#include <algorithm>
#include <memory>
+#include <map>
#include <vector>
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
glProgramUniform1i(program, location, texture_unit);
}
+// A class that caches FBOs that render to a given set of textures.
+// It never frees anything, so it is only suitable for rendering to
+// the same (small) set of textures over and over again.
+template<size_t num_elements>
+class PersistentFBOSet {
+public:
+ void render_to(const array<GLuint, num_elements> &textures);
+
+ // Convenience wrappers.
+ void render_to(GLuint texture0, enable_if<num_elements == 1> * = nullptr) {
+ render_to({{texture0}});
+ }
+
+ void render_to(GLuint texture0, GLuint texture1, enable_if<num_elements == 2> * = nullptr) {
+ render_to({{texture0, texture1}});
+ }
+
+ void render_to(GLuint texture0, GLuint texture1, GLuint texture2, enable_if<num_elements == 3> * = nullptr) {
+ render_to({{texture0, texture1, texture2}});
+ }
+
+ void render_to(GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3, enable_if<num_elements == 4> * = nullptr) {
+ render_to({{texture0, texture1, texture2, texture3}});
+ }
+
+private:
+ // TODO: Delete these on destruction.
+ map<array<GLuint, num_elements>, GLuint> fbos;
+};
+
+template<size_t num_elements>
+void PersistentFBOSet<num_elements>::render_to(const array<GLuint, num_elements> &textures)
+{
+ auto it = fbos.find(textures);
+ if (it != fbos.end()) {
+ glBindFramebuffer(GL_FRAMEBUFFER, it->second);
+ return;
+ }
+
+ GLuint fbo;
+ glCreateFramebuffers(1, &fbo);
+ GLenum bufs[num_elements];
+ for (size_t i = 0; i < num_elements; ++i) {
+ glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0 + i, textures[i], 0);
+ bufs[i] = GL_COLOR_ATTACHMENT0 + i;
+ }
+ glNamedFramebufferDrawBuffers(fbo, num_elements, bufs);
+
+ fbos[textures] = fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+}
+
// Compute gradients in every point, used for the motion search.
// The DIS paper doesn't actually mention how these are computed,
// but seemingly, a 3x3 Sobel operator is used here (at least in
void exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height);
private:
+ PersistentFBOSet<1> fbos;
GLuint sobel_vs_obj;
GLuint sobel_fs_obj;
GLuint sobel_program;
glBindSampler(0, nearest_sampler);
glProgramUniform1i(sobel_program, uniform_tex, 0);
- GLuint grad0_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &grad0_fbo);
- glNamedFramebufferTexture(grad0_fbo, GL_COLOR_ATTACHMENT0, grad0_tex, 0);
-
glViewport(0, 0, level_width, level_height);
- glBindFramebuffer(GL_FRAMEBUFFER, grad0_fbo);
+ fbos.render_to(grad0_tex);
glBindVertexArray(sobel_vao);
glUseProgram(sobel_program);
glDisable(GL_BLEND);
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);
private:
+ PersistentFBOSet<1> fbos;
+
GLuint motion_vs_obj;
GLuint motion_fs_obj;
GLuint motion_search_program;
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);
- GLuint flow_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &flow_fbo);
- glNamedFramebufferTexture(flow_fbo, GL_COLOR_ATTACHMENT0, flow_out_tex, 0);
-
glViewport(0, 0, width_patches, height_patches);
- glBindFramebuffer(GL_FRAMEBUFFER, flow_fbo);
+ fbos.render_to(flow_out_tex);
glBindVertexArray(motion_search_vao);
glUseProgram(motion_search_program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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);
private:
+ PersistentFBOSet<1> fbos;
+
GLuint densify_vs_obj;
GLuint densify_fs_obj;
GLuint densify_program;
patch_spacing_x / level_width,
patch_spacing_y / level_height);
- GLuint dense_flow_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &dense_flow_fbo);
- glNamedFramebufferTexture(dense_flow_fbo, GL_COLOR_ATTACHMENT0, dense_flow_tex, 0);
-
glViewport(0, 0, level_width, level_height);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBindVertexArray(densify_vao);
- glBindFramebuffer(GL_FRAMEBUFFER, dense_flow_fbo);
+ fbos.render_to(dense_flow_tex);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches);
}
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);
private:
+ PersistentFBOSet<3> fbos;
+
GLuint prewarp_vs_obj;
GLuint prewarp_fs_obj;
GLuint prewarp_program;
glProgramUniform2f(prewarp_program, uniform_image_size, level_width, level_height);
- GLuint prewarp_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &prewarp_fbo);
- GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
- glNamedFramebufferDrawBuffers(prewarp_fbo, 3, bufs);
- glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT0, I_tex, 0);
- glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT1, I_t_tex, 0);
- glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT2, normalized_flow_tex, 0);
-
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
glBindVertexArray(prewarp_vao);
- glBindFramebuffer(GL_FRAMEBUFFER, prewarp_fbo);
