]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Add a FIXME on the scissor.
[nageru] / flow.cpp
index 177a14062ca769843bf1809a0278e0f1e51afb4f..1946569b1e21d2f06184deacadfa44b3085c7073 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -21,6 +21,7 @@
 
 #include <algorithm>
 #include <memory>
+#include <vector>
 
 #define BUFFER_OFFSET(i) ((char *)nullptr + (i))
 
@@ -386,6 +387,8 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d
 
        float patch_spacing_x = float(level_width - patch_size_pixels) / (width_patches - 1);
        float patch_spacing_y = float(level_height - patch_size_pixels) / (height_patches - 1);
+       if (width_patches == 1) patch_spacing_x = 0.0f;  // Avoid infinities.
+       if (height_patches == 1) patch_spacing_y = 0.0f;
        glProgramUniform2f(densify_program, uniform_patch_spacing,
                patch_spacing_x / level_width,
                patch_spacing_y / level_height);
@@ -580,9 +583,12 @@ void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoot
        glViewport(0, 0, level_width, level_height);
 
        // Make sure the smoothness on the right and upper borders is zero.
-       // We could have done this by making a (W-1)x(H-1) texture instead
+       // We could have done this by making (W-1)xH and Wx(H-1) textures instead
        // (we're sampling smoothness with all-zero border color), but we'd
        // have to adjust the sampling coordinates, which is annoying.
+       //
+       // FIXME: We shouldn't scissor width for horizontal,
+       // and we shouldn't scissor height for vertical
        glScissor(0, 0, level_width - 1, level_height - 1);
        glEnable(GL_SCISSOR_TEST);
 
@@ -709,6 +715,8 @@ SOR::SOR()
 
        uniform_diff_flow_tex = glGetUniformLocation(sor_program, "diff_flow_tex");
        uniform_equation_tex = glGetUniformLocation(sor_program, "equation_tex");
+       uniform_smoothness_x_tex = glGetUniformLocation(sor_program, "smoothness_x_tex");
+       uniform_smoothness_y_tex = glGetUniformLocation(sor_program, "smoothness_y_tex");
 }
 
 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)
@@ -737,6 +745,139 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_te
        }
 }
 
