]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Use textureOffset() wherever possible to save some tedious arithmetic.
[nageru] / flow.cpp
index 1bac95544fbf8648650c54aeeac0cf4f44700bda..9bae425004d359345b9ee84f827055e4443cbcd9 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -15,6 +15,7 @@
 
 #include <assert.h>
 #include <stdio.h>
+#include <unistd.h>
 
 #include "util.h"
 
@@ -32,7 +33,7 @@ constexpr unsigned finest_level = 1;
 constexpr unsigned patch_size_pixels = 12;
 
 // Some global OpenGL objects.
-GLuint nearest_sampler, linear_sampler, mipmap_sampler;
+GLuint nearest_sampler, linear_sampler;
 GLuint vertex_vbo;
 
 string read_file(const string &filename)
@@ -193,9 +194,8 @@ 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;
        }
@@ -223,6 +223,8 @@ private:
        GLuint sobel_fs_obj;
        GLuint sobel_program;
        GLuint sobel_vao;
+
+       GLuint uniform_tex, uniform_image_size;
 };
 
 Sobel::Sobel()
@@ -239,9 +241,7 @@ Sobel::Sobel()
        glEnableVertexArrayAttrib(sobel_vao, position_attrib);
        glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
 
-       GLint texcoord_attrib = glGetAttribLocation(sobel_program, "texcoord");
-       glEnableVertexArrayAttrib(sobel_vao, texcoord_attrib);
-       glVertexAttribPointer(texcoord_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)
@@ -249,9 +249,7 @@ void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_he
        glUseProgram(sobel_program);
        glBindTextureUnit(0, tex0_view);
        glBindSampler(0, nearest_sampler);
-       glProgramUniform1i(sobel_program, glGetUniformLocation(sobel_program, "tex"), 0);
-       glProgramUniform2f(sobel_program, glGetUniformLocation(sobel_program, "image_size"), level_width, level_height);
-       glProgramUniform2f(sobel_program, glGetUniformLocation(sobel_program, "inv_image_size"), 1.0f / level_width, 1.0f / level_height);
+       glProgramUniform1i(sobel_program, uniform_tex, 0);
 
        GLuint grad0_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &grad0_fbo);
@@ -276,6 +274,9 @@ private:
        GLuint motion_fs_obj;
        GLuint motion_search_program;
        GLuint motion_search_vao;
+
+       GLuint uniform_image_size, uniform_inv_image_size;
+       GLuint uniform_image0_tex, uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
 };
 
 MotionSearch::MotionSearch()
@@ -293,22 +294,25 @@ MotionSearch::MotionSearch()
        glEnableVertexArrayAttrib(motion_search_vao, position_attrib);
        glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
 
-       GLint 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));
+       uniform_image_size = glGetUniformLocation(motion_search_program, "image_size");
+       uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_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 width_patches, int height_patches)
 {
        glUseProgram(motion_search_program);
 
-       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, linear_sampler);
+       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, nearest_sampler);
+       bind_sampler(motion_search_program, uniform_flow_tex, 3, flow_tex, linear_sampler);
 
-       glProgramUniform2f(motion_search_program, glGetUniformLocation(motion_search_program, "image_size"), level_width, level_height);
-       glProgramUniform2f(motion_search_program, glGetUniformLocation(motion_search_program, "inv_image_size"), 1.0f / level_width, 1.0f / level_height);
+       glProgramUniform2f(motion_search_program, uniform_image_size, level_width, level_height);
+       glProgramUniform2f(motion_search_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
 
        GLuint flow_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &flow_fbo);
@@ -339,6 +343,9 @@ private:
        GLuint densify_fs_obj;
        GLuint densify_program;
        GLuint densify_vao;
+
+       GLuint uniform_width_patches, uniform_patch_size, uniform_patch_spacing;
+       GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
 };
 
 Densify::Densify()
@@ -355,24 +362,31 @@ Densify::Densify()
        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_width_patches = glGetUniformLocation(densify_program, "width_patches");
+       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, "image0_tex", 0, tex0_view, nearest_sampler);
-       bind_sampler(densify_program, "image1_tex", 1, tex1_view, linear_sampler);
-       bind_sampler(densify_program, "flow_tex", 2, flow_tex, nearest_sampler);
+       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);
 
-       glProgramUniform1i(densify_program, glGetUniformLocation(densify_program, "width_patches"), width_patches);
-       glProgramUniform2f(densify_program, glGetUniformLocation(densify_program, "patch_size"),
+       glProgramUniform1i(densify_program, uniform_width_patches, width_patches);
+       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);
-       glProgramUniform2f(densify_program, glGetUniformLocation(densify_program, "patch_spacing"),
+       glProgramUniform2f(densify_program, uniform_patch_spacing,
                patch_spacing_x / level_width,
                patch_spacing_y / level_height);
 
