GLuint sobel_program;
GLuint sobel_vao;
- GLuint uniform_tex, uniform_image_size;
+ GLuint uniform_tex;
};
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);
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;
};
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");
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);
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()
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)
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);
GLuint prewarp_vao;
GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
- GLuint uniform_image_size;
};
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)
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);
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("vs.vert"), GL_VERTEX_SHADER);
+ 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);
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)
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); // NOTE: Bind to same as we render from!
+ 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();