]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Put depth in 0..1; evidently even fp32 depth is clamped in the ARB version.
[nageru] / flow.cpp
index f4fbb74d67903c5ee1d422977b93636ae3026a79..6a9d0eeb74ce551455e2392fb963e211759aaab3 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -1,8 +1,5 @@
 #define NO_SDL_GLEXT 1
 
-#define WIDTH 1280
-#define HEIGHT 720
-
 #include <epoxy/gl.h>
 
 #include <SDL2/SDL.h>
 #include <SDL2/SDL_video.h>
 
 #include <assert.h>
+#include <getopt.h>
 #include <stdio.h>
+#include <unistd.h>
+
+#include "util.h"
 
 #include <algorithm>
+#include <deque>
 #include <memory>
+#include <map>
+#include <stack>
+#include <vector>
 
 #define BUFFER_OFFSET(i) ((char *)nullptr + (i))
 
 using namespace std;
 
+SDL_Window *window;
+
 // Operating point 3 (10 Hz on CPU, excluding preprocessing).
 constexpr float patch_overlap_ratio = 0.75f;
-constexpr unsigned coarsest_level = 0;
-constexpr unsigned finest_level = 0;
+constexpr unsigned coarsest_level = 5;
+constexpr unsigned finest_level = 1;
 constexpr unsigned patch_size_pixels = 12;
 
+// Weighting constants for the different parts of the variational refinement.
+// These don't correspond 1:1 to the values given in the DIS paper,
+// since we have different normalizations and ranges in some cases.
+// These are found through a simple grid search on some MPI-Sintel data,
+// although the error (EPE) seems to be fairly insensitive to the precise values.
+// Only the relative values matter, so we fix alpha (the smoothness constant)
+// at unity and tweak the others.
+float vr_alpha = 1.0f, vr_delta = 0.25f, vr_gamma = 0.25f;
+
+bool enable_timing = true;
+bool enable_variational_refinement = true;  // Just for debugging.
+bool enable_interpolation = false;
+
+// Some global OpenGL objects.
+// TODO: These should really be part of DISComputeFlow.
+GLuint nearest_sampler, linear_sampler, zero_border_sampler;
+GLuint vertex_vbo;
+
+// Structures for asynchronous readback. We assume everything is the same size (and GL_RG16F).
+struct ReadInProgress {
+       GLuint pbo;
+       string filename0, filename1;
+       string flow_filename, ppm_filename;  // Either may be empty for no write.
+};
+stack<GLuint> spare_pbos;
+deque<ReadInProgress> reads_in_progress;
+
+int find_num_levels(int width, int height)
+{
+       int levels = 1;
+       for (int w = width, h = height; w > 1 || h > 1; ) {
+               w >>= 1;
+               h >>= 1;
+               ++levels;
+       }
+       return levels;
+}
+
 string read_file(const string &filename)
 {
        FILE *fp = fopen(filename.c_str(), "r");
@@ -107,49 +152,63 @@ GLuint compile_shader(const string &shader_src, GLenum type)
        return obj;
 }
 
+enum MipmapPolicy {
+       WITHOUT_MIPMAPS,
+       WITH_MIPMAPS
+};
 
-GLuint load_texture(const char *filename, unsigned width, unsigned height)
+GLuint load_texture(const char *filename, unsigned *width_ret, unsigned *height_ret, MipmapPolicy mipmaps)
 {
-       FILE *fp = fopen(filename, "rb");
-       if (fp == nullptr) {
-               perror(filename);
+       SDL_Surface *surf = IMG_Load(filename);
+       if (surf == nullptr) {
+               fprintf(stderr, "IMG_Load(%s): %s\n", filename, IMG_GetError());
                exit(1);
        }
-       unique_ptr<uint8_t[]> pix(new uint8_t[width * height]);
-       if (fread(pix.get(), width * height, 1, fp) != 1) {
-               fprintf(stderr, "Short read from %s\n", filename);
+
+       // For whatever reason, SDL doesn't support converting to YUV surfaces
+       // nor grayscale, so we'll do it ourselves.
+       SDL_Surface *rgb_surf = SDL_ConvertSurfaceFormat(surf, SDL_PIXELFORMAT_RGBA32, /*flags=*/0);
+       if (rgb_surf == nullptr) {
+               fprintf(stderr, "SDL_ConvertSurfaceFormat(%s): %s\n", filename, SDL_GetError());
                exit(1);
        }
-       fclose(fp);
 
-       // Convert to bottom-left origin.
-       for (unsigned y = 0; y < height / 2; ++y) {
+       SDL_FreeSurface(surf);
+
+       unsigned width = rgb_surf->w, height = rgb_surf->h;
+       const uint8_t *sptr = (uint8_t *)rgb_surf->pixels;
+       unique_ptr<uint8_t[]> pix(new uint8_t[width * height * 4]);
+
+       // Extract the Y component, and convert to bottom-left origin.
+       for (unsigned y = 0; y < height; ++y) {
                unsigned y2 = height - 1 - y;
-               swap_ranges(&pix[y * width], &pix[y * width + width], &pix[y2 * width]);
+               memcpy(pix.get() + y * width * 4, sptr + y2 * rgb_surf->pitch, width * 4);
        }
+       SDL_FreeSurface(rgb_surf);
 
-       int levels = 1;
-       for (int w = width, h = height; w > 1 || h > 1; ) {
-               w >>= 1;
-               h >>= 1;
-               ++levels;
-       }
+       int num_levels = (mipmaps == WITH_MIPMAPS) ? find_num_levels(width, height) : 1;
 
