template<size_t num_elements>
class PersistentFBOSetWithDepth {
public:
- void render_to(GLuint depth_tex, const array<GLuint, num_elements> &textures);
+ void render_to(GLuint depth_rb, const array<GLuint, num_elements> &textures);
// Convenience wrappers.
- void render_to(GLuint depth_tex, GLuint texture0) {
- render_to(depth_tex, {{texture0}});
+ void render_to(GLuint depth_rb, GLuint texture0) {
+ render_to(depth_rb, {{texture0}});
}
- void render_to(GLuint depth_tex, GLuint texture0, GLuint texture1) {
- render_to(depth_tex, {{texture0, texture1}});
+ void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1) {
+ render_to(depth_rb, {{texture0, texture1}});
}
- void render_to(GLuint depth_tex, GLuint texture0, GLuint texture1, GLuint texture2) {
- render_to(depth_tex, {{texture0, texture1, texture2}});
+ void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1, GLuint texture2) {
+ render_to(depth_rb, {{texture0, texture1, texture2}});
}
- void render_to(GLuint depth_tex, GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) {
- render_to(depth_tex, {{texture0, texture1, texture2, texture3}});
+ void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) {
+ render_to(depth_rb, {{texture0, texture1, texture2, texture3}});
}
private:
};
template<size_t num_elements>
-void PersistentFBOSetWithDepth<num_elements>::render_to(GLuint depth_tex, const array<GLuint, num_elements> &textures)
+void PersistentFBOSetWithDepth<num_elements>::render_to(GLuint depth_rb, const array<GLuint, num_elements> &textures)
{
- auto key = make_pair(depth_tex, textures);
+ auto key = make_pair(depth_rb, textures);
auto it = fbos.find(key);
if (it != fbos.end()) {
GLuint fbo;
glCreateFramebuffers(1, &fbo);
GLenum bufs[num_elements];
- glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
+ glNamedFramebufferRenderbuffer(fbo, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rb);
for (size_t i = 0; i < num_elements; ++i) {
glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0 + i, textures[i], 0);
bufs[i] = GL_COLOR_ATTACHMENT0 + i;
class GrayscaleConversion {
public:
GrayscaleConversion();
- void exec(GLint tex, GLint gray_tex, int width, int height);
+ void exec(GLint tex, GLint gray_tex, int width, int height, int num_layers);
private:
PersistentFBOSet<1> fbos;
uniform_tex = glGetUniformLocation(gray_program, "tex");
}
-void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height)
+void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height, int num_layers)
{
glUseProgram(gray_program);
bind_sampler(gray_program, uniform_tex, 0, tex, nearest_sampler);
fbos.render_to(gray_tex);
glBindVertexArray(gray_vao);
glDisable(GL_BLEND);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
// Compute gradients in every point, used for the motion search.
class Sobel {
public:
Sobel();
- void exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height);
+ void exec(GLint tex_view, GLint grad_tex, int level_width, int level_height, int num_layers);
private:
PersistentFBOSet<1> fbos;
uniform_tex = glGetUniformLocation(sobel_program, "tex");
}
-void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height)
+void Sobel::exec(GLint tex_view, GLint grad_tex, int level_width, int level_height, int num_layers)
{
glUseProgram(sobel_program);
- bind_sampler(sobel_program, uniform_tex, 0, tex0_view, nearest_sampler);
+ bind_sampler(sobel_program, uniform_tex, 0, tex_view, nearest_sampler);
glViewport(0, 0, level_width, level_height);
- fbos.render_to(grad0_tex);
+ fbos.render_to(grad_tex);
glDisable(GL_BLEND);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
// 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);
+ void exec(GLuint tex_view, GLuint grad_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, int num_layers);
private:
PersistentFBOSet<1> fbos;
GLuint motion_search_program;
GLuint uniform_inv_image_size, uniform_inv_prev_level_size, uniform_out_flow_size;
- GLuint uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
+ GLuint uniform_image_tex, uniform_grad_tex, uniform_flow_tex;
};
MotionSearch::MotionSearch()
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_out_flow_size = glGetUniformLocation(motion_search_program, "out_flow_size");
- uniform_image1_tex = glGetUniformLocation(motion_search_program, "image1_tex");
- uniform_grad0_tex = glGetUniformLocation(motion_search_program, "grad0_tex");
+ uniform_image_tex = glGetUniformLocation(motion_search_program, "image_tex");
+ uniform_grad_tex = glGetUniformLocation(motion_search_program, "grad_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)
+void MotionSearch::exec(GLuint tex_view, GLuint grad_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, int num_layers)