+// Simply add the differential flow found by the variational refinement to the base flow.
+// The output is in diff_flow_tex; we don't need to make a new texture.
+class AddBaseFlow {
+public:
+       AddBaseFlow();
+       void exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height);
+
+private:
+       GLuint add_flow_vs_obj;
+       GLuint add_flow_fs_obj;
+       GLuint add_flow_program;
+       GLuint add_flow_vao;
+
+       GLuint uniform_base_flow_tex;
+};
+
+AddBaseFlow::AddBaseFlow()
+{
+       add_flow_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       add_flow_fs_obj = compile_shader(read_file("add_base_flow.frag"), GL_FRAGMENT_SHADER);
+       add_flow_program = link_program(add_flow_vs_obj, add_flow_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &add_flow_vao);
+       glBindVertexArray(add_flow_vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = glGetAttribLocation(add_flow_program, "position");
+       glEnableVertexArrayAttrib(add_flow_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_base_flow_tex = glGetUniformLocation(add_flow_program, "base_flow_tex");
+}
+
+void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height)
+{
+       glUseProgram(add_flow_program);
+
+       bind_sampler(add_flow_program, uniform_base_flow_tex, 0, base_flow_tex, nearest_sampler);
+
+       GLuint add_flow_fbo;  // TODO: cleanup
+       glCreateFramebuffers(1, &add_flow_fbo);
+       glNamedFramebufferTexture(add_flow_fbo, GL_COLOR_ATTACHMENT0, diff_flow_tex, 0);
+
+       glViewport(0, 0, level_width, level_height);
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_ONE, GL_ONE);
+       glBindVertexArray(add_flow_vao);
+       glBindFramebuffer(GL_FRAMEBUFFER, add_flow_fbo);
+
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
+class GPUTimers {
+public:
+       void print();
+       pair<GLuint, GLuint> begin_timer(const string &name, int level);
+
+private:
+       struct Timer {
+               string name;
+               int level;
+               pair<GLuint, GLuint> query;
+       };
+       vector<Timer> timers;
+};
+
+pair<GLuint, GLuint> GPUTimers::begin_timer(const string &name, int level)
+{
+       GLuint queries[2];
+       glGenQueries(2, queries);
+       glQueryCounter(queries[0], GL_TIMESTAMP);
+
+       Timer timer;
+       timer.name = name;
+       timer.level = level;
+       timer.query.first = queries[0];
+       timer.query.second = queries[1];
+       timers.push_back(timer);
+       return timer.query;
+}
+
+void GPUTimers::print()
+{
+       for (const Timer &timer : timers) {
+               // NOTE: This makes the CPU wait for the GPU.
+               GLuint64 time_start, time_end;
+               glGetQueryObjectui64v(timer.query.first, GL_QUERY_RESULT, &time_start);
+               glGetQueryObjectui64v(timer.query.second, GL_QUERY_RESULT, &time_end);
+               //fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
+               for (int i = 0; i < timer.level * 2; ++i) {
+                       fprintf(stderr, " ");
+               }
+               fprintf(stderr, "%-30s %4.1f ms\n", timer.name.c_str(), (time_end - time_start) / 1e6);
+       }
+}
+
+// A simple RAII class for timing until the end of the scope.
+class ScopedTimer {
+public:
+       ScopedTimer(const string &name, GPUTimers *timers)
+               : timers(timers), level(0)
+       {
+               query = timers->begin_timer(name, level);
+       }
+
+       ScopedTimer(const string &name, ScopedTimer *parent_timer)
+               : timers(parent_timer->timers),
+                 level(parent_timer->level + 1)
+       {
+               query = timers->begin_timer(name, level);
+       }
+
+       ~ScopedTimer()
+       {
+               end();
+       }
+
+       void end()
+       {
+               if (!ended) {
+                       glQueryCounter(query.second, GL_TIMESTAMP);
+                       ended = true;
+               }
+       }
+
+private:
+       GPUTimers *timers;
+       int level;
+       pair<GLuint, GLuint> query;
+       bool ended = false;
+};
+
 int main(void)
 {
        if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
@@ -800,7 +941,7 @@ int main(void)
        // Initial flow is zero, 1x1.
        GLuint initial_flow_tex;
        glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex);
-       glTextureStorage2D(initial_flow_tex, 1, GL_RGB32F, 1, 1);
+       glTextureStorage2D(initial_flow_tex, 1, GL_RG16F, 1, 1);
 
        GLuint prev_level_flow_tex = initial_flow_tex;
 
@@ -812,12 +953,20 @@ int main(void)
        ComputeSmoothness compute_smoothness;
        SetupEquations setup_equations;
        SOR sor;
+       AddBaseFlow add_base_flow;
 
        GLuint query;
        glGenQueries(1, &query);
        glBeginQuery(GL_TIME_ELAPSED, query);
 
+       GPUTimers timers;
+
+       ScopedTimer total_timer("Total", &timers);
        for (int level = coarsest_level; level >= int(finest_level); --level) {
+               char timer_name[256];
+               snprintf(timer_name, sizeof(timer_name), "Level %d", level);
+               ScopedTimer level_timer(timer_name, &total_timer);
+
                int level_width = WIDTH >> level;
                int level_height = HEIGHT >> level;
                float patch_spacing_pixels = patch_size_pixels * (1.0f - patch_overlap_ratio);
@@ -841,7 +990,10 @@ int main(void)
                glTextureStorage2D(grad0_tex, 1, GL_RG16F, level_width, level_height);
 
                // Find the derivative.
-               sobel.exec(tex0_view, grad0_tex, level_width, level_height);
+               {
+                       ScopedTimer timer("Sobel", &level_timer);
+                       sobel.exec(tex0_view, grad0_tex, level_width, level_height);
+               }
 
                // Motion search to find the initial flow. We use the flow from the previous
                // level (sampled bilinearly; no fancy tricks) as a guide, then search from there.
@@ -852,7 +1004,10 @@ int main(void)
                glTextureStorage2D(flow_out_tex, 1, GL_RGB16F, width_patches, height_patches);
 
                // And draw.
-               motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, width_patches, height_patches);
+               {
+                       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, width_patches, height_patches);
+               }
 
                // Densification.
 