        GLuint tex;
        glCreateTextures(GL_TEXTURE_2D, 1, &tex);
-       glTextureStorage2D(tex, levels, GL_R8, width, height);
-       glTextureSubImage2D(tex, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, pix.get());
-       glGenerateTextureMipmap(tex);
+       glTextureStorage2D(tex, num_levels, GL_RGBA8, width, height);
+       glTextureSubImage2D(tex, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pix.get());
+
+       if (mipmaps == WITH_MIPMAPS) {
+               glGenerateTextureMipmap(tex);
+       }
+
+       *width_ret = width;
+       *height_ret = height;
 
        return tex;
 }
 
 GLuint link_program(GLuint vs_obj, GLuint fs_obj)
 {
-        GLuint program = glCreateProgram();
-        glAttachShader(program, vs_obj);
-        glAttachShader(program, fs_obj);
-        glLinkProgram(program);
+       GLuint program = glCreateProgram();
+       glAttachShader(program, vs_obj);
+       glAttachShader(program, fs_obj);
+       glLinkProgram(program);
        GLint success;
        glGetProgramiv(program, GL_LINK_STATUS, &success);
        if (success == GL_FALSE) {
@@ -187,9 +246,8 @@ GLuint fill_vertex_attribute(GLuint vao, GLuint glsl_program_num, const string &
        return vbo;
 }
 
-void bind_sampler(GLuint program, const char *uniform_name, GLuint texture_unit, GLuint tex, GLuint sampler)
+void bind_sampler(GLuint program, GLint location, GLuint texture_unit, GLuint tex, GLuint sampler)
 {
-       GLint location = glGetUniformLocation(program, uniform_name);
        if (location == -1) {
                return;
        }
@@ -199,190 +257,1638 @@ void bind_sampler(GLuint program, const char *uniform_name, GLuint texture_unit,
        glProgramUniform1i(program, location, texture_unit);
 }
 
-int main(void)
+// A class that caches FBOs that render to a given set of textures.
+// It never frees anything, so it is only suitable for rendering to
+// the same (small) set of textures over and over again.
+template<size_t num_elements>
+class PersistentFBOSet {
+public:
+       void render_to(const array<GLuint, num_elements> &textures);
+
+       // Convenience wrappers.
+       void render_to(GLuint texture0, enable_if<num_elements == 1> * = nullptr) {
+               render_to({{texture0}});
+       }
+
+       void render_to(GLuint texture0, GLuint texture1, enable_if<num_elements == 2> * = nullptr) {
+               render_to({{texture0, texture1}});
+       }
+
+       void render_to(GLuint texture0, GLuint texture1, GLuint texture2, enable_if<num_elements == 3> * = nullptr) {
+               render_to({{texture0, texture1, texture2}});
+       }
+
+       void render_to(GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3, enable_if<num_elements == 4> * = nullptr) {
+               render_to({{texture0, texture1, texture2, texture3}});
+       }
+
+private:
+       // TODO: Delete these on destruction.
+       map<array<GLuint, num_elements>, GLuint> fbos;
+};
+
+template<size_t num_elements>
+void PersistentFBOSet<num_elements>::render_to(const array<GLuint, num_elements> &textures)
 {
-       if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
-               fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
-               exit(1);
+       auto it = fbos.find(textures);
+       if (it != fbos.end()) {
+               glBindFramebuffer(GL_FRAMEBUFFER, it->second);
+               return;
        }
-       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);
+       GLuint fbo;
+       glCreateFramebuffers(1, &fbo);
+       GLenum bufs[num_elements];
+       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);
 