{
glUseProgram(motion_search_program);
- 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);
+ bind_sampler(motion_search_program, uniform_image_tex, 0, tex_view, linear_sampler);
+ bind_sampler(motion_search_program, uniform_grad_tex, 1, grad_tex, nearest_sampler);
+ bind_sampler(motion_search_program, uniform_flow_tex, 2, 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);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
// Do “densification”, ie., upsampling of the flow patches to the flow field
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);
+ void exec(GLuint tex_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches, int num_layers);
private:
PersistentFBOSet<1> fbos;
GLuint densify_program;
GLuint uniform_patch_size;
- GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
+ GLuint uniform_image_tex, uniform_flow_tex;
};
Densify::Densify()
densify_program = link_program(densify_vs_obj, densify_fs_obj);
uniform_patch_size = glGetUniformLocation(densify_program, "patch_size");
- uniform_image0_tex = glGetUniformLocation(densify_program, "image0_tex");
- uniform_image1_tex = glGetUniformLocation(densify_program, "image1_tex");
+ uniform_image_tex = glGetUniformLocation(densify_program, "image_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)
+void Densify::exec(GLuint tex_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches, int num_layers)
{
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);
+ bind_sampler(densify_program, uniform_image_tex, 0, tex_view, linear_sampler);
+ bind_sampler(densify_program, uniform_flow_tex, 1, flow_tex, nearest_sampler);
glProgramUniform2f(densify_program, uniform_patch_size,
float(patch_size_pixels) / level_width,
fbos.render_to(dense_flow_tex);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
- glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches * num_layers);
}
// Warp I_1 to I_w, and then compute the mean (I) and difference (I_t) of
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);
+ void exec(GLuint tex_view, GLuint flow_tex, GLuint normalized_flow_tex, GLuint I_tex, GLuint I_t_tex, int level_width, int level_height, int num_layers);
private:
PersistentFBOSet<3> fbos;
GLuint prewarp_fs_obj;
GLuint prewarp_program;
- GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
+ GLuint uniform_image_tex, uniform_flow_tex;
};
Prewarp::Prewarp()
prewarp_fs_obj = compile_shader(read_file("prewarp.frag"), GL_FRAGMENT_SHADER);
prewarp_program = link_program(prewarp_vs_obj, prewarp_fs_obj);
- uniform_image0_tex = glGetUniformLocation(prewarp_program, "image0_tex");
- uniform_image1_tex = glGetUniformLocation(prewarp_program, "image1_tex");
+ uniform_image_tex = glGetUniformLocation(prewarp_program, "image_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)
+void Prewarp::exec(GLuint tex_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_tex, GLuint normalized_flow_tex, int level_width, int level_height, int num_layers)
{
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);
+ bind_sampler(prewarp_program, uniform_image_tex, 0, tex_view, linear_sampler);
+ bind_sampler(prewarp_program, uniform_flow_tex, 1, flow_tex, nearest_sampler);
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
fbos.render_to(I_tex, I_t_tex, normalized_flow_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
// From I, calculate the partial derivatives I_x and I_y. We use a four-tap
class Derivatives {
public:
Derivatives();
- void exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height);
+ void exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height, int num_layers);
private:
PersistentFBOSet<2> fbos;
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)
+void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height, int num_layers)
{
glUseProgram(derivatives_program);
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
fbos.render_to(I_x_y_tex, beta_0_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
// Calculate the diffusivity for each pixels, g(x,y). Smoothness (s) will
class ComputeDiffusivity {
public:
ComputeDiffusivity();
- void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow);
+ void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow, int num_layers);
private:
PersistentFBOSet<1> fbos;
uniform_zero_diff_flow = glGetUniformLocation(diffusivity_program, "zero_diff_flow");
}
-void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow)
+void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow, int num_layers)
{
glUseProgram(diffusivity_program);
glDisable(GL_BLEND);
fbos.render_to(diffusivity_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
// Set up the equations set (two equations in two unknowns, per pixel).
