float vr_alpha = 1.0f, vr_delta = 0.25f, vr_gamma = 0.25f;
bool enable_timing = true;
+bool detailed_timing = false;
+bool enable_warmup = false;
+bool in_warmup = false;
bool enable_variational_refinement = true; // Just for debugging.
bool enable_interpolation = false;
return program;
}
-GLuint generate_vbo(GLint size, GLsizeiptr data_size, const GLvoid *data)
-{
- GLuint vbo;
- glCreateBuffers(1, &vbo);
- glBufferData(GL_ARRAY_BUFFER, data_size, data, GL_STATIC_DRAW);
- glNamedBufferData(vbo, data_size, data, GL_STATIC_DRAW);
- return vbo;
-}
-
-GLuint fill_vertex_attribute(GLuint vao, GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
-{
- int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str());
- if (attrib == -1) {
- return -1;
- }
-
- GLuint vbo = generate_vbo(size, data_size, data);
-
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glEnableVertexArrayAttrib(vao, attrib);
- glVertexAttribPointer(attrib, size, type, GL_FALSE, 0, BUFFER_OFFSET(0));
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- return vbo;
-}
-
void bind_sampler(GLuint program, GLint location, GLuint texture_unit, GLuint tex, GLuint sampler)
{
if (location == -1) {
void render_to(const array<GLuint, num_elements> &textures);
// Convenience wrappers.
- void render_to(GLuint texture0, enable_if<num_elements == 1> * = nullptr) {
+ void render_to(GLuint texture0) {
render_to({{texture0}});
}
- void render_to(GLuint texture0, GLuint texture1, enable_if<num_elements == 2> * = nullptr) {
+ void render_to(GLuint texture0, GLuint texture1) {
render_to({{texture0, texture1}});
}
- void render_to(GLuint texture0, GLuint texture1, GLuint texture2, enable_if<num_elements == 3> * = nullptr) {
+ void render_to(GLuint texture0, GLuint texture1, GLuint texture2) {
render_to({{texture0, texture1, texture2}});
}
- void render_to(GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3, enable_if<num_elements == 4> * = nullptr) {
+ void render_to(GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) {
render_to({{texture0, texture1, texture2, texture3}});
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
+// Same, but with a depth texture.
+template<size_t num_elements>
+class PersistentFBOSetWithDepth {
+public:
+ void render_to(GLuint depth_rb, const array<GLuint, num_elements> &textures);
+
+ // Convenience wrappers.
+ void render_to(GLuint depth_rb, GLuint texture0) {
+ render_to(depth_rb, {{texture0}});
+ }
+
+ void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1) {
+ render_to(depth_rb, {{texture0, texture1}});
+ }
+
+ void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1, GLuint texture2) {
+ render_to(depth_rb, {{texture0, texture1, texture2}});
+ }
+
+ void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) {
+ render_to(depth_rb, {{texture0, texture1, texture2, texture3}});
+ }
+
+private:
+ // TODO: Delete these on destruction.
+ map<pair<GLuint, array<GLuint, num_elements>>, GLuint> fbos;
+};
+
+template<size_t num_elements>
+void PersistentFBOSetWithDepth<num_elements>::render_to(GLuint depth_rb, const array<GLuint, num_elements> &textures)
+{
+ auto key = make_pair(depth_rb, textures);
+
+ auto it = fbos.find(key);
+ if (it != fbos.end()) {
+ glBindFramebuffer(GL_FRAMEBUFFER, it->second);
+ return;
+ }
+
+ GLuint fbo;
+ glCreateFramebuffers(1, &fbo);
+ GLenum bufs[num_elements];
+ glNamedFramebufferRenderbuffer(fbo, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rb);
+ for (size_t i = 0; i < num_elements; ++i) {
+ glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0 + i, textures[i], 0);
+ bufs[i] = GL_COLOR_ATTACHMENT0 + i;
+ }
+ glNamedFramebufferDrawBuffers(fbo, num_elements, bufs);
+
+ fbos[key] = fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+}
+
// Convert RGB to grayscale, using Rec. 709 coefficients.
