindVertexArray(densify_vao);
fbos.render_to(dense_flow_tex);
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches);
}
class ComputeSmoothness {
public:
ComputeSmoothness();
- void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height);
+ void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, bool zero_diff_flow);
private:
PersistentFBOSet<2> fbos;
GLuint smoothness_vao;
GLuint uniform_flow_tex, uniform_diff_flow_tex;
- GLuint uniform_alpha;
+ GLuint uniform_alpha, uniform_zero_diff_flow;
};
ComputeSmoothness::ComputeSmoothness()
uniform_flow_tex = glGetUniformLocation(smoothness_program, "flow_tex");
uniform_diff_flow_tex = glGetUniformLocation(smoothness_program, "diff_flow_tex");
uniform_alpha = glGetUniformLocation(smoothness_program, "alpha");
+ uniform_zero_diff_flow = glGetUniformLocation(smoothness_program, "zero_diff_flow");
}
-void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height)
+void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, bool zero_diff_flow)
{
glUseProgram(smoothness_program);
bind_sampler(smoothness_program, uniform_flow_tex, 0, flow_tex, nearest_sampler);
bind_sampler(smoothness_program, uniform_diff_flow_tex, 1, diff_flow_tex, nearest_sampler);
glProgramUniform1f(smoothness_program, uniform_alpha, vr_alpha);
+ glProgramUniform1i(smoothness_program, uniform_zero_diff_flow, zero_diff_flow);
glViewport(0, 0, level_width, level_height);
class SetupEquations {
public:
SetupEquations();
- void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height);
+ void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height, bool zero_diff_flow);
private:
PersistentFBOSet<1> fbos;
GLuint uniform_diff_flow_tex, uniform_base_flow_tex;
GLuint uniform_beta_0_tex;
GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
- GLuint uniform_gamma, uniform_delta;
+ GLuint uniform_gamma, uniform_delta, uniform_zero_diff_flow;
};
SetupEquations::SetupEquations()
uniform_smoothness_y_tex = glGetUniformLocation(equations_program, "smoothness_y_tex");
uniform_gamma = glGetUniformLocation(equations_program, "gamma");
uniform_delta = glGetUniformLocation(equations_program, "delta");
+ uniform_zero_diff_flow = glGetUniformLocation(equations_program, "zero_diff_flow");
}
-void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint base_flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height)
+void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint base_flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height, bool zero_diff_flow)
{
glUseProgram(equations_program);
bind_sampler(equations_program, uniform_smoothness_y_tex, 6, smoothness_y_tex, zero_border_sampler);
glProgramUniform1f(equations_program, uniform_delta, vr_delta);
glProgramUniform1f(equations_program, uniform_gamma, vr_gamma);
+ glProgramUniform1i(equations_program, uniform_zero_diff_flow, zero_diff_flow);
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
class SOR {
public:
SOR();
- void exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations, ScopedTimer *sor_timer);
+ void exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer);
private:
PersistentFBOSet<1> fbos;
GLuint uniform_diff_flow_tex;
GLuint uniform_equation_tex;
GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
- GLuint uniform_phase;
+ GLuint uniform_phase, uniform_zero_diff_flow;
};
SOR::SOR()
uniform_smoothness_x_tex = glGetUniformLocation(sor_program, "smoothness_x_tex");
uniform_smoothness_y_tex = glGetUniformLocation(sor_program, "smoothness_y_tex");
uniform_phase = glGetUniformLocation(sor_program, "phase");
+ uniform_zero_diff_flow = glGetUniformLocation(sor_program, "zero_diff_flow");
}
-void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations, ScopedTimer *sor_timer)
+void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer)
{
glUseProgram(sor_program);
bind_sampler(sor_program, uniform_smoothness_y_tex, 2, smoothness_y_tex, zero_border_sampler);
bind_sampler(sor_program, uniform_equation_tex, 3, equation_tex, nearest_sampler);
+ glProgramUniform1i(sor_program, uniform_zero_diff_flow, zero_diff_flow);
+
// NOTE: We bind to the texture we are rendering from, but we never write any value
// that we read in the same shader pass (we call discard for red values when we compute
// black, and vice versa), and we have barriers between the passes, so we're fine
}
{
ScopedTimer timer("Black pass", sor_timer);
+ if (zero_diff_flow && i == 0) {
+ // Not zero anymore.
+ glProgramUniform1i(sor_program, uniform_zero_diff_flow, 0);
+ }
glProgramUniform1i(sor_program, uniform_phase, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (i != num_iterations - 1) {
// Densification.
- // Set up an output texture (initially zero).