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 diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow);
+ void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow, int num_layers);
private:
PersistentFBOSet<2> fbos;
uniform_zero_diff_flow = glGetUniformLocation(equations_program, "zero_diff_flow");
}
-void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint base_flow_tex, GLuint beta_0_tex, GLuint diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow)
+void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint base_flow_tex, GLuint beta_0_tex, GLuint diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow, int num_layers)
{
glUseProgram(equations_program);
glViewport(0, 0, (level_width + 1) / 2, level_height);
glDisable(GL_BLEND);
- fbos.render_to({equation_red_tex, equation_black_tex});
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ fbos.render_to(equation_red_tex, equation_black_tex);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
// Actually solve the equation sets made by SetupEquations, by means of
class SOR {
public:
SOR();
- void exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer);
+ void exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, int num_layers, ScopedTimer *sor_timer);
private:
PersistentFBOSet<1> fbos;
uniform_num_nonzero_phases = glGetUniformLocation(sor_program, "num_nonzero_phases");
}
-void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer)
+void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, int num_layers, ScopedTimer *sor_timer)
{
glUseProgram(sor_program);
glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 0);
}
glProgramUniform1i(sor_program, uniform_phase, 0);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
glTextureBarrier();
}
{
glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 1);
}
glProgramUniform1i(sor_program, uniform_phase, 1);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
if (zero_diff_flow && i == 0) {
glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 2);
}
class AddBaseFlow {
public:
AddBaseFlow();
- void exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height);
+ void exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height, int num_layers);
private:
PersistentFBOSet<1> fbos;
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)
+void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height, int num_layers)
{
glUseProgram(add_flow_program);
glBlendFunc(GL_ONE, GL_ONE);
fbos.render_to(base_flow_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
// 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);
+ void exec(GLuint in_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height, int num_layers);
private:
PersistentFBOSet<1> fbos;
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)
+void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height, int num_layers)
{
glUseProgram(resize_flow_program);
glDisable(GL_BLEND);
fbos.render_to(out_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
class TexturePool {
public:
- GLuint get_texture(GLenum format, GLuint width, GLuint height);
+ GLuint get_texture(GLenum format, GLuint width, GLuint height, GLuint num_layers = 0);
void release_texture(GLuint tex_num);
+ GLuint get_renderbuffer(GLenum format, GLuint width, GLuint height);
+ void release_renderbuffer(GLuint tex_num);
private:
struct Texture {
GLuint tex_num;
GLenum format;
- GLuint width, height;
+ GLuint width, height, num_layers;
bool in_use = false;
+ bool is_renderbuffer = false;
};
vector<Texture> textures;
};
public:
DISComputeFlow(int width, int height);
+ enum FlowDirection {
+ FORWARD,
+ FORWARD_AND_BACKWARD
+ };
enum ResizeStrategy {
DO_NOT_RESIZE_FLOW,
RESIZE_FLOW_TO_FULL_SIZE
};
+ // The texture must have two layers (first and second frame).
// Returns a texture that must be released with release_texture()
// after use.
- GLuint exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy);
+ GLuint exec(GLuint tex, FlowDirection flow_direction, ResizeStrategy resize_strategy);
void release_texture(GLuint tex) {
pool.release_texture(tex);
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);
+ glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &initial_flow_tex);
+ glTextureStorage3D(initial_flow_tex, 1, GL_RG16F, 1, 1, 1);
glClearTexImage(initial_flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
// Set up the vertex data that will be shared between all passes.
glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
}
-GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy)
+GLuint DISComputeFlow::exec(GLuint tex, FlowDirection flow_direction, ResizeStrategy resize_strategy)
{
+ int num_layers = (flow_direction == FORWARD_AND_BACKWARD) ? 2 : 1;
int prev_level_width = 1, prev_level_height = 1;
GLuint prev_level_flow_tex = initial_flow_tex;
glBindVertexArray(vao);
- ScopedTimer total_timer("Total", &timers);
+ ScopedTimer total_timer("Compute flow", &timers);
for (int level = coarsest_level; level >= int(finest_level); --level) {
char timer_name[256];
snprintf(timer_name, sizeof(timer_name), "Level %d (%d x %d)", level, width >> level, height >> level);
// 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);
+ GLuint tex_view;
+ glGenTextures(1, &tex_view);
+ glTextureView(tex_view, GL_TEXTURE_2D_ARRAY, tex, GL_R8, level, 1, 0, 2);
- // Create a new texture; we could be fancy and render use a multi-level
- // texture, but meh.
- GLuint grad0_tex = pool.get_texture(GL_R32UI, level_width, level_height);
+ // Create a new texture to hold the gradients.
+ GLuint grad_tex = pool.get_texture(GL_R32UI, level_width, level_height, num_layers);
// Find the derivative.
{
ScopedTimer timer("Sobel", &level_timer);
- sobel.exec(tex0_view, grad0_tex, level_width, level_height);
+ sobel.exec(tex_view, grad_tex, level_width, level_height, num_layers);
}
// 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);
+ GLuint flow_out_tex = pool.get_texture(GL_RGB16F, width_patches, height_patches, num_layers);
// 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);
+ motion_search.exec(tex_view, grad_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, prev_level_width, prev_level_height, width_patches, height_patches, num_layers);
}
- pool.release_texture(grad0_tex);
+ pool.release_texture(grad_tex);
// Densification.
// Set up an output texture (cleared in Densify).
- GLuint dense_flow_tex = pool.get_texture(GL_RGB16F, level_width, level_height);
+ GLuint dense_flow_tex = pool.get_texture(GL_RGB16F, level_width, level_height, num_layers);
// 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);
+ densify.exec(tex_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches, num_layers);
}
pool.release_texture(flow_out_tex);
// 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);
+ GLuint I_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers);
+ GLuint I_t_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers);
+ GLuint base_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height, num_layers);
{
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);
+ prewarp.exec(tex_view, dense_flow_tex, I_tex, I_t_tex, base_flow_tex, level_width, level_height, num_layers);
}
pool.release_texture(dense_flow_tex);
- glDeleteTextures(1, &tex0_view);
- glDeleteTextures(1, &tex1_view);
+ glDeleteTextures(1, &tex_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);
+ GLuint I_x_y_tex = pool.get_texture(GL_RG16F, level_width, level_height, num_layers);
+ GLuint beta_0_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers);
{
ScopedTimer timer("First derivatives", &varref_timer);
- derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height);
+ derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height, num_layers);
}
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's initially garbage,
// but not read until we've written something sane to it.
- GLuint diff_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height);
+ GLuint diff_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height, num_layers);
// And for diffusivity.
- GLuint diffusivity_tex = pool.get_texture(GL_R16F, level_width, level_height);
+ GLuint diffusivity_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers);
// And finally for the equation set. See SetupEquations for
// the storage format.
- GLuint equation_red_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height);
- GLuint equation_black_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height);
+ GLuint equation_red_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height, num_layers);
+ GLuint equation_black_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height, num_layers);
for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) {
// Calculate the diffusivity term for each pixel.
{
ScopedTimer timer("Compute diffusivity", &varref_timer);
- compute_diffusivity.exec(base_flow_tex, diff_flow_tex, diffusivity_tex, level_width, level_height, outer_idx == 0);
+ compute_diffusivity.exec(base_flow_tex, diff_flow_tex, diffusivity_tex, level_width, level_height, outer_idx == 0, num_layers);
}
// 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, diff_flow_tex, base_flow_tex, beta_0_tex, diffusivity_tex, equation_red_tex, equation_black_tex, level_width, level_height, outer_idx == 0);
+ setup_equations.exec(I_x_y_tex, I_t_tex, diff_flow_tex, base_flow_tex, beta_0_tex, diffusivity_tex, equation_red_tex, equation_black_tex, level_width, level_height, outer_idx == 0, num_layers);
}
// Run a few SOR iterations. Note that these are to/from the same texture.
