]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Use the same PBO readback system for interpolated images as flows.
[nageru] / flow.cpp
index 6a9d0eeb74ce551455e2392fb963e211759aaab3..04e9c2f4a5b79857c588b7f7902122fe094f5c59 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -1381,7 +1381,9 @@ void Splat::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backw
        bind_sampler(splat_program, uniform_image1_tex, 1, tex1, linear_sampler);
 
        // FIXME: This is set to 1.0 right now so not to trigger Haswell's “PMA stall”.
-       // Move to 2.0 later.
+       // Move to 2.0 later, or even 4.0.
+       // (Since we have hole filling, it's not critical, but larger values seem to do
+       // better than hole filling for large motion, blurs etc.)
        float splat_size = 1.0f;  // 4x4 splat means 16x overdraw, 2x2 splat means 4x overdraw.
        glProgramUniform2f(splat_program, uniform_splat_size, splat_size / width, splat_size / height);
        glProgramUniform1f(splat_program, uniform_alpha, alpha);
@@ -1415,6 +1417,196 @@ void Splat::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backw
        glDeleteFramebuffers(1, &fbo);
 }
 
+// Doing good and fast hole-filling on a GPU is nontrivial. We choose an option
+// that's fairly simple (given that most holes are really small) and also hopefully
+// cheap should the holes not be so small. Conceptually, we look for the first
+// non-hole to the left of us (ie., shoot a ray until we hit something), then
+// the first non-hole to the right of us, then up and down, and then average them
+// all together. It's going to create “stars” if the holes are big, but OK, that's
+// a tradeoff.
+//
+// Our implementation here is efficient assuming that the hierarchical Z-buffer is
+// on even for shaders that do discard (this typically kills early Z, but hopefully
+// not hierarchical Z); we set up Z so that only holes are written to, which means
+// that as soon as a hole is filled, the rasterizer should just skip it. Most of the
+// fullscreen quads should just be discarded outright, really.
+class HoleFill {
+public:
+       HoleFill();
+
+       // Output will be in flow_tex, temp_tex[0, 1, 2], representing the filling
+       // from the down, left, right and up, respectively. Use HoleBlend to merge
+       // them into one.
+       void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
+
+private:
+       PersistentFBOSet<2> fbos;
+
+       GLuint fill_vs_obj;
+       GLuint fill_fs_obj;
+       GLuint fill_program;
+       GLuint fill_vao;
+
+       GLuint uniform_tex;
+       GLuint uniform_z, uniform_sample_offset;
+};
+
+HoleFill::HoleFill()
+{
+       fill_vs_obj = compile_shader(read_file("hole_fill.vert"), GL_VERTEX_SHADER);
+       fill_fs_obj = compile_shader(read_file("hole_fill.frag"), GL_FRAGMENT_SHADER);
+       fill_program = link_program(fill_vs_obj, fill_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &fill_vao);
+       glBindVertexArray(fill_vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = glGetAttribLocation(fill_program, "position");
+       glEnableVertexArrayAttrib(fill_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_tex = glGetUniformLocation(fill_program, "tex");
+       uniform_z = glGetUniformLocation(fill_program, "z");
+       uniform_sample_offset = glGetUniformLocation(fill_program, "sample_offset");
+}
+
+void HoleFill::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height)
+{
+       glUseProgram(fill_program);
+
+       bind_sampler(fill_program, uniform_tex, 0, flow_tex, nearest_sampler);
+
+       glProgramUniform1f(fill_program, uniform_z, 1.0f - 1.0f / 1024.0f);
+
+       glViewport(0, 0, width, height);
+       glDisable(GL_BLEND);
+       glEnable(GL_DEPTH_TEST);
+       glDepthFunc(GL_LESS);  // Only update the values > 0.999f (ie., only invalid pixels).
+       glBindVertexArray(fill_vao);
+
+       // FIXME: Get this into FBOSet, so we can reuse FBOs across frames.
+       GLuint fbo;
+       glCreateFramebuffers(1, &fbo);
+       glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, flow_tex, 0);  // NOTE: Reading and writing to the same texture.
+       glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+       // Fill holes from the left, by shifting 1, 2, 4, 8, etc. pixels to the right.
+       for (int offs = 1; offs < width; offs *= 2) {
+               glProgramUniform2f(fill_program, uniform_sample_offset, -offs / float(width), 0.0f);
+               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+               glTextureBarrier();
+       }
+       glCopyImageSubData(flow_tex, GL_TEXTURE_2D, 0, 0, 0, 0, temp_tex[0], GL_TEXTURE_2D, 0, 0, 0, 0, width, height, 1);