class GrayscaleConversion {
public:
glViewport(0, 0, width, height);
fbos.render_to(gray_tex);
glBindVertexArray(gray_vao);
- glUseProgram(gray_program);
glDisable(GL_BLEND);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
GLuint sobel_vs_obj;
GLuint sobel_fs_obj;
GLuint sobel_program;
- GLuint sobel_vao;
GLuint uniform_tex;
};
sobel_fs_obj = compile_shader(read_file("sobel.frag"), GL_FRAGMENT_SHADER);
sobel_program = link_program(sobel_vs_obj, sobel_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &sobel_vao);
- glBindVertexArray(sobel_vao);
-
- GLint position_attrib = glGetAttribLocation(sobel_program, "position");
- glEnableVertexArrayAttrib(sobel_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_tex = glGetUniformLocation(sobel_program, "tex");
}
glViewport(0, 0, level_width, level_height);
fbos.render_to(grad0_tex);
- glBindVertexArray(sobel_vao);
- glUseProgram(sobel_program);
glDisable(GL_BLEND);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
GLuint motion_vs_obj;
GLuint motion_fs_obj;
GLuint motion_search_program;
- GLuint motion_search_vao;
- GLuint uniform_inv_image_size, uniform_inv_prev_level_size;
- GLuint uniform_image0_tex, uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
+ GLuint uniform_inv_image_size, uniform_inv_prev_level_size, uniform_out_flow_size;
+ GLuint uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
};
MotionSearch::MotionSearch()
motion_fs_obj = compile_shader(read_file("motion_search.frag"), GL_FRAGMENT_SHADER);
motion_search_program = link_program(motion_vs_obj, motion_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &motion_search_vao);
- glBindVertexArray(motion_search_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(motion_search_program, "position");
- glEnableVertexArrayAttrib(motion_search_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_size");
uniform_inv_prev_level_size = glGetUniformLocation(motion_search_program, "inv_prev_level_size");
- uniform_image0_tex = glGetUniformLocation(motion_search_program, "image0_tex");
+ uniform_out_flow_size = glGetUniformLocation(motion_search_program, "out_flow_size");
uniform_image1_tex = glGetUniformLocation(motion_search_program, "image1_tex");
uniform_grad0_tex = glGetUniformLocation(motion_search_program, "grad0_tex");
uniform_flow_tex = glGetUniformLocation(motion_search_program, "flow_tex");
{
glUseProgram(motion_search_program);
- bind_sampler(motion_search_program, uniform_image0_tex, 0, tex0_view, nearest_sampler);
bind_sampler(motion_search_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
- bind_sampler(motion_search_program, uniform_grad0_tex, 2, grad0_tex, zero_border_sampler);
+ bind_sampler(motion_search_program, uniform_grad0_tex, 2, grad0_tex, nearest_sampler);
bind_sampler(motion_search_program, uniform_flow_tex, 3, flow_tex, linear_sampler);
glProgramUniform2f(motion_search_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
glProgramUniform2f(motion_search_program, uniform_inv_prev_level_size, 1.0f / prev_level_width, 1.0f / prev_level_height);
+ glProgramUniform2f(motion_search_program, uniform_out_flow_size, width_patches, height_patches);
glViewport(0, 0, width_patches, height_patches);
fbos.render_to(flow_out_tex);
- glBindVertexArray(motion_search_vao);
- glUseProgram(motion_search_program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
GLuint densify_vs_obj;
GLuint densify_fs_obj;
GLuint densify_program;
- GLuint densify_vao;
GLuint uniform_patch_size;
GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
densify_fs_obj = compile_shader(read_file("densify.frag"), GL_FRAGMENT_SHADER);
densify_program = link_program(densify_vs_obj, densify_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &densify_vao);
- glBindVertexArray(densify_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(densify_program, "position");
- glEnableVertexArrayAttrib(densify_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_patch_size = glGetUniformLocation(densify_program, "patch_size");
uniform_image0_tex = glGetUniformLocation(densify_program, "image0_tex");
uniform_image1_tex = glGetUniformLocation(densify_program, "image1_tex");
glViewport(0, 0, level_width, level_height);
glEnable(GL_BLEND);
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);
}
GLuint prewarp_vs_obj;
GLuint prewarp_fs_obj;
GLuint prewarp_program;
- GLuint prewarp_vao;
GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
};
prewarp_fs_obj = compile_shader(read_file("prewarp.frag"), GL_FRAGMENT_SHADER);
prewarp_program = link_program(prewarp_vs_obj, prewarp_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &prewarp_vao);
- glBindVertexArray(prewarp_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(prewarp_program, "position");
- glEnableVertexArrayAttrib(prewarp_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_image0_tex = glGetUniformLocation(prewarp_program, "image0_tex");
uniform_image1_tex = glGetUniformLocation(prewarp_program, "image1_tex");
uniform_flow_tex = glGetUniformLocation(prewarp_program, "flow_tex");
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
- glBindVertexArray(prewarp_vao);
fbos.render_to(I_tex, I_t_tex, normalized_flow_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
GLuint derivatives_vs_obj;
GLuint derivatives_fs_obj;
GLuint derivatives_program;
- GLuint derivatives_vao;
GLuint uniform_tex;
};
derivatives_fs_obj = compile_shader(read_file("derivatives.frag"), GL_FRAGMENT_SHADER);
derivatives_program = link_program(derivatives_vs_obj, derivatives_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &derivatives_vao);
- glBindVertexArray(derivatives_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(derivatives_program, "position");
- glEnableVertexArrayAttrib(derivatives_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_tex = glGetUniformLocation(derivatives_program, "tex");
}
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
- glBindVertexArray(derivatives_vao);
fbos.render_to(I_x_y_tex, beta_0_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
-// Calculate the smoothness constraints between neighboring pixels;
-// s_x(x,y) stores smoothness between pixel (x,y) and (x+1,y),
-// and s_y(x,y) stores between (x,y) and (x,y+1). We'll sample with
-// border color (0,0) later, so that there's zero diffusion out of
-// the border.