{
ScopedTimer timer("SOR", &varref_timer);
- sor.exec(diff_flow_tex, equation_red_tex, equation_black_tex, diffusivity_tex, level_width, level_height, 5, outer_idx == 0, &timer);
+ sor.exec(diff_flow_tex, equation_red_tex, equation_black_tex, diffusivity_tex, level_width, level_height, 5, outer_idx == 0, num_layers, &timer);
}
}
// 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, diff_flow_tex, level_width, level_height);
+ add_base_flow.exec(base_flow_tex, diff_flow_tex, level_width, level_height, num_layers);
}
pool.release_texture(diff_flow_tex);
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);
+ GLuint final_tex = pool.get_texture(GL_RG16F, width, height, num_layers);
+ resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width, height, num_layers);
pool.release_texture(prev_level_flow_tex);
return final_tex;
}
Splat();
// alpha is the time of the interpolated frame (0..1).
- void exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_tex, int width, int height, float alpha);
+ void exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint flow_tex, GLuint depth_rb, int width, int height, float alpha);
private:
PersistentFBOSetWithDepth<1> fbos;
GLuint splat_fs_obj;
GLuint splat_program;
- GLuint uniform_invert_flow, uniform_splat_size, uniform_alpha;
- GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
+ GLuint uniform_splat_size, uniform_alpha;
+ GLuint uniform_image_tex, uniform_flow_tex;
GLuint uniform_inv_flow_size;
};
splat_fs_obj = compile_shader(read_file("splat.frag"), GL_FRAGMENT_SHADER);
splat_program = link_program(splat_vs_obj, splat_fs_obj);
- 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_image_tex = glGetUniformLocation(splat_program, "image_tex");
uniform_flow_tex = glGetUniformLocation(splat_program, "flow_tex");
uniform_inv_flow_size = glGetUniformLocation(splat_program, "inv_flow_size");
}
-void Splat::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_tex, int width, int height, float alpha)
+void Splat::exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint flow_tex, GLuint depth_rb, 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);
+ bind_sampler(splat_program, uniform_image_tex, 0, image_tex, linear_sampler);
+ bind_sampler(splat_program, uniform_flow_tex, 1, bidirectional_flow_tex, nearest_sampler);
// FIXME: This is set to 1.0 right now so not to trigger Haswell's “PMA stall”.
// Move to 2.0 later, or even 4.0.
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.)
- fbos.render_to(depth_tex, flow_tex);
+ fbos.render_to(depth_rb, flow_tex);
// Evidently NVIDIA doesn't use fast clears for glClearTexImage, so clear now that
// we've got it bound.
glClearDepth(1.0f); // Effectively infinity.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- // Do forward splatting.
- bind_sampler(splat_program, uniform_flow_tex, 2, forward_flow_tex, nearest_sampler);
- 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);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height * 2);
glDisable(GL_DEPTH_TEST);
}
// Output will be in flow_tex, temp_tex[0, 1, 2], representing the filling
// from the down, left, right and up, respectively. Use HoleBlend to merge
// them into one.
- void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
+ void exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height);
private:
PersistentFBOSetWithDepth<1> fbos;
uniform_sample_offset = glGetUniformLocation(fill_program, "sample_offset");
}
-void HoleFill::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height)
+void HoleFill::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height)
{
glUseProgram(fill_program);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS); // Only update the values > 0.999f (ie., only invalid pixels).
- fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture.
+ fbos.render_to(depth_rb, flow_tex); // NOTE: Reading and writing to the same texture.
// Fill holes from the left, by shifting 1, 2, 4, 8, etc. pixels to the right.
for (int offs = 1; offs < width; offs *= 2) {
public:
HoleBlend();
- void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
+ void exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height);
private:
PersistentFBOSetWithDepth<1> fbos;
uniform_sample_offset = glGetUniformLocation(blend_program, "sample_offset");
}
-void HoleBlend::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height)
+void HoleBlend::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height)
{
glUseProgram(blend_program);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); // Skip over all of the pixels that were never holes to begin with.
- fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture.