+
+       // Similar to the right; adjust Z a bit down, so that we re-fill the pixels that
+       // were overwritten in the last algorithm.
+       glProgramUniform1f(fill_program, uniform_z, 1.0f - 2.0f / 1024.0f);
+       for (int offs = 1; offs < width; offs *= 2) {
+               glProgramUniform2f(fill_program, uniform_sample_offset, offs / float(width), 0.0f);
+               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+               glTextureBarrier();
+       }
+       glCopyImageSubData(flow_tex, GL_TEXTURE_2D, 0, 0, 0, 0, temp_tex[1], GL_TEXTURE_2D, 0, 0, 0, 0, width, height, 1);
+
+       // Up.
+       glProgramUniform1f(fill_program, uniform_z, 1.0f - 3.0f / 1024.0f);
+       for (int offs = 1; offs < height; offs *= 2) {
+               glProgramUniform2f(fill_program, uniform_sample_offset, 0.0f, -offs / float(height));
+               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+               glTextureBarrier();
+       }
+       glCopyImageSubData(flow_tex, GL_TEXTURE_2D, 0, 0, 0, 0, temp_tex[2], GL_TEXTURE_2D, 0, 0, 0, 0, width, height, 1);
+
+       // Down.
+       glProgramUniform1f(fill_program, uniform_z, 1.0f - 4.0f / 1024.0f);
+       for (int offs = 1; offs < height; offs *= 2) {
+               glProgramUniform2f(fill_program, uniform_sample_offset, 0.0f, offs / float(height));
+               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+               glTextureBarrier();
+       }
+
+       glDisable(GL_DEPTH_TEST);
+
+       glDeleteFramebuffers(1, &fbo);
+}
+
+// Blend the four directions from HoleFill into one pixel, so that single-pixel
+// holes become the average of their four neighbors.
+class HoleBlend {
+public:
+       HoleBlend();
+
+       void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
+
+private:
+       PersistentFBOSet<2> fbos;
+
+       GLuint blend_vs_obj;
+       GLuint blend_fs_obj;
+       GLuint blend_program;
+       GLuint blend_vao;
+
+       GLuint uniform_left_tex, uniform_right_tex, uniform_up_tex, uniform_down_tex;
+       GLuint uniform_z, uniform_sample_offset;
+};
+
+HoleBlend::HoleBlend()
+{
+       blend_vs_obj = compile_shader(read_file("hole_fill.vert"), GL_VERTEX_SHADER);  // Reuse the vertex shader from the fill.
+       blend_fs_obj = compile_shader(read_file("hole_blend.frag"), GL_FRAGMENT_SHADER);
+       blend_program = link_program(blend_vs_obj, blend_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &blend_vao);
+       glBindVertexArray(blend_vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = glGetAttribLocation(blend_program, "position");
+       glEnableVertexArrayAttrib(blend_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_left_tex = glGetUniformLocation(blend_program, "left_tex");
+       uniform_right_tex = glGetUniformLocation(blend_program, "right_tex");
+       uniform_up_tex = glGetUniformLocation(blend_program, "up_tex");
+       uniform_down_tex = glGetUniformLocation(blend_program, "down_tex");
+       uniform_z = glGetUniformLocation(blend_program, "z");
+       uniform_sample_offset = glGetUniformLocation(blend_program, "sample_offset");
+}
+
+void HoleBlend::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height)
+{
+       glUseProgram(blend_program);
+
+       bind_sampler(blend_program, uniform_left_tex, 0, temp_tex[0], nearest_sampler);
+       bind_sampler(blend_program, uniform_right_tex, 1, temp_tex[1], nearest_sampler);
+       bind_sampler(blend_program, uniform_up_tex, 2, temp_tex[2], nearest_sampler);
+       bind_sampler(blend_program, uniform_down_tex, 3, flow_tex, nearest_sampler);
+
+       glProgramUniform1f(blend_program, uniform_z, 1.0f - 4.0f / 1024.0f);
+       glProgramUniform2f(blend_program, uniform_sample_offset, 0.0f, 0.0f);
+
+       glViewport(0, 0, width, height);
+       glDisable(GL_BLEND);
+       glEnable(GL_DEPTH_TEST);
+       glDepthFunc(GL_LEQUAL);  // Skip over all of the pixels that were never holes to begin with.
+       glBindVertexArray(blend_vao);
+
+       // FIXME: Get this into FBOSet, so we can reuse FBOs across frames.
+       GLuint fbo;
+       glCreateFramebuffers(1, &fbo);
+       glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, flow_tex, 0);  // NOTE: Reading and writing to the same texture.
+       glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+       glDisable(GL_DEPTH_TEST);
+
+       glDeleteFramebuffers(1, &fbo);
+}
+
 class Blend {
 public:
        Blend();
@@ -1486,6 +1678,8 @@ private:
        int width, height, flow_level;
        TexturePool pool;
        Splat splat;
+       HoleFill hole_fill;
+       HoleBlend hole_blend;
        Blend blend;
 };
 