+// Calculate the diffusivity for each pixels, g(x,y). Smoothness (s) will
+// be calculated in the shaders on-the-fly by sampling in-between two
+// neighboring g(x,y) pixels, plus a border tweak to make sure we get
+// zero smoothness at the border.
//
// See variational_refinement.txt for more information.
-class ComputeSmoothness {
+class ComputeDiffusivity {
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);
+ ComputeDiffusivity();
+ void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSet<1> fbos;
- GLuint smoothness_vs_obj;
- GLuint smoothness_fs_obj;
- GLuint smoothness_program;
- GLuint smoothness_vao;
+ GLuint diffusivity_vs_obj;
+ GLuint diffusivity_fs_obj;
+ GLuint diffusivity_program;
GLuint uniform_flow_tex, uniform_diff_flow_tex;
- GLuint uniform_alpha;
+ GLuint uniform_alpha, uniform_zero_diff_flow;
};
-ComputeSmoothness::ComputeSmoothness()
+ComputeDiffusivity::ComputeDiffusivity()
{
- smoothness_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
- smoothness_fs_obj = compile_shader(read_file("smoothness.frag"), GL_FRAGMENT_SHADER);
- smoothness_program = link_program(smoothness_vs_obj, smoothness_fs_obj);
-
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &smoothness_vao);
- glBindVertexArray(smoothness_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(smoothness_program, "position");
- glEnableVertexArrayAttrib(smoothness_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
- uniform_flow_tex = glGetUniformLocation(smoothness_program, "flow_tex");
- uniform_diff_flow_tex = glGetUniformLocation(smoothness_program, "diff_flow_tex");
- uniform_alpha = glGetUniformLocation(smoothness_program, "alpha");
+ diffusivity_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+ diffusivity_fs_obj = compile_shader(read_file("diffusivity.frag"), GL_FRAGMENT_SHADER);
+ diffusivity_program = link_program(diffusivity_vs_obj, diffusivity_fs_obj);
+
+ uniform_flow_tex = glGetUniformLocation(diffusivity_program, "flow_tex");
+ uniform_diff_flow_tex = glGetUniformLocation(diffusivity_program, "diff_flow_tex");
+ uniform_alpha = glGetUniformLocation(diffusivity_program, "alpha");
+ uniform_zero_diff_flow = glGetUniformLocation(diffusivity_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 ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow)
{
- glUseProgram(smoothness_program);
+ glUseProgram(diffusivity_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);
+ bind_sampler(diffusivity_program, uniform_flow_tex, 0, flow_tex, nearest_sampler);
+ bind_sampler(diffusivity_program, uniform_diff_flow_tex, 1, diff_flow_tex, nearest_sampler);
+ glProgramUniform1f(diffusivity_program, uniform_alpha, vr_alpha);
+ glProgramUniform1i(diffusivity_program, uniform_zero_diff_flow, zero_diff_flow);
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
- glBindVertexArray(smoothness_vao);
- fbos.render_to(smoothness_x_tex, smoothness_y_tex);
+ fbos.render_to(diffusivity_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- // Make sure the smoothness on the right and upper borders is zero.
- // 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.
- glClearTexSubImage(smoothness_x_tex, 0, level_width - 1, 0, 0, 1, level_height, 1, GL_RED, GL_FLOAT, nullptr);
- glClearTexSubImage(smoothness_y_tex, 0, 0, level_height - 1, 0, level_width, 1, 1, GL_RED, GL_FLOAT, nullptr);
}
// Set up the equations set (two equations in two unknowns, per pixel).
// All the values of the energy term (E_I, E_G, E_S), except the smoothness
// terms that depend on other pixels, are calculated in one pass.
//
-// See variational_refinement.txt for more information.