-       // Load pictures.
-       GLuint tex0 = load_texture("test1499.pgm", WIDTH, HEIGHT);
-       GLuint tex1 = load_texture("test1500.pgm", WIDTH, HEIGHT);
+       fbos[textures] = fbo;
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+}
+
+// Convert RGB to grayscale, using Rec. 709 coefficients.
+class GrayscaleConversion {
+public:
+       GrayscaleConversion();
+       void exec(GLint tex, GLint gray_tex, int width, int height);
+
+private:
+       PersistentFBOSet<1> fbos;
+       GLuint gray_vs_obj;
+       GLuint gray_fs_obj;
+       GLuint gray_program;
+       GLuint gray_vao;
+
+       GLuint uniform_tex;
+};
+
+GrayscaleConversion::GrayscaleConversion()
+{
+       gray_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       gray_fs_obj = compile_shader(read_file("gray.frag"), GL_FRAGMENT_SHADER);
+       gray_program = link_program(gray_vs_obj, gray_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &gray_vao);
+       glBindVertexArray(gray_vao);
+
+       GLint position_attrib = glGetAttribLocation(gray_program, "position");
+       glEnableVertexArrayAttrib(gray_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_tex = glGetUniformLocation(gray_program, "tex");
+}
+
+void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height)
+{
+       glUseProgram(gray_program);
+       bind_sampler(gray_program, uniform_tex, 0, tex, nearest_sampler);
+
+       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);
+}
+
+// Compute gradients in every point, used for the motion search.
+// The DIS paper doesn't actually mention how these are computed,
+// but seemingly, a 3x3 Sobel operator is used here (at least in
+// later versions of the code), while a [1 -8 0 8 -1] kernel is
+// used for all the derivatives in the variational refinement part
+// (which borrows code from DeepFlow). This is inconsistent,
+// but I guess we're better off with staying with the original
+// decisions until we actually know having different ones would be better.
+class Sobel {
+public:
+       Sobel();
+       void exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height);
+
+private:
+       PersistentFBOSet<1> fbos;
+       GLuint sobel_vs_obj;
+       GLuint sobel_fs_obj;
+       GLuint sobel_program;
+       GLuint sobel_vao;
+
+       GLuint uniform_tex;
+};
+
+Sobel::Sobel()
+{
+       sobel_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       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");
+}
+
+void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height)
+{
+       glUseProgram(sobel_program);
+       bind_sampler(sobel_program, uniform_tex, 0, tex0_view, nearest_sampler);
+
+       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);
+}
+
+// Motion search to find the initial flow. See motion_search.frag for documentation.
+class MotionSearch {
+public:
+       MotionSearch();
+       void exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int prev_level_width, int prev_level_height, int width_patches, int height_patches);
+
+private:
+       PersistentFBOSet<1> fbos;
+
+       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;
+};
+
+MotionSearch::MotionSearch()
+{
+       motion_vs_obj = compile_shader(read_file("motion_search.vert"), GL_VERTEX_SHADER);
+       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_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");
+}
+
+void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int prev_level_width, int prev_level_height, int width_patches, int height_patches)
+{
+       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_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);
+
+       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);
+}
+
+// Do “densification”, ie., upsampling of the flow patches to the flow field
+// (the same size as the image at this level). We draw one quad per patch
+// over its entire covered area (using instancing in the vertex shader),
+// and then weight the contributions in the pixel shader by post-warp difference.
+// This is equation (3) in the paper.
+//
+// We accumulate the flow vectors in the R/G channels (for u/v) and the total
+// weight in the B channel. Dividing R and G by B gives the normalized values.
+class Densify {
+public:
+       Densify();
+       void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches);
+
+private:
+       PersistentFBOSet<1> fbos;
+
+       GLuint densify_vs_obj;
+       GLuint densify_fs_obj;
+       GLuint densify_program;
+       GLuint densify_vao;
+
+       GLuint uniform_patch_size, uniform_patch_spacing;
+       GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
+};
+
+Densify::Densify()
+{
+       densify_vs_obj = compile_shader(read_file("densify.vert"), GL_VERTEX_SHADER);
+       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_patch_spacing = glGetUniformLocation(densify_program, "patch_spacing");
+       uniform_image0_tex = glGetUniformLocation(densify_program, "image0_tex");
+       uniform_image1_tex = glGetUniformLocation(densify_program, "image1_tex");
+       uniform_flow_tex = glGetUniformLocation(densify_program, "flow_tex");
+}
+
+void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches)
+{
+       glUseProgram(densify_program);
+
+       bind_sampler(densify_program, uniform_image0_tex, 0, tex0_view, nearest_sampler);
+       bind_sampler(densify_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
+       bind_sampler(densify_program, uniform_flow_tex, 2, flow_tex, nearest_sampler);
+
+       glProgramUniform2f(densify_program, uniform_patch_size,
+               float(patch_size_pixels) / level_width,
+               float(patch_size_pixels) / level_height);
+
+       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);
+
+       glViewport(0, 0, level_width, level_height);
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_ONE, GL_ONE);
+       glBindVertexArray(densify_vao);
+       fbos.render_to(dense_flow_tex);
+       glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches);
+}
+
+// Warp I_1 to I_w, and then compute the mean (I) and difference (I_t) of
+// I_0 and I_w. The prewarping is what enables us to solve the variational
+// flow for du,dv instead of u,v.
+//
+// Also calculates the normalized flow, ie. divides by z (this is needed because
+// Densify works by additive blending) and multiplies by the image size.
+//
+// See variational_refinement.txt for more information.
+class Prewarp {
+public:
+       Prewarp();
+       void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint normalized_flow_tex, GLuint I_tex, GLuint I_t_tex, int level_width, int level_height);
+
+private:
+       PersistentFBOSet<3> fbos;
+
+       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::Prewarp()
+{
+       prewarp_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       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");
+}
+
+void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_tex, GLuint normalized_flow_tex, int level_width, int level_height)
+{
+       glUseProgram(prewarp_program);
+
+       bind_sampler(prewarp_program, uniform_image0_tex, 0, tex0_view, nearest_sampler);
+       bind_sampler(prewarp_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
+       bind_sampler(prewarp_program, uniform_flow_tex, 2, flow_tex, nearest_sampler);
+
+       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);
+}
+
+// From I, calculate the partial derivatives I_x and I_y. We use a four-tap
+// central difference filter, since apparently, that's tradition (I haven't
+// measured quality versus a more normal 0.5 (I[x+1] - I[x-1]).)
+// The coefficients come from
+//
+//   https://en.wikipedia.org/wiki/Finite_difference_coefficient
+//
+// Also computes β_0, since it depends only on I_x and I_y.
+class Derivatives {
+public:
+       Derivatives();
+       void exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height);
+
+private:
+       PersistentFBOSet<2> fbos;
+
+       GLuint derivatives_vs_obj;
+       GLuint derivatives_fs_obj;
+       GLuint derivatives_program;
+       GLuint derivatives_vao;
+
+       GLuint uniform_tex;
+};
+
+Derivatives::Derivatives()
+{
+       derivatives_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       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");
+}
+
+void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height)
+{
+       glUseProgram(derivatives_program);
+
+       bind_sampler(derivatives_program, uniform_tex, 0, input_tex, nearest_sampler);
+
+       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.
+//
+// See variational_refinement.txt for more information.
+class ComputeSmoothness {
+public:
+       ComputeSmoothness();
+       void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height);
+
+private:
+       PersistentFBOSet<2> fbos;
+
+       GLuint smoothness_vs_obj;
+       GLuint smoothness_fs_obj;
+       GLuint smoothness_program;
+       GLuint smoothness_vao;
+
+       GLuint uniform_flow_tex, uniform_diff_flow_tex;
+       GLuint uniform_alpha;
+};
+
+ComputeSmoothness::ComputeSmoothness()
+{
+       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");
+}
+
+void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height)
+{
+       glUseProgram(smoothness_program);
+
+       bind_sampler(smoothness_program, uniform_flow_tex, 0, flow_tex, nearest_sampler);
+       bind_sampler(smoothness_program, uniform_diff_flow_tex, 1, diff_flow_tex, nearest_sampler);
+       glProgramUniform1f(smoothness_program, uniform_alpha, vr_alpha);
+
+       glViewport(0, 0, level_width, level_height);
+
+       glDisable(GL_BLEND);
+       glBindVertexArray(smoothness_vao);
+       fbos.render_to(smoothness_x_tex, smoothness_y_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).
+// We store five floats; the three non-redundant elements of the 2x2 matrix (A)
+// as 32-bit floats, and the two elements on the right-hand side (b) as 16-bit
+// floats. (Actually, we store the inverse of the diagonal elements, because
+// we only ever need to divide by them.) This fits into four u32 values;
+// R, G, B for the matrix (the last element is symmetric) and A for the two b values.
+// 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.
+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);
+
+private:
+       PersistentFBOSet<1> 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;
+};
+
+SetupEquations::SetupEquations()
+{
+       equations_vs_obj = compile_shader(read_file("vs.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_gamma = glGetUniformLocation(equations_program, "gamma");
+       uniform_delta = glGetUniformLocation(equations_program, "delta");
+}
+
+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)
+{
+       glUseProgram(equations_program);
+
+       bind_sampler(equations_program, uniform_I_x_y_tex, 0, I_x_y_tex, nearest_sampler);
+       bind_sampler(equations_program, uniform_I_t_tex, 1, I_t_tex, nearest_sampler);
+       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);
+       glProgramUniform1f(equations_program, uniform_delta, vr_delta);
+       glProgramUniform1f(equations_program, uniform_gamma, vr_gamma);
+
+       glViewport(0, 0, level_width, level_height);
+       glDisable(GL_BLEND);
+       glBindVertexArray(equations_vao);
+       fbos.render_to(equation_tex);
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
+// Actually solve the equation sets made by SetupEquations, by means of
+// successive over-relaxation (SOR).
+//
+// See variational_refinement.txt for more information.
+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);
+
+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;
+};
+
+SOR::SOR()
+{
+       sor_vs_obj = compile_shader(read_file("sor.vert"), GL_VERTEX_SHADER);
+       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_phase = glGetUniformLocation(sor_program, "phase");
+}
+
+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)
+{
+       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);
+
+       // NOTE: We bind to the texture we are rendering from, but we never write any value
+       // that we read in the same shader pass (we call discard for red values when we compute
+       // black, and vice versa), and we have barriers between the passes, so we're fine
+       // 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) {
+                       glTextureBarrier();
+               }
+       }
+}
+
+// Simply add the differential flow found by the variational refinement to the base flow.
+// The output is in base_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:
+       PersistentFBOSet<1> fbos;
+
+       GLuint add_flow_vs_obj;
+       GLuint add_flow_fs_obj;
+       GLuint add_flow_program;
+       GLuint add_flow_vao;
+
+       GLuint uniform_diff_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_diff_flow_tex = glGetUniformLocation(add_flow_program, "diff_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_diff_flow_tex, 0, diff_flow_tex, nearest_sampler);
+
+       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);
+}
 