+ fbos.render_to(I_tex, I_t_tex, normalized_flow_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height);
private:
+ PersistentFBOSet<2> fbos;
+
GLuint derivatives_vs_obj;
GLuint derivatives_fs_obj;
GLuint derivatives_program;
bind_sampler(derivatives_program, uniform_tex, 0, input_tex, nearest_sampler);
- GLuint derivatives_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &derivatives_fbo);
- GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
- glNamedFramebufferDrawBuffers(derivatives_fbo, 2, bufs);
- glNamedFramebufferTexture(derivatives_fbo, GL_COLOR_ATTACHMENT0, I_x_y_tex, 0);
- glNamedFramebufferTexture(derivatives_fbo, GL_COLOR_ATTACHMENT1, beta_0_tex, 0);
-
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
glBindVertexArray(derivatives_vao);
- glBindFramebuffer(GL_FRAMEBUFFER, derivatives_fbo);
+ fbos.render_to(I_x_y_tex, beta_0_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height);
private:
+ PersistentFBOSet<2> fbos;
+
GLuint smoothness_vs_obj;
GLuint smoothness_fs_obj;
GLuint smoothness_program;
bind_sampler(smoothness_program, uniform_diff_flow_tex, 1, diff_flow_tex, nearest_sampler);
glProgramUniform1f(smoothness_program, uniform_alpha, vr_alpha);
- GLuint smoothness_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &smoothness_fbo);
- GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
- glNamedFramebufferDrawBuffers(smoothness_fbo, 2, bufs);
- glNamedFramebufferTexture(smoothness_fbo, GL_COLOR_ATTACHMENT0, smoothness_x_tex, 0);
- glNamedFramebufferTexture(smoothness_fbo, GL_COLOR_ATTACHMENT1, smoothness_y_tex, 0);
-
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
glBindVertexArray(smoothness_vao);
- glBindFramebuffer(GL_FRAMEBUFFER, smoothness_fbo);
+ fbos.render_to(smoothness_x_tex, smoothness_y_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Make sure the smoothness on the right and upper borders is zero.
void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height);
private:
+ PersistentFBOSet<1> fbos;
+
GLuint equations_vs_obj;
GLuint equations_fs_obj;
GLuint equations_program;
glProgramUniform1f(equations_program, uniform_delta, vr_delta);
glProgramUniform1f(equations_program, uniform_gamma, vr_gamma);
- GLuint equations_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &equations_fbo);
- glNamedFramebufferTexture(equations_fbo, GL_COLOR_ATTACHMENT0, equation_tex, 0);
-
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
glBindVertexArray(equations_vao);
- glBindFramebuffer(GL_FRAMEBUFFER, equations_fbo);
+ fbos.render_to(equation_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void 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);
private:
+ PersistentFBOSet<1> fbos;
+
GLuint sor_vs_obj;
GLuint sor_fs_obj;
GLuint sor_program;
bind_sampler(sor_program, uniform_smoothness_y_tex, 2, smoothness_y_tex, smoothness_sampler);
bind_sampler(sor_program, uniform_equation_tex, 3, equation_tex, nearest_sampler);
- GLuint sor_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &sor_fbo);
- glNamedFramebufferTexture(sor_fbo, GL_COLOR_ATTACHMENT0, diff_flow_tex, 0); // NOTE: Bind to same as we render from!
-
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
glBindVertexArray(sor_vao);
- glBindFramebuffer(GL_FRAMEBUFFER, sor_fbo);
+ fbos.render_to(diff_flow_tex); // NOTE: Bind to same as we render from!
for (int i = 0; i < num_iterations; ++i) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
void exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height);
private:
+ PersistentFBOSet<1> fbos;
+
GLuint add_flow_vs_obj;
GLuint add_flow_fs_obj;
GLuint add_flow_program;
bind_sampler(add_flow_program, uniform_diff_flow_tex, 0, diff_flow_tex, nearest_sampler);
- GLuint add_flow_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &add_flow_fbo);
- glNamedFramebufferTexture(add_flow_fbo, GL_COLOR_ATTACHMENT0, base_flow_tex, 0);
-
glViewport(0, 0, level_width, level_height);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBindVertexArray(add_flow_vao);
- glBindFramebuffer(GL_FRAMEBUFFER, add_flow_fbo);
+ fbos.render_to(base_flow_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void exec(GLuint in_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height);
private:
+ PersistentFBOSet<1> fbos;
+
GLuint resize_flow_vs_obj;
GLuint resize_flow_fs_obj;
GLuint resize_flow_program;
glProgramUniform2f(resize_flow_program, uniform_scale_factor, float(output_width) / input_width, float(output_height) / input_height);
- GLuint resize_flow_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &resize_flow_fbo);
- glNamedFramebufferTexture(resize_flow_fbo, GL_COLOR_ATTACHMENT0, out_tex, 0);
-
glViewport(0, 0, output_width, output_height);
glDisable(GL_BLEND);
glBindVertexArray(resize_flow_vao);
- glBindFramebuffer(GL_FRAMEBUFFER, resize_flow_fbo);
+ fbos.render_to(out_tex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}