+// The equation set is split in two; one contains only the pixels needed for
+// the red pass, and one only for the black pass (see sor.frag). This reduces
+// the amount of data the SOR shader has to pull in, at the cost of some
+// complexity when the equation texture ends up with half the size and we need
+// to adjust texture coordinates. The contraction is done along the horizontal
+// axis, so that on even rows (0, 2, 4, ...), the “red” texture will contain
+// pixels 0, 2, 4, 6, etc., and on odd rows 1, 3, 5, etc..
+//
+// See variational_refinement.txt for more information about the actual
+// equations in use.
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 diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow);
private:
- PersistentFBOSet<1> fbos;
+ PersistentFBOSet<2> fbos;
GLuint equations_vs_obj;
GLuint equations_fs_obj;
GLuint equations_program;
- GLuint equations_vao;
GLuint uniform_I_x_y_tex, uniform_I_t_tex;
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_diffusivity_tex;
+ GLuint uniform_gamma, uniform_delta, uniform_zero_diff_flow;
};
SetupEquations::SetupEquations()
{
- equations_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+ equations_vs_obj = compile_shader(read_file("equations.vert"), GL_VERTEX_SHADER);
equations_fs_obj = compile_shader(read_file("equations.frag"), GL_FRAGMENT_SHADER);
equations_program = link_program(equations_vs_obj, equations_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &equations_vao);
- glBindVertexArray(equations_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(equations_program, "position");
- glEnableVertexArrayAttrib(equations_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_I_x_y_tex = glGetUniformLocation(equations_program, "I_x_y_tex");
uniform_I_t_tex = glGetUniformLocation(equations_program, "I_t_tex");
uniform_diff_flow_tex = glGetUniformLocation(equations_program, "diff_flow_tex");
uniform_base_flow_tex = glGetUniformLocation(equations_program, "base_flow_tex");
uniform_beta_0_tex = glGetUniformLocation(equations_program, "beta_0_tex");
- uniform_smoothness_x_tex = glGetUniformLocation(equations_program, "smoothness_x_tex");
- uniform_smoothness_y_tex = glGetUniformLocation(equations_program, "smoothness_y_tex");
+ uniform_diffusivity_tex = glGetUniformLocation(equations_program, "diffusivity_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 diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow)
{
glUseProgram(equations_program);
bind_sampler(equations_program, uniform_diff_flow_tex, 2, diff_flow_tex, nearest_sampler);
bind_sampler(equations_program, uniform_base_flow_tex, 3, base_flow_tex, nearest_sampler);
bind_sampler(equations_program, uniform_beta_0_tex, 4, beta_0_tex, nearest_sampler);
- bind_sampler(equations_program, uniform_smoothness_x_tex, 5, smoothness_x_tex, zero_border_sampler);
- bind_sampler(equations_program, uniform_smoothness_y_tex, 6, smoothness_y_tex, zero_border_sampler);
+ bind_sampler(equations_program, uniform_diffusivity_tex, 5, diffusivity_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);
+ glViewport(0, 0, (level_width + 1) / 2, level_height);
glDisable(GL_BLEND);
- glBindVertexArray(equations_vao);
- fbos.render_to(equation_tex);
+ fbos.render_to({equation_red_tex, equation_black_tex});
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
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);
+ void exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer);
private:
PersistentFBOSet<1> fbos;
GLuint sor_vs_obj;
GLuint sor_fs_obj;
GLuint sor_program;
- GLuint sor_vao;
GLuint uniform_diff_flow_tex;
- GLuint uniform_equation_tex;
- GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
- GLuint uniform_phase;
+ GLuint uniform_equation_red_tex, uniform_equation_black_tex;
+ GLuint uniform_diffusivity_tex;
+ GLuint uniform_phase, uniform_num_nonzero_phases;
};
SOR::SOR()
sor_fs_obj = compile_shader(read_file("sor.frag"), GL_FRAGMENT_SHADER);
sor_program = link_program(sor_vs_obj, sor_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &sor_vao);
- glBindVertexArray(sor_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(sor_program, "position");
- glEnableVertexArrayAttrib(sor_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
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");
+ uniform_equation_red_tex = glGetUniformLocation(sor_program, "equation_red_tex");
+ uniform_equation_black_tex = glGetUniformLocation(sor_program, "equation_black_tex");
+ uniform_diffusivity_tex = glGetUniformLocation(sor_program, "diffusivity_tex");
uniform_phase = glGetUniformLocation(sor_program, "phase");
+ uniform_num_nonzero_phases = glGetUniformLocation(sor_program, "num_nonzero_phases");
}
-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)
+void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_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_diff_flow_tex, 0, diff_flow_tex, nearest_sampler);
- bind_sampler(sor_program, uniform_smoothness_x_tex, 1, smoothness_x_tex, zero_border_sampler);
- 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);
+ bind_sampler(sor_program, uniform_diffusivity_tex, 1, diffusivity_tex, zero_border_sampler);
+ bind_sampler(sor_program, uniform_equation_red_tex, 2, equation_red_tex, nearest_sampler);
+ bind_sampler(sor_program, uniform_equation_black_tex, 3, equation_black_tex, nearest_sampler);
+
+ if (!zero_diff_flow) {
+ glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 2);
+ }
// 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
// as per the spec.