-       // Load shaders.
-       GLuint motion_vs_obj = compile_shader(read_file("motion_search.vert"), GL_VERTEX_SHADER);
-       GLuint motion_fs_obj = compile_shader(read_file("motion_search.frag"), GL_FRAGMENT_SHADER);
-       GLuint motion_search_program = link_program(motion_vs_obj, motion_fs_obj);
+// Take a copy of the flow, bilinearly interpolated and scaled up.
+class ResizeFlow {
+public:
+       ResizeFlow();
+       void exec(GLuint in_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height);
 
-       GLuint sobel_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
-       GLuint sobel_fs_obj = compile_shader(read_file("sobel.frag"), GL_FRAGMENT_SHADER);
-       GLuint sobel_program = link_program(sobel_vs_obj, sobel_fs_obj);
+private:
+       PersistentFBOSet<1> fbos;
 
+       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;
+};
+
+ResizeFlow::ResizeFlow()
+{
+       resize_flow_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       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");
+}
+
+void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height)
+{
+       glUseProgram(resize_flow_program);
+
+       bind_sampler(resize_flow_program, uniform_flow_tex, 0, flow_tex, nearest_sampler);
+
+       glProgramUniform2f(resize_flow_program, uniform_scale_factor, float(output_width) / input_width, float(output_height) / input_height);
+
+       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);
+}
+
+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)
+{
+       if (!enable_timing) {
+               return make_pair(0, 0);
+       }
+
+       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(), GLint64(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 (enable_timing && !ended) {
+                       glQueryCounter(query.second, GL_TIMESTAMP);
+                       ended = true;
+               }
+       }
+
+private:
+       GPUTimers *timers;
+       int level;
+       pair<GLuint, GLuint> query;
+       bool ended = false;
+};
+
+class TexturePool {
+public:
+       GLuint get_texture(GLenum format, GLuint width, GLuint height);
+       void release_texture(GLuint tex_num);
+
+private:
+       struct Texture {
+               GLuint tex_num;
+               GLenum format;
+               GLuint width, height;
+               bool in_use = false;
+       };
+       vector<Texture> textures;
+};
+
+class DISComputeFlow {
+public:
+       DISComputeFlow(int width, int height);
+
+       enum ResizeStrategy {
+               DO_NOT_RESIZE_FLOW,
+               RESIZE_FLOW_TO_FULL_SIZE
+       };
+
+       // Returns a texture that must be released with release_texture()
+       // after use.
+       GLuint exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy);
+
+       void release_texture(GLuint tex) {
+               pool.release_texture(tex);
+       }
+
+private:
+       int width, height;
+       GLuint initial_flow_tex;
+       TexturePool pool;
+
+       // 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;
+};
+
+DISComputeFlow::DISComputeFlow(int width, int height)
+       : width(width), height(height)
+{
        // Make some samplers.
-       GLuint nearest_sampler;
        glCreateSamplers(1, &nearest_sampler);
        glSamplerParameteri(nearest_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glSamplerParameteri(nearest_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glSamplerParameteri(nearest_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glSamplerParameteri(nearest_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
-       GLuint linear_sampler;
        glCreateSamplers(1, &linear_sampler);
        glSamplerParameteri(linear_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glSamplerParameteri(linear_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glSamplerParameteri(linear_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glSamplerParameteri(linear_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
-       GLuint mipmap_sampler;
-       glCreateSamplers(1, &mipmap_sampler);
-       glSamplerParameteri(mipmap_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
-       glSamplerParameteri(mipmap_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-       glSamplerParameteri(mipmap_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       glSamplerParameteri(mipmap_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
-       // Coarsest level.
-       int level = coarsest_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);
-
-       // Make sure we always read from the correct level; the chosen
-       // mipmapping could otherwise be rather unpredictable, especially
-       // during motion search.
-       GLuint tex0_view, tex1_view;
-       glGenTextures(1, &tex0_view);
-       glTextureView(tex0_view, GL_TEXTURE_2D, tex0, GL_R8, level, 1, 0, 1);
-       glGenTextures(1, &tex1_view);
-       glTextureView(tex1_view, GL_TEXTURE_2D, tex1, GL_R8, level, 1, 0, 1);
-
-       // Compute gradients in every point, used for the motion search.
-       // The DIS paper doesn't actually mention how these are computed,
-       // but seemingly, a 3x3 Sobel operator is used here (at least in
-       // later versions of the code), while a [1 -8 0 8 -1] kernel is
-       // used for all the derivatives in the variational refinement part
-       // (which borrows code from DeepFlow). This is inconsistent,
-       // but I guess we're better off with staying with the original
-       // decisions until we actually know having different ones would be better.
-
-       // 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_fbo;
-       glCreateFramebuffers(1, &grad0_fbo);
-       glNamedFramebufferTexture(grad0_fbo, GL_COLOR_ATTACHMENT0, grad0_tex, 0);
+       // The smoothness is sampled so that once we get to a smoothness involving
+       // a value outside the border, the diffusivity between the two becomes zero.
+       // 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_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 };
+       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);
+}
 
