]> git.sesse.net Git - nageru/commitdiff
Fix an issue where we would lose >1 ms for computing flow on NVIDIA, due to lack...
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Thu, 2 Aug 2018 15:59:58 +0000 (17:59 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Thu, 2 Aug 2018 17:11:30 +0000 (19:11 +0200)
equations.frag
flow.cpp
smoothness.frag
sor.frag

index 51e1394e13bfcc00d37ac70d3c8366a195e5930d..6c4fa5d2c9bb847226f75c7b3504cd5f3e53d6d2 100644 (file)
@@ -14,6 +14,8 @@ uniform float delta;
 // Relative weighting of gradient term.
 uniform float gamma;
 
+uniform bool zero_diff_flow;
+
 // Similar to packHalf2x16, but the two values share exponent, and are stored
 // as 12-bit fixed point numbers multiplied by that exponent (the leading one
 // can't be implicit in this kind of format). This allows us to store a much
@@ -56,9 +58,14 @@ uint pack_floats_shared(float a, float b)
 void main()
 {
        // Read the flow (on top of the u0/v0 flow).
-       vec2 diff_flow = texture(diff_flow_tex, tc).xy;
-       float du = diff_flow.x;
-       float dv = diff_flow.y;
+       float du, dv;
+       if (zero_diff_flow) {
+               du = dv = 0.0f;
+       } else {
+               vec2 diff_flow = texture(diff_flow_tex, tc).xy;
+               du = diff_flow.x;
+               dv = diff_flow.y;
+       }
 
        // Read the first derivatives.
        vec2 I_x_y = texture(I_x_y_tex, tc).xy;
index cb747c91762b9692432966e27e2350a7c15e160d..d914d688fa550cdcaf2ad0341992547018c81ffd 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -586,6 +586,8 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d
        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);
 }
 
@@ -713,7 +715,7 @@ void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, in
 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;
@@ -724,7 +726,7 @@ private:
        GLuint smoothness_vao;
 
        GLuint uniform_flow_tex, uniform_diff_flow_tex;
-       GLuint uniform_alpha;
+       GLuint uniform_alpha, uniform_zero_diff_flow;
 };
 
 ComputeSmoothness::ComputeSmoothness()
@@ -745,15 +747,17 @@ 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);
 
@@ -783,7 +787,7 @@ void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoot
 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;
@@ -797,7 +801,7 @@ private:
        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()
@@ -824,9 +828,10 @@ 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);
 
@@ -839,6 +844,7 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex
        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);
@@ -854,7 +860,7 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex
 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;
@@ -867,7 +873,7 @@ private:
        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()
@@ -890,9 +896,10 @@ 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);
 
@@ -901,6 +908,8 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_te
        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
@@ -919,6 +928,10 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_te
                }
                {
                        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) {
@@ -1174,9 +1187,8 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_stra
 
                // 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.
                {
@@ -1220,9 +1232,9 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_stra
                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);
@@ -1237,20 +1249,20 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_stra
                        // 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);
                        }
                }
 
@@ -1365,6 +1377,12 @@ void Splat::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backw
 
        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);
@@ -1651,13 +1669,6 @@ GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLui
 
        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);
index adc3dcf910a617569cd424b02d60d28f34f48685..218d6dfcb5401e7e5129fb8823c2026b0c7bec17 100644 (file)
@@ -9,11 +9,16 @@ uniform sampler2D flow_tex, diff_flow_tex;
 // 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);
@@ -23,29 +28,56 @@ void main()
 {
        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);
index ac5b83c09f7be1c8a6eb66267562b5fcf2f74d78..2b68597de3029c912eea11a37f4c60462deaa5ea 100644 (file)
--- a/sor.frag
+++ b/sor.frag
@@ -8,6 +8,8 @@ uniform sampler2D diff_flow_tex, smoothness_x_tex, smoothness_y_tex;
 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)
 {
@@ -43,21 +45,25 @@ void main()
        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;