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
- glBindVertexArray(sor_vao);
fbos.render_to(diff_flow_tex);
for (int i = 0; i < num_iterations; ++i) {
- glProgramUniform1i(sor_program, uniform_phase, 0);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glTextureBarrier();
- glProgramUniform1i(sor_program, uniform_phase, 1);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- if (i != num_iterations - 1) {
+ {
+ ScopedTimer timer("Red pass", sor_timer);
+ if (zero_diff_flow && i == 0) {
+ glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 0);
+ }
+ glProgramUniform1i(sor_program, uniform_phase, 0);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glTextureBarrier();
}
+ {
+ ScopedTimer timer("Black pass", sor_timer);
+ if (zero_diff_flow && i == 0) {
+ glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 1);
+ }
+ glProgramUniform1i(sor_program, uniform_phase, 1);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ if (zero_diff_flow && i == 0) {
+ glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 2);
+ }
+ if (i != num_iterations - 1) {
+ glTextureBarrier();
+ }
+ }
}
}
GLuint add_flow_vs_obj;
GLuint add_flow_fs_obj;
GLuint add_flow_program;
- GLuint add_flow_vao;
GLuint uniform_diff_flow_tex;
};
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_diff_flow_tex = glGetUniformLocation(add_flow_program, "diff_flow_tex");
}
glViewport(0, 0, level_width, level_height);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
- glBindVertexArray(add_flow_vao);
fbos.render_to(base_flow_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GLuint resize_flow_vs_obj;
GLuint resize_flow_fs_obj;
GLuint resize_flow_program;
- GLuint resize_flow_vao;
GLuint uniform_flow_tex;
GLuint uniform_scale_factor;
resize_flow_fs_obj = compile_shader(read_file("resize_flow.frag"), GL_FRAGMENT_SHADER);
resize_flow_program = link_program(resize_flow_vs_obj, resize_flow_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &resize_flow_vao);
- glBindVertexArray(resize_flow_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(resize_flow_program, "position");
- glEnableVertexArrayAttrib(resize_flow_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_flow_tex = glGetUniformLocation(resize_flow_program, "flow_tex");
uniform_scale_factor = glGetUniformLocation(resize_flow_program, "scale_factor");
}
glViewport(0, 0, output_width, output_height);
glDisable(GL_BLEND);
- glBindVertexArray(resize_flow_vao);
fbos.render_to(out_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
public:
GLuint get_texture(GLenum format, GLuint width, GLuint height);
void release_texture(GLuint tex_num);
+ GLuint get_renderbuffer(GLenum format, GLuint width, GLuint height);
+ void release_renderbuffer(GLuint tex_num);
private:
struct Texture {
GLenum format;
GLuint width, height;
bool in_use = false;
+ bool is_renderbuffer = false;
};
vector<Texture> textures;
};
private:
int width, height;
GLuint initial_flow_tex;
+ GLuint vertex_vbo, vao;
TexturePool pool;
// The various passes.
Densify densify;
Prewarp prewarp;
Derivatives derivatives;
- ComputeSmoothness compute_smoothness;
+ ComputeDiffusivity compute_diffusivity;
SetupEquations setup_equations;
SOR sor;
AddBaseFlow add_base_flow;
// Similarly, gradients are zero outside the border, since the edge is taken
// to be constant.
glCreateSamplers(1, &zero_border_sampler);
- glSamplerParameteri(zero_border_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glSamplerParameteri(zero_border_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glSamplerParameteri(zero_border_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glSamplerParameteri(zero_border_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(zero_border_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(zero_border_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
- float zero[] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ float zero[] = { 0.0f, 0.0f, 0.0f, 0.0f }; // Note that zero alpha means we can also see whether we sampled outside the border or not.
glSamplerParameterfv(zero_border_sampler, GL_TEXTURE_BORDER_COLOR, zero);
// Initial flow is zero, 1x1.
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);
+
+ // Set up the vertex data that will be shared between all 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);
+
+ glCreateVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+ GLint position_attrib = 0; // Hard-coded in every vertex shader.
