]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Small code cleanup.
[nageru] / flow.cpp
index 8b09c8840999148ee3c0d3a0375e0af6c833da08..c4c7b8f359cfa98acc0a013c29c385d7ace39c49 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -319,7 +319,7 @@ private:
        GLuint sobel_program;
        GLuint sobel_vao;
 
-       GLuint uniform_tex, uniform_image_size;
+       GLuint uniform_tex;
 };
 
 Sobel::Sobel()
@@ -342,9 +342,7 @@ Sobel::Sobel()
 void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height)
 {
        glUseProgram(sobel_program);
-       glBindTextureUnit(0, tex0_view);
-       glBindSampler(0, nearest_sampler);
-       glProgramUniform1i(sobel_program, uniform_tex, 0);
+       bind_sampler(sobel_program, uniform_tex, 0, tex0_view, nearest_sampler);
 
        glViewport(0, 0, level_width, level_height);
        fbos.render_to(grad0_tex);
@@ -368,7 +366,7 @@ private:
        GLuint motion_search_program;
        GLuint motion_search_vao;
 
-       GLuint uniform_image_size, uniform_inv_image_size, uniform_flow_size, uniform_inv_prev_level_size;
+       GLuint uniform_inv_image_size, uniform_inv_prev_level_size;
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
 };
 
@@ -387,9 +385,7 @@ MotionSearch::MotionSearch()
        glEnableVertexArrayAttrib(motion_search_vao, position_attrib);
        glVertexAttribPointer(position_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_flow_size = glGetUniformLocation(motion_search_program, "flow_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");
@@ -406,9 +402,7 @@ void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GL
        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_image_size, level_width, level_height);
        glProgramUniform2f(motion_search_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
-       glProgramUniform2f(motion_search_program, uniform_flow_size, width_patches, height_patches);
        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);
@@ -439,9 +433,8 @@ private:
        GLuint densify_program;
        GLuint densify_vao;
 
-       GLuint uniform_width_patches, uniform_patch_size, uniform_patch_spacing;
+       GLuint uniform_patch_size, uniform_patch_spacing;
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
-       GLuint uniform_flow_size;
 };
 
 Densify::Densify()
@@ -459,13 +452,11 @@ Densify::Densify()
        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");
-       uniform_flow_size = glGetUniformLocation(densify_program, "flow_size");
 }
 
 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)
@@ -476,13 +467,9 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d
        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, uniform_width_patches, width_patches);
        glProgramUniform2f(densify_program, uniform_patch_size,
                float(patch_size_pixels) / level_width,
                float(patch_size_pixels) / level_height);
-       glProgramUniform2f(densify_program, uniform_flow_size,
-               width_patches,
-               height_patches);
 
        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);
@@ -522,7 +509,6 @@ private:
        GLuint prewarp_vao;
 
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
-       GLuint uniform_image_size;
 };
 
 Prewarp::Prewarp()
@@ -543,8 +529,6 @@ Prewarp::Prewarp()
        uniform_image0_tex = glGetUniformLocation(prewarp_program, "image0_tex");
        uniform_image1_tex = glGetUniformLocation(prewarp_program, "image1_tex");
        uniform_flow_tex = glGetUniformLocation(prewarp_program, "flow_tex");
-
-       uniform_image_size = glGetUniformLocation(prewarp_program, "image_size");
 }
 
 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)
@@ -555,8 +539,6 @@ void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I
        bind_sampler(prewarp_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
        bind_sampler(prewarp_program, uniform_flow_tex, 2, flow_tex, nearest_sampler);
 
-       glProgramUniform2f(prewarp_program, uniform_image_size, level_width, level_height);
-
        glViewport(0, 0, level_width, level_height);
        glDisable(GL_BLEND);
        glBindVertexArray(prewarp_vao);
@@ -783,7 +765,7 @@ private:
        GLuint uniform_diff_flow_tex;
        GLuint uniform_equation_tex;
        GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
-       GLuint uniform_image_size, uniform_phase;
+       GLuint uniform_phase;
 };
 
 SOR::SOR()
@@ -805,7 +787,6 @@ SOR::SOR()
        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_image_size = glGetUniformLocation(sor_program, "image_size");
        uniform_phase = glGetUniformLocation(sor_program, "phase");
 }
 
@@ -818,8 +799,6 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_te
        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);
 
-       glProgramUniform2f(sor_program, uniform_image_size, level_width, level_height);
-
        // 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