@@ -388,6 +402,122 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d
        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.
+//
+// See variational_refinement.txt for more information.
+class Prewarp {
+public:
+       Prewarp();
+       void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_tex, int level_width, int level_height);
+
+private:
+       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, 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);
+
+       GLuint prewarp_fbo;  // TODO: cleanup
+       glCreateFramebuffers(1, &prewarp_fbo);
+       GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
+       glNamedFramebufferDrawBuffers(prewarp_fbo, 2, bufs);
+       glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT0, I_tex, 0);
+       glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT1, I_t_tex, 0);
+
+       glViewport(0, 0, level_width, level_height);
+       glDisable(GL_BLEND);
+       glBindVertexArray(prewarp_vao);
+       glBindFramebuffer(GL_FRAMEBUFFER, prewarp_fbo);
+       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
+class Derivatives {
+public:
+       Derivatives();
+       void exec(GLuint input_tex, GLuint output_tex, int level_width, int level_height);
+
+private:
+       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 output_tex, int level_width, int level_height)
+{
+       glUseProgram(derivatives_program);
+
+       bind_sampler(derivatives_program, uniform_tex, 0, input_tex, nearest_sampler);
+
+       GLuint derivatives_fbo;  // TODO: cleanup
+       glCreateFramebuffers(1, &derivatives_fbo);
+       glNamedFramebufferTexture(derivatives_fbo, GL_COLOR_ATTACHMENT0, output_tex, 0);
+
+       glViewport(0, 0, level_width, level_height);
+       glDisable(GL_BLEND);
+       glBindVertexArray(derivatives_vao);
+       glBindFramebuffer(GL_FRAMEBUFFER, derivatives_fbo);
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
 int main(void)
 {
        if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
@@ -428,12 +558,6 @@ int main(void)
        glSamplerParameteri(linear_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glSamplerParameteri(linear_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
-       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);
-
        float vertices[] = {
                0.0f, 1.0f,
                0.0f, 0.0f,
@@ -454,6 +578,8 @@ int main(void)
        Sobel sobel;
        MotionSearch motion_search;
        Densify densify;
+       Prewarp prewarp;
+       Derivatives derivatives;
 
        GLuint query;
        glGenQueries(1, &query);
@@ -491,7 +617,7 @@ int main(void)
                // Create an output flow texture.
                GLuint flow_out_tex;
                glCreateTextures(GL_TEXTURE_2D, 1, &flow_out_tex);
-               glTextureStorage2D(flow_out_tex, 1, GL_RG16F, width_patches, height_patches);
+               glTextureStorage2D(flow_out_tex, 1, GL_RGB16F, width_patches, height_patches);
 
                // And draw.
                motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, width_patches, height_patches);
@@ -501,13 +627,33 @@ int main(void)
                // Set up an output texture (initially zero).
                GLuint dense_flow_tex;
                glCreateTextures(GL_TEXTURE_2D, 1, &dense_flow_tex);
-               //glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
-               glTextureStorage2D(dense_flow_tex, 1, GL_RGBA32F, level_width, level_height);
+               glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
 
                // And draw.
                densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches);
 
-               // TODO: Variational refinement.
+               // Everything below here in the loop belongs to variational refinement.
+               // It is not done yet.
+
+               // Prewarping; create I and I_t.
+               GLuint I_tex, I_t_tex;
+               glCreateTextures(GL_TEXTURE_2D, 1, &I_tex);
+               glCreateTextures(GL_TEXTURE_2D, 1, &I_t_tex);
+               glTextureStorage2D(I_tex, 1, GL_R16F, level_width, level_height);
+               glTextureStorage2D(I_t_tex, 1, GL_R16F, level_width, level_height);
+               prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, level_width, level_height);
+
+               // Derivatives of the images. 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.)
+
+               // Calculate I_x and I_y.
+               GLuint I_x_y_tex;
+               glCreateTextures(GL_TEXTURE_2D, 1, &I_x_y_tex);
+               glTextureStorage2D(I_x_y_tex, 1, GL_RG16F, level_width, level_height);
+               derivatives.exec(I_tex, I_x_y_tex, level_width, level_height);
 
                prev_level_flow_tex = dense_flow_tex;
        }
@@ -516,6 +662,7 @@ int main(void)
        GLint available;
        do {
                glGetQueryObjectiv(query, GL_QUERY_RESULT_AVAILABLE, &available);
+               usleep(1000);
        } while (!available);
        GLuint64 time_elapsed;
        glGetQueryObjectui64v(query, GL_QUERY_RESULT, &time_elapsed);