@@ -1512,22 +1706,36 @@ GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLui
        GLuint depth_tex = pool.get_texture(GL_DEPTH_COMPONENT32F, flow_width, flow_height);  // Used for ranking flows.
        {
                ScopedTimer timer("Clear", &total_timer);
-               glClearTexImage(flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
+               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);
        }
 
-       //SDL_GL_SwapWindow(window);
        {
                ScopedTimer timer("Splat", &total_timer);
                splat.exec(tex0_view, tex1_view, forward_flow_tex, backward_flow_tex, flow_tex, depth_tex, flow_width, flow_height, alpha);
        }
-       //SDL_GL_SwapWindow(window);
-       pool.release_texture(depth_tex);
        glDeleteTextures(1, &tex0_view);
        glDeleteTextures(1, &tex1_view);
 
-       GLuint output_tex = pool.get_texture(GL_RGB8, width, height);
+       GLuint temp_tex[3];
+       temp_tex[0] = pool.get_texture(GL_RG16F, flow_width, flow_height);
+       temp_tex[1] = pool.get_texture(GL_RG16F, flow_width, flow_height);
+       temp_tex[2] = pool.get_texture(GL_RG16F, flow_width, flow_height);
+
+       {
+               ScopedTimer timer("Fill holes", &total_timer);
+               hole_fill.exec(flow_tex, depth_tex, temp_tex, flow_width, flow_height);
+               hole_blend.exec(flow_tex, depth_tex, temp_tex, flow_width, flow_height);
+       }
+
+       pool.release_texture(temp_tex[0]);
+       pool.release_texture(temp_tex[1]);
+       pool.release_texture(temp_tex[2]);
+       pool.release_texture(depth_tex);
+
+       GLuint output_tex = pool.get_texture(GL_RGBA8, width, height);
        {
                ScopedTimer timer("Blend", &total_timer);
                blend.exec(tex0, tex1, flow_tex, output_tex, width, height, alpha);
@@ -1579,6 +1787,11 @@ void flip_coordinate_system(float *dense_flow, unsigned width, unsigned height)
        }
 }
 
+// Not relevant for RGB.
+void flip_coordinate_system(uint8_t *dense_flow, unsigned width, unsigned height)
+{
+}
+
 void write_flow(const char *filename, const float *dense_flow, unsigned width, unsigned height)
 {
        FILE *flowfp = fopen(filename, "wb");
@@ -1592,6 +1805,12 @@ void write_flow(const char *filename, const float *dense_flow, unsigned width, u
        fclose(flowfp);
 }
 