+ glEnableVertexArrayAttrib(vao, position_attrib);
+ glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
}
GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy)
GPUTimers timers;
- ScopedTimer total_timer("Total", &timers);
+ glBindVertexArray(vao);
+
+ ScopedTimer total_timer("Compute flow", &timers);
for (int level = coarsest_level; level >= int(finest_level); --level) {
char timer_name[256];
- snprintf(timer_name, sizeof(timer_name), "Level %d", level);
+ snprintf(timer_name, sizeof(timer_name), "Level %d (%d x %d)", level, width >> level, height >> level);
ScopedTimer level_timer(timer_name, &total_timer);
int level_width = width >> level;
// Create a new texture; we could be fancy and render use a multi-level
// texture, but meh.
- GLuint grad0_tex = pool.get_texture(GL_RG16F, level_width, level_height);
+ GLuint grad0_tex = pool.get_texture(GL_R32UI, level_width, level_height);
// Find the derivative.
{
// 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.
- GLuint du_dv_tex = pool.get_texture(GL_RG16F, level_width, level_height);
- glClearTexImage(du_dv_tex, 0, GL_RG, GL_FLOAT, nullptr);
+ // 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 diff_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height);
- // And for smoothness.
- GLuint smoothness_x_tex = pool.get_texture(GL_R16F, level_width, level_height);
- GLuint smoothness_y_tex = pool.get_texture(GL_R16F, level_width, level_height);
+ // And for diffusivity.
+ GLuint diffusivity_tex = pool.get_texture(GL_R16F, level_width, level_height);
// And finally for the equation set. See SetupEquations for
// the storage format.
- GLuint equation_tex = pool.get_texture(GL_RGBA32UI, level_width, level_height);
+ GLuint equation_red_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height);
+ GLuint equation_black_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height);
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.
+ // Calculate the diffusivity term for each pixel.
{
- 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);
+ ScopedTimer timer("Compute diffusivity", &varref_timer);
+ compute_diffusivity.exec(base_flow_tex, diff_flow_tex, diffusivity_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, diff_flow_tex, base_flow_tex, beta_0_tex, diffusivity_tex, equation_red_tex, equation_black_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.
+ // Run a few SOR 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);
+ sor.exec(diff_flow_tex, equation_red_tex, equation_black_tex, diffusivity_tex, level_width, level_height, 5, outer_idx == 0, &timer);
}
}
pool.release_texture(I_t_tex);
pool.release_texture(I_x_y_tex);
pool.release_texture(beta_0_tex);
- pool.release_texture(smoothness_x_tex);
- pool.release_texture(smoothness_y_tex);
- pool.release_texture(equation_tex);
+ pool.release_texture(diffusivity_tex);
+ pool.release_texture(equation_red_tex);
+ pool.release_texture(equation_black_tex);
// Add the differential flow found by the variational refinement to the base flow,
// giving the final flow estimate for this level.
// it is more efficient), but it helps debug the motion search.
if (enable_variational_refinement) {
ScopedTimer timer("Add differential flow", &varref_timer);
- add_base_flow.exec(base_flow_tex, du_dv_tex, level_width, level_height);
+ add_base_flow.exec(base_flow_tex, diff_flow_tex, level_width, level_height);
}
- pool.release_texture(du_dv_tex);
+ pool.release_texture(diff_flow_tex);
if (prev_level_flow_tex != initial_flow_tex) {
pool.release_texture(prev_level_flow_tex);
}
total_timer.end();
- timers.print();
+ if (!in_warmup) {
+ timers.print();
+ }
// Scale up the flow to the final size (if needed).
if (finest_level == 0 || resize_strategy == DO_NOT_RESIZE_FLOW) {
Splat();
// alpha is the time of the interpolated frame (0..1).
- void exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_tex, int width, int height, float alpha);
+ void exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_rb, int width, int height, float alpha);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSetWithDepth<1> fbos;
GLuint splat_vs_obj;
GLuint splat_fs_obj;
GLuint splat_program;
- GLuint splat_vao;
GLuint uniform_invert_flow, uniform_splat_size, uniform_alpha;
GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
splat_fs_obj = compile_shader(read_file("splat.frag"), GL_FRAGMENT_SHADER);
splat_program = link_program(splat_vs_obj, splat_fs_obj);
- // Set up the VAO containing all the required position/texcoord data.