+ // Set up an output texture (cleared in Densify).
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.
{
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.
+ // to the non-refined base flow u0 and v0). It's initially garbage,
+ // but not read until we've written something sane to it.
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 = pool.get_texture(GL_R16F, level_width, level_height);
// both in x and y direction.
{
ScopedTimer timer("Compute smoothness", &varref_timer);
- compute_smoothness.exec(base_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+ compute_smoothness.exec(base_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, outer_idx == 0);
}
// Set up the 2x2 equation system for each pixel.
{
ScopedTimer timer("Set up equations", &varref_timer);
- setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, base_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
+ setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, base_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height, outer_idx == 0);
}
// Run a few SOR (or quasi-SOR, since we're not really Jacobi) iterations.
// Note that these are to/from the same texture.
{
ScopedTimer timer("SOR", &varref_timer);
- sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5, &timer);
+ sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5, outer_idx == 0, &timer);
}
}
fbos.render_to(depth_tex, flow_tex);
+ // Evidently NVIDIA doesn't use fast clears for glClearTexImage, so clear now that
+ // we've got it bound.
+ glClearColor(1000.0f, 1000.0f, 0.0f, 1.0f); // Invalid flow.
+ glClearDepth(1.0f); // Effectively infinity.
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
// Do forward splatting.
bind_sampler(splat_program, uniform_flow_tex, 2, forward_flow_tex, nearest_sampler);
glProgramUniform1i(splat_program, uniform_invert_flow, 0);
GLuint flow_tex = pool.get_texture(GL_RG16F, flow_width, flow_height);
GLuint depth_tex = pool.get_texture(GL_DEPTH_COMPONENT32F, flow_width, flow_height); // Used for ranking flows.
- {
- ScopedTimer timer("Clear", &total_timer);
- float invalid_flow[] = { 1000.0f, 1000.0f };
- glClearTexImage(flow_tex, 0, GL_RG, GL_FLOAT, invalid_flow);
- float infinity = 1.0f;
- glClearTexImage(depth_tex, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &infinity);
- }
{
ScopedTimer timer("Splat", &total_timer);
// Relative weighting of smoothness term.
uniform float alpha;
+uniform bool zero_diff_flow;
+
// This must be a macro, since the offset needs to be a constant expression.
#define get_flow(x_offs, y_offs) \
(textureOffset(flow_tex, tc, ivec2((x_offs), (y_offs))).xy + \
textureOffset(diff_flow_tex, tc, ivec2((x_offs), (y_offs))).xy)
+#define get_flow_no_diff(x_offs, y_offs) \
+ textureOffset(flow_tex, tc, ivec2((x_offs), (y_offs))).xy
+
float diffusivity(float u_x, float u_y, float v_x, float v_y)
{
return alpha * inversesqrt(u_x * u_x + u_y * u_y + v_x * v_x + v_y * v_y + eps_sq);
{
float g, g_right, g_up;
- // These are shared between some of the diffusivities.
- vec2 flow_0_0 = get_flow(0, 0);
- vec2 flow_1_1 = get_flow(1, 1);
+ if (zero_diff_flow) {
+ // These are shared between some of the diffusivities.
+ vec2 flow_0_0 = get_flow_no_diff(0, 0);
+ vec2 flow_1_1 = get_flow_no_diff(1, 1);
- // Find diffusivity (g) for this pixel, using central differences.
- {
- vec2 uv_x = get_flow(1, 0) - get_flow(-1, 0);
- vec2 uv_y = get_flow(0, 1) - get_flow( 0, -1);
- g = diffusivity(uv_x.x, uv_y.x, uv_x.y, uv_y.y);
- }
+ // Find diffusivity (g) for this pixel, using central differences.
+ {
+ vec2 uv_x = get_flow_no_diff(1, 0) - get_flow_no_diff(-1, 0);
+ vec2 uv_y = get_flow_no_diff(0, 1) - get_flow_no_diff( 0, -1);
+ g = diffusivity(uv_x.x, uv_y.x, uv_x.y, uv_y.y);
+ }
- // Now find diffusivity for the pixel to the right.
- {
- vec2 uv_x = get_flow(2, 0) - flow_0_0;
- vec2 uv_y = flow_1_1 - get_flow( 1, -1);
- g_right = diffusivity(uv_x.x, uv_y.x, uv_x.y, uv_y.y);
- }
+ // Now find diffusivity for the pixel to the right.
+ {
+ vec2 uv_x = get_flow_no_diff(2, 0) - flow_0_0;
+ vec2 uv_y = flow_1_1 - get_flow_no_diff( 1, -1);
+ g_right = diffusivity(uv_x.x, uv_y.x, uv_x.y, uv_y.y);
+ }
+
+ // And up.