-       glUseProgram(sobel_program);
-       glBindTextureUnit(0, tex0_view);
-       glBindSampler(0, nearest_sampler);
-       glProgramUniform1i(sobel_program, glGetUniformLocation(sobel_program, "tex"), 0);
-       glProgramUniform1f(sobel_program, glGetUniformLocation(sobel_program, "inv_width"), 1.0f / level_width);
-       glProgramUniform1f(sobel_program, glGetUniformLocation(sobel_program, "inv_height"), 1.0f / level_height);
+GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy)
+{
+       int prev_level_width = 1, prev_level_height = 1;
+       GLuint prev_level_flow_tex = initial_flow_tex;
+
+       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);
+
+               // Make sure we have patches at least every Nth pixel, e.g. for width=9
+               // and patch_spacing=3 (the default), we put out patch centers in
+               // x=0, x=3, x=6, x=9, which is four patches. The fragment shader will
+               // lock all the centers to integer coordinates if needed.
+               int width_patches = 1 + ceil(level_width / patch_spacing_pixels);
+               int height_patches = 1 + ceil(level_height / patch_spacing_pixels);
+
+               // Make sure we always read from the correct level; the chosen
+               // mipmapping could otherwise be rather unpredictable, especially
+               // during motion search.
+               GLuint tex0_view, tex1_view;
+               glGenTextures(1, &tex0_view);
+               glTextureView(tex0_view, GL_TEXTURE_2D, tex0, GL_R8, level, 1, 0, 1);
+               glGenTextures(1, &tex1_view);
+               glTextureView(tex1_view, GL_TEXTURE_2D, tex1, GL_R8, level, 1, 0, 1);
+
+               // 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);
+
+               // Find the derivative.
+               {
+                       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.
+
+               // Create an output flow texture.
+               GLuint flow_out_tex = pool.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);
+               }
+               pool.release_texture(grad0_tex);
+
+               // Densification.
+
+               // Set up an output texture (initially zero).
+               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.
+               {
+                       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);
+               }
+               pool.release_texture(flow_out_tex);
+
+               // Everything below here in the loop belongs to variational refinement.
+               ScopedTimer varref_timer("Variational refinement", &level_timer);
+
+               // Prewarping; create I and I_t, and a normalized base flow (so we don't
+               // have to normalize it over and over again, and also save some bandwidth).
+               //
+               // During the entire rest of the variational refinement, flow will be measured
+               // 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 = pool.get_texture(GL_R16F, level_width, level_height);
+               GLuint I_t_tex = pool.get_texture(GL_R16F, level_width, level_height);
+               GLuint base_flow_tex = pool.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);
+               }
+               pool.release_texture(dense_flow_tex);
+               glDeleteTextures(1, &tex0_view);
+               glDeleteTextures(1, &tex1_view);
+
+               // 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 = pool.get_texture(GL_RG16F, level_width, level_height);
+               GLuint beta_0_tex = pool.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);
+               }
+               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);
+
+               // 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 finally for the equation set. See SetupEquations for
+               // the storage format.
+               GLuint equation_tex = pool.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,
+                       // both in x and y direction.
+                       {
+                               ScopedTimer timer("Compute smoothness", &varref_timer);
+                               compute_smoothness.exec(base_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+                       }
+
+                       // 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);
+                       }
+
+                       // Run a few SOR (or quasi-SOR, since we're not really Jacobi) iterations.
+                       // Note that these are to/from the same texture.
+                       {
+                               ScopedTimer timer("SOR", &varref_timer);
+                               sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5);
+                       }
+               }
+
+               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);
+
+               // 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.
+               //
+               // Disabling this doesn't save any time (although we could easily make it so that
+               // 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);
+               }
+               pool.release_texture(du_dv_tex);
+
+               if (prev_level_flow_tex != initial_flow_tex) {
+                       pool.release_texture(prev_level_flow_tex);
+               }
+               prev_level_flow_tex = base_flow_tex;
+               prev_level_width = level_width;
+               prev_level_height = level_height;
+       }
+       total_timer.end();
+
+       timers.print();
+
+       // Scale up the flow to the final size (if needed).
+       if (finest_level == 0 || resize_strategy == DO_NOT_RESIZE_FLOW) {
+               return prev_level_flow_tex;
+       } else {
+               GLuint final_tex = pool.get_texture(GL_RG16F, width, height);
+               resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width, height);
+               pool.release_texture(prev_level_flow_tex);
+               return final_tex;
+       }
+}
+
+// Forward-warp the flow half-way (or rather, by alpha). A non-zero “splatting”
+// radius fills most of the holes.
+class Splat {
+public:
+       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);
+
+private:
+       PersistentFBOSet<2> 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;
+       GLuint uniform_inv_flow_size;
+};
+
+Splat::Splat()
+{
+       splat_vs_obj = compile_shader(read_file("splat.vert"), GL_VERTEX_SHADER);
+       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.
-       GLuint sobel_vao;
-        glCreateVertexArrays(1, &sobel_vao);
-        glBindVertexArray(sobel_vao);
-       float vertices[] = {
-               0.0f, 1.0f,
-               0.0f, 0.0f,
-               1.0f, 1.0f,
-               1.0f, 0.0f,
-       };
-       GLuint vertex_vbo;
-       glCreateBuffers(1, &vertex_vbo);
-       glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
+       glCreateVertexArrays(1, &splat_vao);
+       glBindVertexArray(splat_vao);
        glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
 
