#include <SDL2/SDL_video.h>
#include <assert.h>
+#include <getopt.h>
#include <stdio.h>
#include <unistd.h>
#include <algorithm>
#include <memory>
+#include <map>
#include <vector>
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
constexpr unsigned finest_level = 1;
constexpr unsigned patch_size_pixels = 12;
+// Weighting constants for the different parts of the variational refinement.
+// These don't correspond 1:1 to the values given in the DIS paper,
+// since we have different normalizations and ranges in some cases.
+float vr_gamma = 10.0f, vr_delta = 5.0f, vr_alpha = 10.0f;
+
// Some global OpenGL objects.
GLuint nearest_sampler, linear_sampler, smoothness_sampler;
GLuint vertex_vbo;
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;
GLuint smoothness_vao;
GLuint uniform_flow_tex, uniform_diff_flow_tex;
+ GLuint uniform_alpha;
};
ComputeSmoothness::ComputeSmoothness()
uniform_flow_tex = glGetUniformLocation(smoothness_program, "flow_tex");
uniform_diff_flow_tex = glGetUniformLocation(smoothness_program, "diff_flow_tex");
+ uniform_alpha = glGetUniformLocation(smoothness_program, "alpha");
}
void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height)
bind_sampler(smoothness_program, uniform_flow_tex, 0, flow_tex, nearest_sampler);
bind_sampler(smoothness_program, uniform_diff_flow_tex, 1, diff_flow_tex, nearest_sampler);
-
- 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);
+ glProgramUniform1f(smoothness_program, uniform_alpha, vr_alpha);
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;
GLuint uniform_diff_flow_tex, uniform_base_flow_tex;
GLuint uniform_beta_0_tex;
GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
+ GLuint uniform_gamma, uniform_delta;
};
SetupEquations::SetupEquations()
uniform_beta_0_tex = glGetUniformLocation(equations_program, "beta_0_tex");
uniform_smoothness_x_tex = glGetUniformLocation(equations_program, "smoothness_x_tex");
uniform_smoothness_y_tex = glGetUniformLocation(equations_program, "smoothness_y_tex");
+ uniform_gamma = glGetUniformLocation(equations_program, "gamma");
+ uniform_delta = glGetUniformLocation(equations_program, "delta");
}
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 smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height)
bind_sampler(equations_program, uniform_beta_0_tex, 4, beta_0_tex, nearest_sampler);
bind_sampler(equations_program, uniform_smoothness_x_tex, 5, smoothness_x_tex, smoothness_sampler);
bind_sampler(equations_program, uniform_smoothness_y_tex, 6, smoothness_y_tex, smoothness_sampler);
-
- GLuint equations_fbo; // TODO: cleanup
- glCreateFramebuffers(1, &equations_fbo);
- glNamedFramebufferTexture(equations_fbo, GL_COLOR_ATTACHMENT0, equation_tex, 0);
+ glProgramUniform1f(equations_program, uniform_delta, vr_delta);
+ glProgramUniform1f(equations_program, uniform_gamma, vr_gamma);
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);
}
-class GPUTimers {
-public:
- void print();
- pair<GLuint, GLuint> begin_timer(const string &name, int level);
-
-private:
- struct Timer {
- string name;
- int level;
- pair<GLuint, GLuint> query;
- };
- vector<Timer> timers;
-};
-
-pair<GLuint, GLuint> GPUTimers::begin_timer(const string &name, int level)
-{
- GLuint queries[2];
- glGenQueries(2, queries);
- glQueryCounter(queries[0], GL_TIMESTAMP);
-
- Timer timer;
- timer.name = name;
- timer.level = level;
- timer.query.first = queries[0];
- timer.query.second = queries[1];
- timers.push_back(timer);
- return timer.query;
-}
-
// Take a copy of the flow, bilinearly interpolated and scaled up.
class ResizeFlow {
public:
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);
}
+class GPUTimers {
+public:
+ void print();
+ pair<GLuint, GLuint> begin_timer(const string &name, int level);
+
+private:
+ struct Timer {
+ string name;
+ int level;
+ pair<GLuint, GLuint> query;
+ };
+ vector<Timer> timers;
+};
+
+pair<GLuint, GLuint> GPUTimers::begin_timer(const string &name, int level)
+{
+ GLuint queries[2];
+ glGenQueries(2, queries);
+ glQueryCounter(queries[0], GL_TIMESTAMP);
+
+ Timer timer;
+ timer.name = name;
+ timer.level = level;
+ timer.query.first = queries[0];
+ timer.query.second = queries[1];
+ timers.push_back(timer);
+ return timer.query;
+}
+
void GPUTimers::print()
{
for (const Timer &timer : timers) {
int main(int argc, char **argv)
{
+ static const option long_options[] = {
+ { "alpha", required_argument, 0, 'a' },
+ { "delta", required_argument, 0, 'd' },
+ { "gamma", required_argument, 0, 'g' }
+ };
+
+ for ( ;; ) {
+ int option_index = 0;
+ int c = getopt_long(argc, argv, "a:d:g:", long_options, &option_index);
+
+ if (c == -1) {
+ break;
+ }
+ switch (c) {
+ case 'a':
+ vr_alpha = atof(optarg);
+ break;
+ case 'd':
+ vr_delta = atof(optarg);
+ break;
+ case 'g':
+ vr_gamma = atof(optarg);
+ break;
+ default:
+ fprintf(stderr, "Unknown option '%s'\n", argv[option_index]);
+ exit(1);
+ };
+ }
+
if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
exit(1);
// Load pictures.
unsigned width1, height1, width2, height2;
- GLuint tex0 = load_texture(argc >= 2 ? argv[1] : "test1499.png", &width1, &height1);
- GLuint tex1 = load_texture(argc >= 3 ? argv[2] : "test1500.png", &width2, &height2);
+ GLuint tex0 = load_texture(argc >= (optind + 1) ? argv[optind] : "test1499.png", &width1, &height1);
+ GLuint tex1 = load_texture(argc >= (optind + 2) ? argv[optind + 1] : "test1500.png", &width2, &height2);
if (width1 != width2 || height1 != height2) {
fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",