]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Print out the first flow pair, too.
[nageru] / flow.cpp
index cf208a64d0efcb8f4dfe3a1278e28f450bdb0434..001b14af8cd173068c36f4198211f4fc3dc648a5 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -37,7 +37,10 @@ constexpr unsigned patch_size_pixels = 12;
 // since we have different normalizations and ranges in some cases.
 float vr_gamma = 10.0f, vr_delta = 5.0f, vr_alpha = 10.0f;
 
+bool enable_timing = true;
+
 // Some global OpenGL objects.
+// TODO: These should really be part of DISComputeFlow.
 GLuint nearest_sampler, linear_sampler, smoothness_sampler;
 GLuint vertex_vbo;
 
@@ -922,6 +925,10 @@ private:
 
 pair<GLuint, GLuint> GPUTimers::begin_timer(const string &name, int level)
 {
+       if (!enable_timing) {
+               return make_pair(0, 0);
+       }
+
        GLuint queries[2];
        glGenQueries(2, queries);
        glQueryCounter(queries[0], GL_TIMESTAMP);
@@ -973,7 +980,7 @@ public:
 
        void end()
        {
-               if (!ended) {
+               if (enable_timing && !ended) {
                        glQueryCounter(query.second, GL_TIMESTAMP);
                        ended = true;
                }
@@ -986,69 +993,45 @@ private:
        bool ended = false;
 };
 
-int main(int argc, char **argv)
-{
-        static const option long_options[] = {
-                { "alpha", required_argument, 0, 'a' },
-                { "delta", required_argument, 0, 'd' },
-                { "gamma", required_argument, 0, 'g' }
-       };
+class DISComputeFlow {
+public:
+       DISComputeFlow(int width, int height);
 
-       for ( ;; ) {
-               int option_index = 0;
-               int c = getopt_long(argc, argv, "a:d:g:", long_options, &option_index);
+       // Returns a texture that must be released with release_texture()
+       // after use.
+       GLuint exec(GLuint tex0, GLuint tex1);
+       void release_texture(GLuint tex);
 
-               if (c == -1) {
-                       break;
-               }
-               switch (c) {
-               case 'a':
-                       vr_alpha = atof(optarg);
-                       break;
-               case 'd':
-                       vr_delta = atof(optarg);
-                       break;
-               case 'g':
-                       vr_gamma = atof(optarg);
-                       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);
+private:
+       int width, height;
+       GLuint initial_flow_tex;
 
-       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);
-       SDL_Window *window = SDL_CreateWindow("OpenGL window",
-                       SDL_WINDOWPOS_UNDEFINED,
-                       SDL_WINDOWPOS_UNDEFINED,
-                       64, 64,
-                       SDL_WINDOW_OPENGL);
-       SDL_GLContext context = SDL_GL_CreateContext(window);
-       assert(context != nullptr);
+       // The various passes.
+       Sobel sobel;
+       MotionSearch motion_search;
+       Densify densify;
+       Prewarp prewarp;
+       Derivatives derivatives;
+       ComputeSmoothness compute_smoothness;
+       SetupEquations setup_equations;
+       SOR sor;
+       AddBaseFlow add_base_flow;
+       ResizeFlow resize_flow;
 
-       // Load pictures.
-       unsigned width1, height1, width2, height2;
-       GLuint tex0 = load_texture(argc >= (optind + 1) ? argv[optind] : "test1499.png", &width1, &height1);
-       GLuint tex1 = load_texture(argc >= (optind + 2) ? argv[optind + 1] : "test1500.png", &width2, &height2);
+       struct Texture {
+               GLuint tex_num;
+               GLenum format;
+               GLuint width, height;
+               bool in_use = false;
+       };
+       vector<Texture> textures;
 
-       if (width1 != width2 || height1 != height2) {
-               fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
-                       width1, height1, width2, height2);
-               exit(1);
-       }
+       GLuint get_texture(GLenum format, GLuint width, GLuint height);
+};
 