+ fbos.render_to(depth_rb, flow_tex); // NOTE: Reading and writing to the same texture.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
class Blend {
public:
Blend();
- void exec(GLuint tex0, GLuint tex1, GLuint flow_tex, GLuint output_tex, int width, int height, float alpha);
+ void exec(GLuint image_tex, GLuint flow_tex, GLuint output_tex, int width, int height, float alpha);
private:
PersistentFBOSet<1> fbos;
GLuint blend_fs_obj;
GLuint blend_program;
- GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
+ GLuint uniform_image_tex, uniform_flow_tex;
GLuint uniform_alpha, uniform_flow_consistency_tolerance;
};
blend_fs_obj = compile_shader(read_file("blend.frag"), GL_FRAGMENT_SHADER);
blend_program = link_program(blend_vs_obj, blend_fs_obj);
- uniform_image0_tex = glGetUniformLocation(blend_program, "image0_tex");
- uniform_image1_tex = glGetUniformLocation(blend_program, "image1_tex");
+ uniform_image_tex = glGetUniformLocation(blend_program, "image_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)
+void Blend::exec(GLuint image_tex, 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.
+ bind_sampler(blend_program, uniform_image_tex, 0, image_tex, linear_sampler);
+ bind_sampler(blend_program, uniform_flow_tex, 1, flow_tex, linear_sampler); // May be upsampled.
glProgramUniform1f(blend_program, uniform_alpha, alpha);
glViewport(0, 0, level_width, level_height);
Interpolate(int width, int height, int flow_level);
// Returns a texture that must be released with release_texture()
- // after use. tex0 and tex1 must be RGBA8 textures with mipmaps
+ // after use. image_tex must be a two-layer RGBA8 texture 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);
+ GLuint exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint width, GLuint height, float alpha);
void release_texture(GLuint tex) {
pool.release_texture(tex);
glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
}
-GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha)
+GLuint Interpolate::exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint width, GLuint height, float alpha)
{
GPUTimers timers;
- ScopedTimer total_timer("Total", &timers);
+ ScopedTimer total_timer("Interpolate", &timers);
glBindVertexArray(vao);
// Pick out the right level to test splatting results on.
- GLuint tex0_view, tex1_view;
- 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);
+ GLuint tex_view;
+ glGenTextures(1, &tex_view);
+ glTextureView(tex_view, GL_TEXTURE_2D_ARRAY, image_tex, GL_RGBA8, flow_level, 1, 0, 2);
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.
+ GLuint depth_rb = pool.get_renderbuffer(GL_DEPTH_COMPONENT16, flow_width, flow_height); // Used for ranking flows.
{
ScopedTimer timer("Splat", &total_timer);
- splat.exec(tex0_view, tex1_view, forward_flow_tex, backward_flow_tex, flow_tex, depth_tex, flow_width, flow_height, alpha);
+ splat.exec(tex_view, bidirectional_flow_tex, flow_tex, depth_rb, flow_width, flow_height, alpha);
}
- glDeleteTextures(1, &tex0_view);
- glDeleteTextures(1, &tex1_view);
+ glDeleteTextures(1, &tex_view);
GLuint temp_tex[3];
temp_tex[0] = pool.get_texture(GL_RG16F, flow_width, flow_height);
{
ScopedTimer timer("Fill holes", &total_timer);
- hole_fill.exec(flow_tex, depth_tex, temp_tex, flow_width, flow_height);
- hole_blend.exec(flow_tex, depth_tex, temp_tex, flow_width, flow_height);
+ hole_fill.exec(flow_tex, depth_rb, temp_tex, flow_width, flow_height);
+ hole_blend.exec(flow_tex, depth_rb, temp_tex, flow_width, flow_height);
}
pool.release_texture(temp_tex[0]);
pool.release_texture(temp_tex[1]);
pool.release_texture(temp_tex[2]);
- pool.release_texture(depth_tex);
+ pool.release_renderbuffer(depth_rb);
GLuint output_tex = pool.get_texture(GL_RGBA8, width, height);
{
ScopedTimer timer("Blend", &total_timer);
- blend.exec(tex0, tex1, flow_tex, output_tex, width, height, alpha);
+ blend.exec(image_tex, flow_tex, output_tex, width, height, alpha);
}
pool.release_texture(flow_tex);