-       int position_attrib = glGetAttribLocation(sobel_program, "position");
-       glEnableVertexArrayAttrib(sobel_vao, position_attrib);
+       GLint position_attrib = glGetAttribLocation(splat_program, "position");
+       glEnableVertexArrayAttrib(splat_vao, position_attrib);
        glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
 
-       int texcoord_attrib = glGetAttribLocation(sobel_program, "texcoord");
-       glEnableVertexArrayAttrib(sobel_vao, texcoord_attrib);
-       glVertexAttribPointer(texcoord_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_image0_tex = glGetUniformLocation(splat_program, "image0_tex");
+       uniform_image1_tex = glGetUniformLocation(splat_program, "image1_tex");
+       uniform_flow_tex = glGetUniformLocation(splat_program, "flow_tex");
+       uniform_inv_flow_size = glGetUniformLocation(splat_program, "inv_flow_size");
+}
 
-       glBindBuffer(GL_ARRAY_BUFFER, 0);
+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)
+{
+       glUseProgram(splat_program);
+
+       bind_sampler(splat_program, uniform_image0_tex, 0, tex0, linear_sampler);
+       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.
+       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);
+       glProgramUniform2f(splat_program, uniform_inv_flow_size, 1.0f / width, 1.0f / height);
+
+       glViewport(0, 0, width, height);
+       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);
+
+       // Do forward splatting.
+       bind_sampler(splat_program, uniform_flow_tex, 2, forward_flow_tex, nearest_sampler);
+       glProgramUniform1i(splat_program, uniform_invert_flow, 0);
+       glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height);
+
+       // Do backward splatting.
+       bind_sampler(splat_program, uniform_flow_tex, 2, backward_flow_tex, nearest_sampler);
+       glProgramUniform1i(splat_program, uniform_invert_flow, 1);
+       glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height);
+
+       glDisable(GL_DEPTH_TEST);
+
+       glDeleteFramebuffers(1, &fbo);
+}
+
+class Blend {
+public:
+       Blend();
+       void exec(GLuint tex0, GLuint tex1, GLuint flow_tex, GLuint output_tex, int width, int height, float alpha);
+
+private:
+       PersistentFBOSet<1> fbos;
+       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::Blend()
+{
+       blend_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       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");
+       uniform_alpha = glGetUniformLocation(blend_program, "alpha");
+       uniform_flow_consistency_tolerance = glGetUniformLocation(blend_program, "flow_consistency_tolerance");
+}
+
+void Blend::exec(GLuint tex0, GLuint tex1, GLuint flow_tex, GLuint output_tex, int level_width, int level_height, float alpha)
+{
+       glUseProgram(blend_program);
+       bind_sampler(blend_program, uniform_image0_tex, 0, tex0, linear_sampler);
+       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 / 
 
-       // Now finally draw.
        glViewport(0, 0, level_width, level_height);
-       glBindFramebuffer(GL_FRAMEBUFFER, grad0_fbo);
-       glUseProgram(sobel_program);
+       fbos.render_to(output_tex);
+       glBindVertexArray(blend_vao);
+       glUseProgram(blend_program);
+       glDisable(GL_BLEND);  // A bit ironic, perhaps.
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
 
-       // Motion search to find the initial flow.
+class Interpolate {
+public:
+       Interpolate(int width, int height, int flow_level);
 
-       // Create a flow texture, initialized to zero.
-       GLuint flow_tex;
-       glCreateTextures(GL_TEXTURE_2D, 1, &flow_tex);
-       glTextureStorage2D(flow_tex, 1, GL_RG16F, width_patches, height_patches);
+       // Returns a texture that must be released with release_texture()
+       // after use. tex0 and tex1 must be RGBA8 textures with mipmaps
+       // (unless flow_level == 0).
+       GLuint exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha);
 
-       // And an output flow texture. (Well, we could have used texture barriers,
-       // but I don't feel lucky today.)
-       GLuint flow_out_tex;
-       glCreateTextures(GL_TEXTURE_2D, 1, &flow_out_tex);
-       glTextureStorage2D(flow_out_tex, 1, GL_RG16F, width_patches, height_patches);
+       void release_texture(GLuint tex) {
+               pool.release_texture(tex);
+       }
 
-       GLuint flow_fbo;
-       glCreateFramebuffers(1, &flow_fbo);
-       glNamedFramebufferTexture(flow_fbo, GL_COLOR_ATTACHMENT0, flow_out_tex, 0);
+private:
+       int width, height, flow_level;
+       TexturePool pool;
+       Splat splat;
+       Blend blend;
+};
 