- glCreateVertexArrays(1, &splat_vao);
- glBindVertexArray(splat_vao);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- GLint position_attrib = glGetAttribLocation(splat_program, "position");
- glEnableVertexArrayAttrib(splat_vao, position_attrib);
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_invert_flow = glGetUniformLocation(splat_program, "invert_flow");
uniform_splat_size = glGetUniformLocation(splat_program, "splat_size");
uniform_alpha = glGetUniformLocation(splat_program, "alpha");
uniform_inv_flow_size = glGetUniformLocation(splat_program, "inv_flow_size");
}
-void Splat::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_tex, int width, int height, float alpha)
+void Splat::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_rb, int width, int height, float alpha)
{
glUseProgram(splat_program);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS); // We store the difference between I_0 and I_1, where less difference is good. (Default 1.0 is effectively +inf, which always loses.)
- glBindVertexArray(splat_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);
- glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ fbos.render_to(depth_rb, 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);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height);
glDisable(GL_DEPTH_TEST);
-
- glDeleteFramebuffers(1, &fbo);
}
// Doing good and fast hole-filling on a GPU is nontrivial. We choose an option
// 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);
+ void exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSetWithDepth<1> fbos;
GLuint fill_vs_obj;
GLuint fill_fs_obj;
GLuint fill_program;
- GLuint fill_vao;
GLuint uniform_tex;
GLuint uniform_z, uniform_sample_offset;
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)
+void HoleFill::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height)
{
glUseProgram(fill_program);
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);
+ fbos.render_to(depth_rb, flow_tex); // NOTE: Reading and writing to the same texture.
// Fill holes from the left, by shifting 1, 2, 4, 8, etc. pixels to the right.
for (int offs = 1; offs < width; offs *= 2) {
}
glDisable(GL_DEPTH_TEST);
-
- glDeleteFramebuffers(1, &fbo);
}
// Blend the four directions from HoleFill into one pixel, so that single-pixel
public:
HoleBlend();
- void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
+ void exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSetWithDepth<1> 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;
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_sample_offset = glGetUniformLocation(blend_program, "sample_offset");
}
-void HoleBlend::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height)
+void HoleBlend::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height)
{
glUseProgram(blend_program);
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);
+ fbos.render_to(depth_rb, flow_tex); // NOTE: Reading and writing to the same texture.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_DEPTH_TEST);
-
- glDeleteFramebuffers(1, &fbo);
}
class Blend {
GLuint blend_vs_obj;
GLuint blend_fs_obj;
GLuint blend_program;
- GLuint blend_vao;
GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
GLuint uniform_alpha, uniform_flow_consistency_tolerance;
blend_fs_obj = compile_shader(read_file("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);
-
- 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_image0_tex = glGetUniformLocation(blend_program, "image0_tex");
uniform_image1_tex = glGetUniformLocation(blend_program, "image1_tex");
uniform_flow_tex = glGetUniformLocation(blend_program, "flow_tex");
bind_sampler(blend_program, uniform_image1_tex, 1, tex1, linear_sampler);
bind_sampler(blend_program, uniform_flow_tex, 2, flow_tex, linear_sampler); // May be upsampled.
glProgramUniform1f(blend_program, uniform_alpha, alpha);
- //glProgramUniform1f(blend_program, uniform_flow_consistency_tolerance, 1.0f /
glViewport(0, 0, level_width, level_height);
fbos.render_to(output_tex);
- glBindVertexArray(blend_vao);
- glUseProgram(blend_program);
glDisable(GL_BLEND); // A bit ironic, perhaps.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
private:
int width, height, flow_level;
+ GLuint vertex_vbo, vao;
TexturePool pool;
+
Splat splat;
HoleFill hole_fill;
HoleBlend hole_blend;
};
Interpolate::Interpolate(int width, int height, int flow_level)
- : width(width), height(height), flow_level(flow_level) {}
+ : width(width), height(height), flow_level(flow_level) {
+ // Set up the vertex data that will be shared between all 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);
+
+ glCreateVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+ GLint position_attrib = 0; // Hard-coded in every vertex shader.
+ glEnableVertexArrayAttrib(vao, position_attrib);
+ glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+}
GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha)
{
GPUTimers timers;
- ScopedTimer total_timer("Total", &timers);
+ ScopedTimer total_timer("Interpolate", &timers);
+
+ glBindVertexArray(vao);
// Pick out the right level to test splatting results on.
GLuint tex0_view, tex1_view;
int flow_height = height >> flow_level;
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);
- }
+ GLuint depth_rb = pool.get_renderbuffer(GL_DEPTH_COMPONENT32F, flow_width, flow_height); // Used for ranking flows.