total_timer.end();
return output_tex;
}
-GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height)
+GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height, GLuint num_layers)
{
for (Texture &tex : textures) {
- if (!tex.in_use && tex.format == format &&
+ if (!tex.in_use && !tex.is_renderbuffer && tex.format == format &&
+ tex.width == width && tex.height == height && tex.num_layers == num_layers) {
+ tex.in_use = true;
+ return tex.tex_num;
+ }
+ }
+
+ Texture tex;
+ if (num_layers == 0) {
+ glCreateTextures(GL_TEXTURE_2D, 1, &tex.tex_num);
+ glTextureStorage2D(tex.tex_num, 1, format, width, height);
+ } else {
+ glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &tex.tex_num);
+ glTextureStorage3D(tex.tex_num, 1, format, width, height, num_layers);
+ }
+ tex.format = format;
+ tex.width = width;
+ tex.height = height;
+ tex.num_layers = num_layers;
+ tex.in_use = true;
+ tex.is_renderbuffer = false;
+ textures.push_back(tex);
+ return tex.tex_num;
+}
+
+GLuint TexturePool::get_renderbuffer(GLenum format, GLuint width, GLuint height)
+{
+ for (Texture &tex : textures) {
+ if (!tex.in_use && tex.is_renderbuffer && tex.format == format &&
tex.width == width && tex.height == height) {
tex.in_use = true;
return tex.tex_num;
}
Texture tex;
- glCreateTextures(GL_TEXTURE_2D, 1, &tex.tex_num);
- glTextureStorage2D(tex.tex_num, 1, format, width, height);
+ glCreateRenderbuffers(1, &tex.tex_num);
+ glNamedRenderbufferStorage(tex.tex_num, format, width, height);
+
tex.format = format;
tex.width = width;
tex.height = height;
tex.in_use = true;
+ tex.is_renderbuffer = true;
textures.push_back(tex);
return tex.tex_num;
}
void TexturePool::release_texture(GLuint tex_num)
{
for (Texture &tex : textures) {
- if (tex.tex_num == tex_num) {
+ if (!tex.is_renderbuffer && tex.tex_num == tex_num) {
assert(tex.in_use);
tex.in_use = false;
return;
assert(false);
}
+void TexturePool::release_renderbuffer(GLuint tex_num)
+{
+ for (Texture &tex : textures) {
+ if (tex.is_renderbuffer && tex.tex_num == tex_num) {
+ assert(tex.in_use);
+ tex.in_use = false;
+ return;
+ }
+ }
+ //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)
{
exit(1);
}
+ // Move them into an array texture, since that's how the rest of the code
+ // would like them.
+ GLuint image_tex;
+ glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &image_tex);
+ glTextureStorage3D(image_tex, 1, GL_RGBA8, width1, height1, 2);
+ glCopyImageSubData(tex0, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width1, height1, 1);
+ glCopyImageSubData(tex1, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width1, height1, 1);
+ glDeleteTextures(1, &tex0);
+ glDeleteTextures(1, &tex1);
+
// 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);
+ glNamedBufferData(pbos[i], width1 * height1 * 2 * 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);
+ GLuint tex_gray;
+ glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &tex_gray);
+ glTextureStorage3D(tex_gray, levels, GL_R8, width1, height1, 2);
- gray.exec(tex1, tex1_gray, width1, height1);
- glDeleteTextures(1, &tex1);
- glGenerateTextureMipmap(tex1_gray);
+ GrayscaleConversion gray;
+ gray.exec(image_tex, tex_gray, width1, height1, /*num_layers=*/2);
+ glGenerateTextureMipmap(tex_gray);
DISComputeFlow compute_flow(width1, height1);
if (enable_warmup) {
in_warmup = true;
for (int i = 0; i < 10; ++i) {
- GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
+ GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
compute_flow.release_texture(final_tex);
}
in_warmup = false;
}
- GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
+ GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
+ //GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD_AND_BACKWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
schedule_read<FlowType>(final_tex, width1, height1, filename0, filename1, flow_filename, "flow.ppm");
compute_flow.release_texture(final_tex);