+// Not relevant for RGB.
+void write_flow(const char *filename, const uint8_t *dense_flow, unsigned width, unsigned height)
+{
+       assert(false);
+}
+
 void write_ppm(const char *filename, const float *dense_flow, unsigned width, unsigned height)
 {
        FILE *fp = fopen(filename, "wb");
@@ -1612,15 +1831,49 @@ void write_ppm(const char *filename, const float *dense_flow, unsigned width, un
        fclose(fp);
 }
 
+void write_ppm(const char *filename, const uint8_t *rgba, unsigned width, unsigned height)
+{
+       unique_ptr<uint8_t[]> rgb_line(new uint8_t[width * 3 + 1]);
+
+       FILE *fp = fopen(filename, "wb");
+       fprintf(fp, "P6\n%d %d\n255\n", width, height);
+       for (unsigned y = 0; y < height; ++y) {
+               unsigned y2 = height - 1 - y;
+               for (size_t x = 0; x < width; ++x) {
+                       memcpy(&rgb_line[x * 3], &rgba[(y2 * width + x) * 4], 4);
+               }
+               fwrite(rgb_line.get(), width * 3, 1, fp);
+       }
+       fclose(fp);
+}
+
+struct FlowType {
+       using type = float;
+       static constexpr GLenum gl_format = GL_RG;
+       static constexpr GLenum gl_type = GL_FLOAT;
+       static constexpr int num_channels = 2;
+};
+
+struct RGBAType {
+       using type = uint8_t;
+       static constexpr GLenum gl_format = GL_RGBA;
+       static constexpr GLenum gl_type = GL_UNSIGNED_BYTE;
+       static constexpr int num_channels = 4;
+};
+
+template <class Type>
 void finish_one_read(GLuint width, GLuint height)
 {
+       using T = typename Type::type;
+       constexpr int bytes_per_pixel = Type::num_channels * sizeof(T);
+
        assert(!reads_in_progress.empty());
        ReadInProgress read = reads_in_progress.front();
        reads_in_progress.pop_front();
 
-       unique_ptr<float[]> flow(new float[width * height * 2]);
-       void *buf = glMapNamedBufferRange(read.pbo, 0, width * height * 2 * sizeof(float), GL_MAP_READ_BIT);  // Blocks if the read isn't done yet.
-       memcpy(flow.get(), buf, width * height * 2 * sizeof(float));
+       unique_ptr<T[]> flow(new typename Type::type[width * height * Type::num_channels]);
+       void *buf = glMapNamedBufferRange(read.pbo, 0, width * height * bytes_per_pixel, GL_MAP_READ_BIT);  // Blocks if the read isn't done yet.
+       memcpy(flow.get(), buf, width * height * bytes_per_pixel);  // TODO: Unneeded for RGBType, since flip_coordinate_system() does nothing.:
        glUnmapNamedBuffer(read.pbo);
        spare_pbos.push(read.pbo);
 
@@ -1634,16 +1887,20 @@ void finish_one_read(GLuint width, GLuint height)
        }
 }
 
+template <class Type>
 void schedule_read(GLuint tex, GLuint width, GLuint height, const char *filename0, const char *filename1, const char *flow_filename, const char *ppm_filename)
 {
+       using T = typename Type::type;
+       constexpr int bytes_per_pixel = Type::num_channels * sizeof(T);
+
        if (spare_pbos.empty()) {
-               finish_one_read(width, height);
+               finish_one_read<Type>(width, height);
        }
        assert(!spare_pbos.empty());
        reads_in_progress.emplace_back(ReadInProgress{ spare_pbos.top(), filename0, filename1, flow_filename, ppm_filename });
        glBindBuffer(GL_PIXEL_PACK_BUFFER, spare_pbos.top());
        spare_pbos.pop();
-       glGetTextureImage(tex, 0, GL_RG, GL_FLOAT, width * height * 2 * sizeof(float), nullptr);
+       glGetTextureImage(tex, 0, Type::gl_format, Type::gl_type, width * height * bytes_per_pixel, nullptr);
        glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
 }
 