{
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);
+ splat.exec(tex0_view, tex1_view, forward_flow_tex, backward_flow_tex, flow_tex, depth_rb, flow_width, flow_height, alpha);
}
glDeleteTextures(1, &tex0_view);
glDeleteTextures(1, &tex1_view);
{
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);
+ hole_fill.exec(flow_tex, depth_rb, temp_tex, flow_width, flow_height);
+ hole_blend.exec(flow_tex, depth_rb, 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);
+ pool.release_renderbuffer(depth_rb);
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);
}
+ pool.release_texture(flow_tex);
total_timer.end();
- timers.print();
+ if (!in_warmup) {
+ timers.print();
+ }
return output_tex;
}
GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height)
{
for (Texture &tex : textures) {
- if (!tex.in_use && tex.format == format &&
+ if (!tex.in_use && !tex.is_renderbuffer && tex.format == format &&
tex.width == width && tex.height == height) {
tex.in_use = true;
return tex.tex_num;
tex.width = width;
tex.height = height;
tex.in_use = true;
+ tex.is_renderbuffer = false;
+ textures.push_back(tex);
+ return tex.tex_num;
+}
+
+GLuint TexturePool::get_renderbuffer(GLenum format, GLuint width, GLuint height)
+{
+ for (Texture &tex : textures) {
+ if (!tex.in_use && tex.is_renderbuffer && tex.format == format &&
+ tex.width == width && tex.height == height) {
+ tex.in_use = true;
+ return tex.tex_num;
+ }
+ }
+
+ Texture tex;
+ glCreateRenderbuffers(1, &tex.tex_num);
+ glNamedRenderbufferStorage(tex.tex_num, format, width, height);
+
+ tex.format = format;
+ tex.width = width;
+ tex.height = height;
+ tex.in_use = true;
+ tex.is_renderbuffer = true;
textures.push_back(tex);
return tex.tex_num;
}
void TexturePool::release_texture(GLuint tex_num)
{
for (Texture &tex : textures) {
- if (tex.tex_num == tex_num) {
+ if (!tex.is_renderbuffer && tex.tex_num == tex_num) {
+ assert(tex.in_use);
+ tex.in_use = false;
+ return;
+ }
+ }
+ assert(false);
+}
+
+void TexturePool::release_renderbuffer(GLuint tex_num)
+{
+ for (Texture &tex : textures) {
+ if (tex.is_renderbuffer && tex.tex_num == tex_num) {
assert(tex.in_use);
tex.in_use = false;
return;
glGenerateTextureMipmap(tex1_gray);
DISComputeFlow compute_flow(width1, height1);
+
+ if (enable_warmup) {
+ in_warmup = true;
+ for (int i = 0; i < 10; ++i) {
+ GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
+ compute_flow.release_texture(final_tex);
+ }
+ in_warmup = false;
+ }
+
GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
schedule_read<FlowType>(final_tex, width1, height1, filename0, filename1, flow_filename, "flow.ppm");
gray.exec(tex1, tex1_gray, width1, height1);
glGenerateTextureMipmap(tex1_gray);
+ if (enable_warmup) {
+ in_warmup = true;
+ for (int i = 0; i < 10; ++i) {
+ GLuint forward_flow_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
+ GLuint backward_flow_tex = compute_flow.exec(tex1_gray, tex0_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
+ GLuint interpolated_tex = interpolate.exec(tex0, tex1, forward_flow_tex, backward_flow_tex, width1, height1, 0.5f);
+ compute_flow.release_texture(forward_flow_tex);
+ compute_flow.release_texture(backward_flow_tex);
+ interpolate.release_texture(interpolated_tex);
+ }
+ in_warmup = false;
+ }
+
GLuint forward_flow_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
GLuint backward_flow_tex = compute_flow.exec(tex1_gray, tex0_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
{ "intensity-relative-weight", required_argument, 0, 'i' }, // delta.
{ "gradient-relative-weight", required_argument, 0, 'g' }, // gamma.
{ "disable-timing", no_argument, 0, 1000 },
+ { "detailed-timing", no_argument, 0, 1003 },
{ "ignore-variational-refinement", no_argument, 0, 1001 }, // Still calculates it, just doesn't apply it.
- { "interpolate", no_argument, 0, 1002 }
+ { "interpolate", no_argument, 0, 1002 },
+ { "warmup", no_argument, 0, 1004 }
};
for ( ;; ) {
case 1002:
enable_interpolation = true;
break;
+ case 1003:
+ detailed_timing = true;
+ break;
+ case 1004:
+ enable_warmup = true;
+ break;
default:
fprintf(stderr, "Unknown option '%s'\n", argv[option_index]);
exit(1);
SDL_GLContext context = SDL_GL_CreateContext(window);
assert(context != nullptr);
+ glDisable(GL_DITHER);
+
// FIXME: Should be part of DISComputeFlow (but needs to be initialized
// before all the render passes).
float vertices[] = {