+ {
+ vec2 uv_x = flow_1_1 - get_flow_no_diff(-1, 1);
+ vec2 uv_y = get_flow_no_diff(0, 2) - flow_0_0;
+ g_up = diffusivity(uv_x.x, uv_y.x, uv_x.y, uv_y.y);
+ }
+ } else {
+ // These are shared between some of the diffusivities.
+ vec2 flow_0_0 = get_flow(0, 0);
+ vec2 flow_1_1 = get_flow(1, 1);
+
+ // Find diffusivity (g) for this pixel, using central differences.
+ {
+ vec2 uv_x = get_flow(1, 0) - get_flow(-1, 0);
+ vec2 uv_y = get_flow(0, 1) - get_flow( 0, -1);
+ g = diffusivity(uv_x.x, uv_y.x, uv_x.y, uv_y.y);
+ }
+
+ // Now find diffusivity for the pixel to the right.
+ {
+ vec2 uv_x = get_flow(2, 0) - flow_0_0;
+ vec2 uv_y = flow_1_1 - get_flow( 1, -1);
+ g_right = diffusivity(uv_x.x, uv_y.x, uv_x.y, uv_y.y);
+ }
- // And up.
- {
- vec2 uv_x = flow_1_1 - get_flow(-1, 1);
- vec2 uv_y = get_flow(0, 2) - flow_0_0;
- g_up = diffusivity(uv_x.x, uv_y.x, uv_x.y, uv_y.y);
+ // And up.
+ {
+ vec2 uv_x = flow_1_1 - get_flow(-1, 1);
+ vec2 uv_y = get_flow(0, 2) - flow_0_0;
+ g_up = diffusivity(uv_x.x, uv_y.x, uv_x.y, uv_y.y);
+ }
}
smoothness_x = 0.5 * (g + g_right);
uniform usampler2D equation_tex;
uniform int phase;
+uniform bool zero_diff_flow;
+
// See pack_floats_shared() in equations.frag.
vec2 unpack_floats_shared(uint c)
{
float inv_A22 = uintBitsToFloat(equation.z);
vec2 b = unpack_floats_shared(equation.w);
- // Subtract the missing terms from the right-hand side
- // (it couldn't be done earlier, because we didn't know
- // the values of the neighboring pixels; they change for
- // each SOR iteration).
- float smooth_l = textureOffset(smoothness_x_tex, tc, ivec2(-1, 0)).x;
- float smooth_r = texture(smoothness_x_tex, tc).x;
- float smooth_d = textureOffset(smoothness_y_tex, tc, ivec2( 0, -1)).x;
- float smooth_u = texture(smoothness_y_tex, tc).x;
- b += smooth_l * textureOffset(diff_flow_tex, tc, ivec2(-1, 0)).xy;
- b += smooth_r * textureOffset(diff_flow_tex, tc, ivec2( 1, 0)).xy;
- b += smooth_d * textureOffset(diff_flow_tex, tc, ivec2( 0, -1)).xy;
- b += smooth_u * textureOffset(diff_flow_tex, tc, ivec2( 0, 1)).xy;
+ if (zero_diff_flow) {
+ diff_flow = vec2(0.0f);
+ } else {
+ // Subtract the missing terms from the right-hand side
+ // (it couldn't be done earlier, because we didn't know
+ // the values of the neighboring pixels; they change for
+ // each SOR iteration).
+ float smooth_l = textureOffset(smoothness_x_tex, tc, ivec2(-1, 0)).x;
+ float smooth_r = texture(smoothness_x_tex, tc).x;
+ float smooth_d = textureOffset(smoothness_y_tex, tc, ivec2( 0, -1)).x;
+ float smooth_u = texture(smoothness_y_tex, tc).x;
+ b += smooth_l * textureOffset(diff_flow_tex, tc, ivec2(-1, 0)).xy;
+ b += smooth_r * textureOffset(diff_flow_tex, tc, ivec2( 1, 0)).xy;
+ b += smooth_d * textureOffset(diff_flow_tex, tc, ivec2( 0, -1)).xy;
+ b += smooth_u * textureOffset(diff_flow_tex, tc, ivec2( 0, 1)).xy;
+ diff_flow = texture(diff_flow_tex, tc).xy;
+ }
const float omega = 1.8; // Marginally better than 1.6, it seems.
- diff_flow = texture(diff_flow_tex, tc).xy;
// From https://en.wikipedia.org/wiki/Successive_over-relaxation.
float sigma_u = A12 * diff_flow.y;