+DISComputeFlow::DISComputeFlow(int width, int height)
+       : width(width), height(height)
+{
        // Make some samplers.
        glCreateSamplers(1, &nearest_sampler);
        glSamplerParameteri(nearest_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@@ -1072,39 +1055,20 @@ int main(int argc, char **argv)
        float zero[] = { 0.0f, 0.0f, 0.0f, 0.0f };
        glSamplerParameterfv(smoothness_sampler, GL_TEXTURE_BORDER_COLOR, zero);
 
-       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);
-
        // Initial flow is zero, 1x1.
-       GLuint initial_flow_tex;
        glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex);
        glTextureStorage2D(initial_flow_tex, 1, GL_RG16F, 1, 1);
        glClearTexImage(initial_flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
-       int prev_level_width = 1, prev_level_height = 1;
-
-       GLuint prev_level_flow_tex = initial_flow_tex;
+}
 
-       Sobel sobel;
-       MotionSearch motion_search;
-       Densify densify;
-       Prewarp prewarp;
-       Derivatives derivatives;
-       ComputeSmoothness compute_smoothness;
-       SetupEquations setup_equations;
-       SOR sor;
-       AddBaseFlow add_base_flow;
-       ResizeFlow resize_flow;
+GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
+{
+       for (const Texture &tex : textures) {
+               assert(!tex.in_use);
+       }
 
-       GLuint query;
-       glGenQueries(1, &query);
-       glBeginQuery(GL_TIME_ELAPSED, query);
+       int prev_level_width = 1, prev_level_height = 1;
+       GLuint prev_level_flow_tex = initial_flow_tex;
 
        GPUTimers timers;
 
@@ -1114,8 +1078,8 @@ int main(int argc, char **argv)
                snprintf(timer_name, sizeof(timer_name), "Level %d", level);
                ScopedTimer level_timer(timer_name, &total_timer);
 
-               int level_width = width1 >> level;
-               int level_height = height1 >> level;
+               int level_width = width >> level;
+               int level_height = height >> level;
                float patch_spacing_pixels = patch_size_pixels * (1.0f - patch_overlap_ratio);
                int width_patches = 1 + lrintf((level_width - patch_size_pixels) / patch_spacing_pixels);
                int height_patches = 1 + lrintf((level_height - patch_size_pixels) / patch_spacing_pixels);
@@ -1132,9 +1096,7 @@ int main(int argc, char **argv)
 
                // 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.
                {
@@ -1146,22 +1108,19 @@ int main(int argc, char **argv)
                // 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.
@@ -1169,6 +1128,7 @@ int main(int argc, char **argv)
                        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);
@@ -1180,52 +1140,40 @@ int main(int argc, char **argv)
                // 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,
@@ -1249,6 +1197,13 @@ int main(int argc, char **argv)
                        }
                }
 
+               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.
@@ -1257,7 +1212,11 @@ int main(int argc, char **argv)
                        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;
@@ -1267,34 +1226,81 @@ int main(int argc, char **argv)
        timers.print();
 
        // Scale up the flow to the final size (if needed).
-       GLuint final_tex;
        if (finest_level == 0) {
-               final_tex = prev_level_flow_tex;
+               return prev_level_flow_tex;
        } else {
-               glCreateTextures(GL_TEXTURE_2D, 1, &final_tex);
-               glTextureStorage2D(final_tex, 1, GL_RG16F, width1, height1);
-               resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width1, height1);
+               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;
        }
+}
 
-       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());
+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;
+               }
+       }
 