filename0, width, height, width1, height1);
exit(1);
}
- gray.exec(tex0, tex0_gray, width, height);
- glGenerateTextureMipmap(tex0_gray);
+ glCopyImageSubData(tex0, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width1, height1, 1);
glDeleteTextures(1, &tex0);
GLuint tex1 = load_texture(filename1, &width, &height, WITHOUT_MIPMAPS);
filename1, width, height, width1, height1);
exit(1);
}
- gray.exec(tex1, tex1_gray, width, height);
- glGenerateTextureMipmap(tex1_gray);
+ glCopyImageSubData(tex1, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width1, height1, 1);
glDeleteTextures(1, &tex1);
- GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
+ gray.exec(image_tex, tex_gray, width1, height1, /*num_layers=*/2);
+ glGenerateTextureMipmap(tex_gray);
+
+ GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
schedule_read<FlowType>(final_tex, width1, height1, filename0, filename1, flow_filename, "");
compute_flow.release_texture(final_tex);
}
- glDeleteTextures(1, &tex0_gray);
- glDeleteTextures(1, &tex1_gray);
+ glDeleteTextures(1, &tex_gray);
while (!reads_in_progress.empty()) {
finish_one_read<FlowType>(width1, height1);
exit(1);
}
+ // Move them into an array texture, since that's how the rest of the code
+ // would like them.
+ int levels = find_num_levels(width1, height1);
+ GLuint image_tex;
+ glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &image_tex);
+ glTextureStorage3D(image_tex, levels, GL_RGBA8, width1, height1, 2);
+ glCopyImageSubData(tex0, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width1, height1, 1);
+ glCopyImageSubData(tex1, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width1, height1, 1);
+ glDeleteTextures(1, &tex0);
+ glDeleteTextures(1, &tex1);
+ glGenerateTextureMipmap(image_tex);
+
// Set up some PBOs to do asynchronous readback.
GLuint pbos[5];
glCreateBuffers(5, pbos);
GrayscaleConversion gray;
Interpolate interpolate(width1, height1, finest_level);
- 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 tex_gray;
+ glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &tex_gray);
+ glTextureStorage3D(tex_gray, levels, GL_R8, width1, height1, 2);
+ gray.exec(image_tex, tex_gray, width1, height1, /*num_layers=*/2);
+ glGenerateTextureMipmap(tex_gray);
if (enable_warmup) {
in_warmup = true;
for (int i = 0; i < 10; ++i) {
- GLuint forward_flow_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
- GLuint backward_flow_tex = compute_flow.exec(tex1_gray, tex0_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
- GLuint interpolated_tex = interpolate.exec(tex0, tex1, forward_flow_tex, backward_flow_tex, width1, height1, 0.5f);
- compute_flow.release_texture(forward_flow_tex);
- compute_flow.release_texture(backward_flow_tex);
+ GLuint bidirectional_flow_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD_AND_BACKWARD, DISComputeFlow::DO_NOT_RESIZE_FLOW);
+ GLuint interpolated_tex = interpolate.exec(image_tex, bidirectional_flow_tex, width1, height1, 0.5f);
+ compute_flow.release_texture(bidirectional_flow_tex);
interpolate.release_texture(interpolated_tex);
}
in_warmup = false;
}
- GLuint forward_flow_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
- GLuint backward_flow_tex = compute_flow.exec(tex1_gray, tex0_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
+ GLuint bidirectional_flow_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD_AND_BACKWARD, DISComputeFlow::DO_NOT_RESIZE_FLOW);
for (int frameno = 1; frameno < 60; ++frameno) {
char ppm_filename[256];
snprintf(ppm_filename, sizeof(ppm_filename), "interp%04d.ppm", frameno);
float alpha = frameno / 60.0f;
- GLuint interpolated_tex = interpolate.exec(tex0, tex1, forward_flow_tex, backward_flow_tex, width1, height1, alpha);
+ GLuint interpolated_tex = interpolate.exec(image_tex, bidirectional_flow_tex, width1, height1, alpha);
schedule_read<RGBAType>(interpolated_tex, width1, height1, filename0, filename1, "", ppm_filename);
interpolate.release_texture(interpolated_tex);