@@ -1691,7 +1948,7 @@ void compute_flow_only(int argc, char **argv, int optind)
        DISComputeFlow compute_flow(width1, height1);
        GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
 
-       schedule_read(final_tex, width1, height1, filename0, filename1, flow_filename, "flow.ppm");
+       schedule_read<FlowType>(final_tex, width1, height1, filename0, filename1, flow_filename, "flow.ppm");
        compute_flow.release_texture(final_tex);
 
        // See if there are more flows on the command line (ie., more than three arguments),
@@ -1724,14 +1981,14 @@ void compute_flow_only(int argc, char **argv, int optind)
 
                GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
 
-               schedule_read(final_tex, width1, height1, filename0, filename1, flow_filename, "");
+               schedule_read<FlowType>(final_tex, width1, height1, filename0, filename1, flow_filename, "");
                compute_flow.release_texture(final_tex);
        }
        glDeleteTextures(1, &tex0_gray);
        glDeleteTextures(1, &tex1_gray);
 
        while (!reads_in_progress.empty()) {
-               finish_one_read(width1, height1);
+               finish_one_read<FlowType>(width1, height1);
        }
 }
 
@@ -1762,14 +2019,13 @@ void interpolate_image(int argc, char **argv, int optind)
        GLuint pbos[5];
        glCreateBuffers(5, pbos);
        for (int i = 0; i < 5; ++i) {
-               glNamedBufferData(pbos[i], width1 * height1 * 2 * sizeof(float), nullptr, GL_STREAM_READ);
+               glNamedBufferData(pbos[i], width1 * height1 * 4 * sizeof(uint8_t), nullptr, GL_STREAM_READ);
                spare_pbos.push(pbos[i]);
        }
 
        DISComputeFlow compute_flow(width1, height1);
        GrayscaleConversion gray;
        Interpolate interpolate(width1, height1, finest_level);
-       //Interpolate interpolate(width1, height1, 0);
 
        int levels = find_num_levels(width1, height1);
        GLuint tex0_gray, tex1_gray;
@@ -1788,26 +2044,19 @@ void interpolate_image(int argc, char **argv, int optind)
        GLuint backward_flow_tex = compute_flow.exec(tex1_gray, tex0_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
 
        for (int frameno = 1; frameno < 60; ++frameno) {
+               char ppm_filename[256];
+               snprintf(ppm_filename, sizeof(ppm_filename), "interp%04d.ppm", frameno);
+
                float alpha = frameno / 60.0f;
                GLuint interpolated_tex = interpolate.exec(tex0, tex1, forward_flow_tex, backward_flow_tex, width1, height1, alpha);
 
-               unique_ptr<uint8_t[]> rgb(new uint8_t[width1 * height1 * 3]);
-               glGetTextureImage(interpolated_tex, 0, GL_RGB, GL_UNSIGNED_BYTE, width1 * height1 * 3, rgb.get());
-
-               char buf[256];
-               snprintf(buf, sizeof(buf), "interp%04d.ppm", frameno);
-               FILE *fp = fopen(buf, "wb");
-               fprintf(fp, "P6\n%d %d\n255\n", width1, height1);
-               for (unsigned y = 0; y < height1; ++y) {
-                       unsigned y2 = height1 - 1 - y;
-                       fwrite(rgb.get() + y2 * width1 * 3, width1 * 3, 1, fp);
-               }
-               fclose(fp);
+               schedule_read<RGBAType>(interpolated_tex, width1, height1, filename0, filename1, "", ppm_filename);
+               interpolate.release_texture(interpolated_tex);
        }
 
-       //schedule_read(interpolated_tex, width1, height1, filename0, filename1, "", "halfflow.ppm");
-       //interpolate.release_texture(interpolated_tex);
-       //finish_one_read(width1, height1);
+       while (!reads_in_progress.empty()) {
+               finish_one_read<RGBAType>(width1, height1);
+       }
 }
 
 int main(int argc, char **argv)