-       glUseProgram(motion_search_program);
+Interpolate::Interpolate(int width, int height, int flow_level)
+       : width(width), height(height), flow_level(flow_level) {}
 
-       bind_sampler(motion_search_program, "image0_tex", 0, tex0_view, nearest_sampler);
-       bind_sampler(motion_search_program, "image1_tex", 1, tex1_view, linear_sampler);
-       bind_sampler(motion_search_program, "grad0_tex", 2, grad0_tex, nearest_sampler);
-       bind_sampler(motion_search_program, "flow_tex", 3, flow_tex, nearest_sampler);
+GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha)
+{
+       GPUTimers timers;
 
-       glProgramUniform1f(motion_search_program, glGetUniformLocation(motion_search_program, "image_width"), level_width);
-       glProgramUniform1f(motion_search_program, glGetUniformLocation(motion_search_program, "image_height"), level_height);
-       glProgramUniform1f(motion_search_program, glGetUniformLocation(motion_search_program, "inv_image_width"), 1.0f / level_width);
-       glProgramUniform1f(motion_search_program, glGetUniformLocation(motion_search_program, "inv_image_height"), 1.0f / level_height);
+       ScopedTimer total_timer("Total", &timers);
 
-//     printf("%d x %d patches on this level\n", width_patches, height_patches);
+       // Pick out the right level to test splatting results on.
+       GLuint tex0_view, tex1_view;
+       glGenTextures(1, &tex0_view);
+       glTextureView(tex0_view, GL_TEXTURE_2D, tex0, GL_RGBA8, flow_level, 1, 0, 1);
+       glGenTextures(1, &tex1_view);
+       glTextureView(tex1_view, GL_TEXTURE_2D, tex1, GL_RGBA8, flow_level, 1, 0, 1);
+
+       int flow_width = width >> flow_level;
+       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);
+               glClearTexImage(flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
+               float infinity = 1.0f;
+               glClearTexImage(depth_tex, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &infinity);
+       }
 
-       // Set up the VAO containing all the required position/texcoord data.
-       GLuint motion_search_vao;
-        glCreateVertexArrays(1, &motion_search_vao);
-        glBindVertexArray(motion_search_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+       //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);
+       {
+               ScopedTimer timer("Blend", &total_timer);
+               blend.exec(tex0, tex1, flow_tex, output_tex, width, height, alpha);
+       }
+       total_timer.end();
+       timers.print();
 
-       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));
+       return output_tex;
+}
 
-       texcoord_attrib = glGetAttribLocation(motion_search_program, "texcoord");
-       glEnableVertexArrayAttrib(motion_search_vao, texcoord_attrib);
-       glVertexAttribPointer(texcoord_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+GLuint TexturePool::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;
+               }
+       }
 
-       glBindBuffer(GL_ARRAY_BUFFER, 0);
+       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;
+}
 