-       FILE *fp = fopen("flow.ppm", "wb");
-       FILE *flowfp = fopen("flow.flo", "wb");
-       fprintf(fp, "P6\n%d %d\n255\n", width1, height1);
+       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);
+}
+
+void write_flow(const char *filename, const float *dense_flow, unsigned width, unsigned height)
+{
+       FILE *flowfp = fopen(filename, "wb");
        fprintf(flowfp, "FEIH");
-       fwrite(&width1, 4, 1, flowfp);
-       fwrite(&height1, 4, 1, flowfp);
-       for (unsigned y = 0; y < unsigned(height1); ++y) {
-               int yy = height1 - y - 1;
-               for (unsigned x = 0; x < unsigned(width1); ++x) {
-                       float du = dense_flow[(yy * width1 + x) * 2 + 0];
-                       float dv = dense_flow[(yy * width1 + x) * 2 + 1];
+       fwrite(&width, 4, 1, flowfp);
+       fwrite(&height, 4, 1, flowfp);
+       for (unsigned y = 0; y < 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];
 
                        dv = -dv;
 
                        fwrite(&du, 4, 1, flowfp);
                        fwrite(&dv, 4, 1, flowfp);
+               }
+       }
+       fclose(flowfp);
+}
+
+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];
+
+                       dv = -dv;
 
                        uint8_t r, g, b;
                        flow2rgb(du, dv, &r, &g, &b);
@@ -1304,7 +1310,138 @@ int main(int argc, char **argv)
                }
        }
        fclose(fp);
-       fclose(flowfp);
+}
+
+int main(int argc, char **argv)
+{
+        static const option long_options[] = {
+                { "alpha", required_argument, 0, 'a' },
+                { "delta", required_argument, 0, 'd' },
+                { "gamma", required_argument, 0, 'g' },
+               { "disable-timing", no_argument, 0, 1000 }
+       };
+
+       for ( ;; ) {
+               int option_index = 0;
+               int c = getopt_long(argc, argv, "a:d:g:", long_options, &option_index);
+
+               if (c == -1) {
+                       break;
+               }
+               switch (c) {
+               case 'a':
+                       vr_alpha = atof(optarg);
+                       break;
+               case 'd':
+                       vr_delta = atof(optarg);
+                       break;
+               case 'g':
+                       vr_gamma = atof(optarg);
+                       break;
+               case 1000:
+                       enable_timing = false;
+                       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);
+       SDL_Window *window = SDL_CreateWindow("OpenGL window",
+                       SDL_WINDOWPOS_UNDEFINED,
+                       SDL_WINDOWPOS_UNDEFINED,
+                       64, 64,
+                       SDL_WINDOW_OPENGL);
+       SDL_GLContext context = SDL_GL_CreateContext(window);
+       assert(context != nullptr);
+
+       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";
+       fprintf(stderr, "%s %s -> %s\n", filename0, filename1, flow_filename);
+
+       // Load pictures.
+       unsigned width1, height1, width2, height2;
+       GLuint tex0 = load_texture(filename0, &width1, &height1);
+       GLuint tex1 = load_texture(filename1, &width2, &height2);
+
+       if (width1 != width2 || height1 != height2) {
+               fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
+                       width1, height1, width2, height2);
+               exit(1);
+       }
+
+       // 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);
+
+       DISComputeFlow compute_flow(width1, height1);
+       GLuint final_tex = compute_flow.exec(tex0, tex1);
+
+       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);
+
+       write_flow(flow_filename, dense_flow.get(), width1, height1);
+       write_ppm("flow.ppm", dense_flow.get(), width1, height1);
+
+       dense_flow.reset();
+
+       // 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];
+               fprintf(stderr, "%s %s -> %s\n", filename0, filename1, flow_filename);
+
+               GLuint width, height;
+               GLuint tex0 = load_texture(filename0, &width, &height);
+               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);
+               }
+
+               GLuint tex1 = load_texture(filename1, &width, &height);
+               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);
+               }
+
+               GLuint final_tex = compute_flow.exec(tex0, tex1);
+
+               unique_ptr<float[]> dense_flow(new float[width * height * 2]);
+               glGetTextureImage(final_tex, 0, GL_RG, GL_FLOAT, width * height * 2 * sizeof(float), dense_flow.get());
+
+               compute_flow.release_texture(final_tex);
+
+               write_flow(flow_filename, dense_flow.get(), width, height);
+       }
 
        fprintf(stderr, "err = %d\n", glGetError());
 }