]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Reduce the spam in apitrace a bit.
[nageru] / flow.cpp
index e59a4812e8e2dcd0a3eef18be621d8b98c1b6c00..b46e0a10c74cff067b2a5c67675baece2adfe329 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -15,8 +15,9 @@
 
 #include <assert.h>
 #include <stdio.h>
+#include <unistd.h>
 
-#include "flow2rgb.h"
+#include "util.h"
 
 #include <algorithm>
 #include <memory>
@@ -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, uniform_inv_image_size;
 };
 
 Sobel::Sobel()
@@ -239,9 +241,8 @@ 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");
+       uniform_inv_image_size = glGetUniformLocation(sobel_program, "inv_image_size");
 }
 
 void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height)
@@ -249,9 +250,8 @@ 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);
+       glProgramUniform2f(sobel_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
 
        GLuint grad0_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &grad0_fbo);
@@ -276,6 +276,9 @@ 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 +296,25 @@ 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 +345,9 @@ 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 +364,31 @@ 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);
 
@@ -428,12 +444,6 @@ 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,
@@ -455,6 +465,10 @@ int main(void)
        MotionSearch motion_search;
        Densify densify;
 
+       GLuint query;
+       glGenQueries(1, &query);
+       glBeginQuery(GL_TIME_ELAPSED, query);
+
        for (int level = coarsest_level; level >= int(finest_level); --level) {
                int level_width = WIDTH >> level;
                int level_height = HEIGHT >> level;
@@ -487,7 +501,7 @@ 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);
@@ -497,8 +511,7 @@ 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);
@@ -507,6 +520,16 @@ int main(void)
 
                prev_level_flow_tex = dense_flow_tex;
        }
+       glEndQuery(GL_TIME_ELAPSED);
+
+       GLint available;
+       do {
+               glGetQueryObjectiv(query, GL_QUERY_RESULT_AVAILABLE, &available);
+               usleep(1000);
+       } while (!available);
+       GLuint64 time_elapsed;
+       glGetQueryObjectui64v(query, GL_QUERY_RESULT, &time_elapsed);
+       fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
 
        int level_width = WIDTH >> finest_level;
        int level_height = HEIGHT >> finest_level;
@@ -514,7 +537,11 @@ int main(void)
        glGetTextureImage(prev_level_flow_tex, 0, GL_RGB, GL_FLOAT, level_width * level_height * 3 * sizeof(float), dense_flow.get());
 
        FILE *fp = fopen("flow.ppm", "wb");
+       FILE *flowfp = fopen("flow.flo", "wb");
        fprintf(fp, "P6\n%d %d\n255\n", level_width, level_height);
+       fprintf(flowfp, "FEIH");
+       fwrite(&level_width, 4, 1, flowfp);
+       fwrite(&level_height, 4, 1, flowfp);
        for (unsigned y = 0; y < unsigned(level_height); ++y) {
                int yy = level_height - y - 1;
                for (unsigned x = 0; x < unsigned(level_width); ++x) {
@@ -523,7 +550,10 @@ int main(void)
                        float w = dense_flow[(yy * level_width + x) * 3 + 2];
 
                        du = (du / w) * level_width;
-                       dv = (dv / w) * level_height;
+                       dv = (-dv / w) * level_height;
+
+                       fwrite(&du, 4, 1, flowfp);
+                       fwrite(&dv, 4, 1, flowfp);
 
                        uint8_t r, g, b;
                        flow2rgb(du, dv, &r, &g, &b);
@@ -533,6 +563,7 @@ int main(void)
                }
        }
        fclose(fp);
+       fclose(flowfp);
 
        fprintf(stderr, "err = %d\n", glGetError());
 }