-       // And draw.
-       glViewport(0, 0, width_patches, height_patches);
-       glBindFramebuffer(GL_FRAMEBUFFER, flow_fbo);
-       glUseProgram(motion_search_program);
-       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+void TexturePool::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);
+}
+
+// OpenGL uses a bottom-left coordinate system, .flo files use a top-left coordinate system.
+void flip_coordinate_system(float *dense_flow, unsigned width, unsigned height)
+{
+       for (unsigned i = 0; i < width * height; ++i) {
+               dense_flow[i * 2 + 1] = -dense_flow[i * 2 + 1];
+       }
+}
+
+void write_flow(const char *filename, const float *dense_flow, unsigned width, unsigned height)
+{
+       FILE *flowfp = fopen(filename, "wb");
+       fprintf(flowfp, "FEIH");
+       fwrite(&width, 4, 1, flowfp);
+       fwrite(&height, 4, 1, flowfp);
+       for (unsigned y = 0; y < height; ++y) {
+               int yy = height - y - 1;
+               fwrite(&dense_flow[yy * width * 2], width * 2 * sizeof(float), 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];
+
+                       uint8_t r, g, b;
+                       flow2rgb(du, dv, &r, &g, &b);
+                       putc(r, fp);
+                       putc(g, fp);
+                       putc(b, fp);
+               }
+       }
+       fclose(fp);
+}
+
+void finish_one_read(GLuint width, GLuint height)
+{
+       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));
+       glUnmapNamedBuffer(read.pbo);
+       spare_pbos.push(read.pbo);
+
+       flip_coordinate_system(flow.get(), width, height);
+       if (!read.flow_filename.empty()) {
+               write_flow(read.flow_filename.c_str(), flow.get(), width, height);
+               fprintf(stderr, "%s %s -> %s\n", read.filename0.c_str(), read.filename1.c_str(), read.flow_filename.c_str());
+       }
+       if (!read.ppm_filename.empty()) {
+               write_ppm(read.ppm_filename.c_str(), flow.get(), width, height);
+       }
+}
+
+void schedule_read(GLuint tex, GLuint width, GLuint height, const char *filename0, const char *filename1, const char *flow_filename, const char *ppm_filename)
+{
+       if (spare_pbos.empty()) {
+               finish_one_read(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);
+       glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+}
+
+void compute_flow_only(int argc, char **argv, int optind)
+{
+       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";
+
+       // Load pictures.
+       unsigned width1, height1, width2, height2;
+       GLuint tex0 = load_texture(filename0, &width1, &height1, WITHOUT_MIPMAPS);
+       GLuint tex1 = load_texture(filename1, &width2, &height2, WITHOUT_MIPMAPS);
+
+       if (width1 != width2 || height1 != height2) {
+               fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
+                       width1, height1, width2, height2);
+               exit(1);
+       }
+
+       // Set up some PBOs to do asynchronous readback.
+       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);
+               spare_pbos.push(pbos[i]);
+       }
+
+       int levels = find_num_levels(width1, height1);
+       GLuint tex0_gray, tex1_gray;
+       glCreateTextures(GL_TEXTURE_2D, 1, &tex0_gray);
+       glCreateTextures(GL_TEXTURE_2D, 1, &tex1_gray);
+       glTextureStorage2D(tex0_gray, levels, GL_R8, width1, height1);
+       glTextureStorage2D(tex1_gray, levels, GL_R8, width1, height1);
+
+       GrayscaleConversion gray;
+       gray.exec(tex0, tex0_gray, width1, height1);
+       glDeleteTextures(1, &tex0);
+       glGenerateTextureMipmap(tex0_gray);
+
+       gray.exec(tex1, tex1_gray, width1, height1);
+       glDeleteTextures(1, &tex1);
+       glGenerateTextureMipmap(tex1_gray);
+
+       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");
+       compute_flow.release_texture(final_tex);
+
+       // 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];
+               GLuint width, height;
+               GLuint tex0 = load_texture(filename0, &width, &height, WITHOUT_MIPMAPS);
+               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);
+               }
+               gray.exec(tex0, tex0_gray, width, height);
+               glGenerateTextureMipmap(tex0_gray);
+               glDeleteTextures(1, &tex0);
+
+               GLuint tex1 = load_texture(filename1, &width, &height, WITHOUT_MIPMAPS);
+               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);
+               }
+               gray.exec(tex1, tex1_gray, width, height);
+               glGenerateTextureMipmap(tex1_gray);
+               glDeleteTextures(1, &tex1);
+
+               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, "");
+               compute_flow.release_texture(final_tex);
+       }
+       glDeleteTextures(1, &tex0_gray);
+       glDeleteTextures(1, &tex1_gray);
+
+       while (!reads_in_progress.empty()) {
+               finish_one_read(width1, height1);
+       }
+}
+
+// Interpolate images based on
+//
+//   Herbst, Seitz, Baker: “Occlusion Reasoning for Temporal Interpolation
+//   Using Optical Flow”
+//
+// or at least a reasonable subset thereof. Unfinished.
+void interpolate_image(int argc, char **argv, int optind)
+{
+       const char *filename0 = argc >= (optind + 1) ? argv[optind] : "test1499.png";
+       const char *filename1 = argc >= (optind + 2) ? argv[optind + 1] : "test1500.png";
+       //const char *out_filename = argc >= (optind + 3) ? argv[optind + 2] : "interpolated.png";
+
+       // Load pictures.
+       unsigned width1, height1, width2, height2;
+       GLuint tex0 = load_texture(filename0, &width1, &height1, WITH_MIPMAPS);
+       GLuint tex1 = load_texture(filename1, &width2, &height2, WITH_MIPMAPS);
+
+       if (width1 != width2 || height1 != height2) {
+               fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
+                       width1, height1, width2, height2);
+               exit(1);
+       }
+
+       // Set up some PBOs to do asynchronous readback.
+       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);
+               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;
+       glCreateTextures(GL_TEXTURE_2D, 1, &tex0_gray);
+       glCreateTextures(GL_TEXTURE_2D, 1, &tex1_gray);
+       glTextureStorage2D(tex0_gray, levels, GL_R8, width1, height1);
+       glTextureStorage2D(tex1_gray, levels, GL_R8, width1, height1);
+
+       gray.exec(tex0, tex0_gray, width1, height1);
+       glGenerateTextureMipmap(tex0_gray);
+
+       gray.exec(tex1, tex1_gray, width1, height1);
+       glGenerateTextureMipmap(tex1_gray);
+
+       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);
+
+       for (int frameno = 1; frameno < 60; ++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(interpolated_tex, width1, height1, filename0, filename1, "", "halfflow.ppm");
+       //interpolate.release_texture(interpolated_tex);
+       //finish_one_read(width1, height1);
+}
+
+int main(int argc, char **argv)
+{
+        static const option long_options[] = {
+               { "smoothness-relative-weight", required_argument, 0, 's' },  // alpha.
+               { "intensity-relative-weight", required_argument, 0, 'i' },  // delta.
+               { "gradient-relative-weight", required_argument, 0, 'g' },  // gamma.
+               { "disable-timing", no_argument, 0, 1000 },
+               { "ignore-variational-refinement", no_argument, 0, 1001 },  // Still calculates it, just doesn't apply it.
+               { "interpolate", no_argument, 0, 1002 }
+       };
+
+       for ( ;; ) {
+               int option_index = 0;
+               int c = getopt_long(argc, argv, "s:i:g:", long_options, &option_index);
+
+               if (c == -1) {
+                       break;
+               }
+               switch (c) {
+               case 's':
+                       vr_alpha = atof(optarg);
+                       break;
+               case 'i':
+                       vr_delta = atof(optarg);
+                       break;
+               case 'g':
+                       vr_gamma = atof(optarg);
+                       break;
+               case 1000:
+                       enable_timing = false;
+                       break;
+               case 1001:
+                       enable_variational_refinement = false;
+                       break;
+               case 1002:
+                       enable_interpolation = true;
+                       break;
+               default:
+                       fprintf(stderr, "Unknown option '%s'\n", argv[option_index]);
+                       exit(1);
+               };
+       }
 
-       fprintf(stderr, "err = %d\n", glGetError());
+       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);
+       window = SDL_CreateWindow("OpenGL window",
+               SDL_WINDOWPOS_UNDEFINED,
+               SDL_WINDOWPOS_UNDEFINED,
+               64, 64,
+               SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
+       SDL_GLContext context = SDL_GL_CreateContext(window);
+       assert(context != nullptr);
+
+       // 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);
+
+       if (enable_interpolation) {
+               interpolate_image(argc, argv, optind);
+       } else {
+               compute_flow_only(argc, argv, optind);
+       }
 }