@@ -862,10 +1017,13 @@ int main(void)
                glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
 
                // And draw.
-               densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches);
+               {
+                       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);
+               }
 
                // Everything below here in the loop belongs to variational refinement.
-               // It is not done yet.
+               ScopedTimer varref_timer("Variational refinement", &level_timer);
 
                // Prewarping; create I and I_t.
                GLuint I_tex, I_t_tex;
@@ -873,7 +1031,10 @@ int main(void)
                glCreateTextures(GL_TEXTURE_2D, 1, &I_t_tex);
                glTextureStorage2D(I_tex, 1, GL_R16F, level_width, level_height);
                glTextureStorage2D(I_t_tex, 1, GL_R16F, level_width, level_height);
-               prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, level_width, level_height);
+               {
+                       ScopedTimer timer("Prewarping", &varref_timer);
+                       prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, level_width, level_height);
+               }
 
                // 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
@@ -885,7 +1046,10 @@ int main(void)
                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);
-               derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, 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);
+               }
 
                // 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.
@@ -909,33 +1073,43 @@ int main(void)
                for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) {
                        // Calculate the smoothness terms between the neighboring pixels,
                        // both in x and y direction.
-                       compute_smoothness.exec(dense_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+                       {
+                               ScopedTimer timer("Compute smoothness", &varref_timer);
+                               compute_smoothness.exec(dense_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+                       }
 
                        // Set up the 2x2 equation system for each pixel.
-                       setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, dense_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
+                       {
+                               ScopedTimer timer("Set up equations", &varref_timer);
+                               setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, dense_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
+                       }
 
                        // Run a few SOR (or quasi-SOR, since we're not really Jacobi) iterations.
                        // Note that these are to/from the same texture.
-                       sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5);
+                       {
+                               ScopedTimer timer("SOR", &varref_timer);
+                               sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5);
+                       }
+               }
+
+               // 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.
+               {
+                       ScopedTimer timer("Add differential flow", &varref_timer);
+                       add_base_flow.exec(dense_flow_tex, du_dv_tex, level_width, level_height);
                }
 
-               prev_level_flow_tex = dense_flow_tex;
+               prev_level_flow_tex = du_dv_tex;
        }
-       glEndQuery(GL_TIME_ELAPSED);
+       total_timer.end();
 
-       GLint available;
-       do {
-               glGetQueryObjectiv(query, GL_QUERY_RESULT_AVAILABLE, &available);
-               usleep(1000);
-       } while (!available);
-       GLuint64 time_elapsed;
-       glGetQueryObjectui64v(query, GL_QUERY_RESULT, &time_elapsed);
-       fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
+       timers.print();
 
        int level_width = WIDTH >> finest_level;
        int level_height = HEIGHT >> finest_level;
-       unique_ptr<float[]> dense_flow(new float[level_width * level_height * 3]);
-       glGetTextureImage(prev_level_flow_tex, 0, GL_RGB, GL_FLOAT, level_width * level_height * 3 * sizeof(float), dense_flow.get());
+       unique_ptr<float[]> dense_flow(new float[level_width * level_height * 2]);
+       glGetTextureImage(prev_level_flow_tex, 0, GL_RG, GL_FLOAT, level_width * level_height * 2 * sizeof(float), dense_flow.get());
 
        FILE *fp = fopen("flow.ppm", "wb");
        FILE *flowfp = fopen("flow.flo", "wb");
@@ -946,12 +1120,11 @@ int main(void)
        for (unsigned y = 0; y < unsigned(level_height); ++y) {
                int yy = level_height - y - 1;
                for (unsigned x = 0; x < unsigned(level_width); ++x) {
-                       float du = dense_flow[(yy * level_width + x) * 3 + 0];
-                       float dv = dense_flow[(yy * level_width + x) * 3 + 1];
-                       float w = dense_flow[(yy * level_width + x) * 3 + 2];
+                       float du = dense_flow[(yy * level_width + x) * 2 + 0];
+                       float dv = dense_flow[(yy * level_width + x) * 2 + 1];
 
-                       du = (du / w) * level_width;
-                       dv = (-dv / w) * level_height;
+                       du = du * level_width;
+                       dv = -dv * level_height;
 
                        fwrite(&du, 4, 1, flowfp);
                        fwrite(&dv, 4, 1, flowfp);