glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
+// Same, but with a depth texture.
+template<size_t num_elements>
+class PersistentFBOSetWithDepth {
+public:
+ void render_to(GLuint depth_tex, 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_tex, GLuint texture0, GLuint texture1) {
+ render_to(depth_tex, {{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_tex, GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) {
+ render_to(depth_tex, {{texture0, texture1, texture2, texture3}});
+ }
+
+private:
+ // TODO: Delete these on destruction.
+ map<pair<GLuint, array<GLuint, num_elements>>, GLuint> fbos;
+};
+
+template<size_t num_elements>
+void PersistentFBOSetWithDepth<num_elements>::render_to(GLuint depth_tex, const array<GLuint, num_elements> &textures)
+{
+ auto key = make_pair(depth_tex, textures);
+
+ auto it = fbos.find(key);
+ if (it != fbos.end()) {
+ glBindFramebuffer(GL_FRAMEBUFFER, it->second);
+ return;
+ }
+
+ GLuint fbo;
+ glCreateFramebuffers(1, &fbo);
+ GLenum bufs[num_elements];
+ glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
+ 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[key] = fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+}
+
// Convert RGB to grayscale, using Rec. 709 coefficients.
class GrayscaleConversion {
public:
glBlendFunc(GL_ONE, GL_ONE);
glBindVertexArray(densify_vao);
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);
}
class ComputeSmoothness {
public:
ComputeSmoothness();
- void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height);
+ void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, bool zero_diff_flow);
private:
PersistentFBOSet<2> fbos;
GLuint smoothness_vao;
GLuint uniform_flow_tex, uniform_diff_flow_tex;
- GLuint uniform_alpha;
+ GLuint uniform_alpha, uniform_zero_diff_flow;
};
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");
+ uniform_zero_diff_flow = glGetUniformLocation(smoothness_program, "zero_diff_flow");
}
-void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height)
+void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, bool zero_diff_flow)
{
glUseProgram(smoothness_program);
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);
glProgramUniform1f(smoothness_program, uniform_alpha, vr_alpha);
+ glProgramUniform1i(smoothness_program, uniform_zero_diff_flow, zero_diff_flow);
glViewport(0, 0, level_width, level_height);
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 smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height);
+ 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, bool zero_diff_flow);
private:
PersistentFBOSet<1> fbos;
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;
+ GLuint uniform_gamma, uniform_delta, uniform_zero_diff_flow;
};
SetupEquations::SetupEquations()
uniform_smoothness_y_tex = glGetUniformLocation(equations_program, "smoothness_y_tex");
uniform_gamma = glGetUniformLocation(equations_program, "gamma");
uniform_delta = glGetUniformLocation(equations_program, "delta");
+ 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 smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height)
+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, bool zero_diff_flow)
{
glUseProgram(equations_program);
bind_sampler(equations_program, uniform_smoothness_y_tex, 6, smoothness_y_tex, zero_border_sampler);
glProgramUniform1f(equations_program, uniform_delta, vr_delta);
glProgramUniform1f(equations_program, uniform_gamma, vr_gamma);
+ glProgramUniform1i(equations_program, uniform_zero_diff_flow, zero_diff_flow);
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
class SOR {
public:
SOR();
- 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, ScopedTimer *sor_timer);
+ 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, bool zero_diff_flow, ScopedTimer *sor_timer);
private:
PersistentFBOSet<1> fbos;
GLuint uniform_diff_flow_tex;
GLuint uniform_equation_tex;
GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
- GLuint uniform_phase;
+ GLuint uniform_phase, uniform_zero_diff_flow;
};
SOR::SOR()
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");
+ uniform_zero_diff_flow = glGetUniformLocation(sor_program, "zero_diff_flow");
}
-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, ScopedTimer *sor_timer)
+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, bool zero_diff_flow, ScopedTimer *sor_timer)
{
glUseProgram(sor_program);
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);
+ glProgramUniform1i(sor_program, uniform_zero_diff_flow, zero_diff_flow);
+
// 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
}
{
ScopedTimer timer("Black pass", sor_timer);
+ if (zero_diff_flow && i == 0) {
+ // Not zero anymore.
+ glProgramUniform1i(sor_program, uniform_zero_diff_flow, 0);
+ }
glProgramUniform1i(sor_program, uniform_phase, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (i != num_iterations - 1) {
// Densification.
- // Set up an output texture (initially zero).
+ // Set up an output texture (cleared in Densify).
GLuint dense_flow_tex = pool.get_texture(GL_RGB16F, level_width, level_height);
- glClearTexImage(dense_flow_tex, 0, GL_RGB, GL_FLOAT, nullptr);
// And draw.
{
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 starts at zero.
+ // 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 du_dv_tex = pool.get_texture(GL_RG16F, level_width, level_height);
- glClearTexImage(du_dv_tex, 0, GL_RG, GL_FLOAT, nullptr);
// And for smoothness.
GLuint smoothness_x_tex = pool.get_texture(GL_R16F, level_width, level_height);
// both in x and y direction.
{
ScopedTimer timer("Compute smoothness", &varref_timer);
- compute_smoothness.exec(base_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+ compute_smoothness.exec(base_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, outer_idx == 0);
}
// 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, du_dv_tex, base_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
+ setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, base_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height, outer_idx == 0);
}
// Run a few SOR (or quasi-SOR, since we're not really Jacobi) iterations.
// Note that these are to/from the same texture.
{
ScopedTimer timer("SOR", &varref_timer);
- sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5, &timer);
+ sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5, outer_idx == 0, &timer);
}
}
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);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSetWithDepth<1> fbos;
GLuint splat_vs_obj;
GLuint splat_fs_obj;
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.)
glBindVertexArray(splat_vao);
- // FIXME: Get this into FBOSet, so we can reuse FBOs across frames.
- GLuint fbo;
- glCreateFramebuffers(1, &fbo);
- glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, flow_tex, 0);
- glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ fbos.render_to(depth_tex, flow_tex);
+
+ // Evidently NVIDIA doesn't use fast clears for glClearTexImage, so clear now that
+ // we've got it bound.
+ glClearColor(1000.0f, 1000.0f, 0.0f, 1.0f); // Invalid flow.
+ 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);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height);
glDisable(GL_DEPTH_TEST);
-
- glDeleteFramebuffers(1, &fbo);
}
// Doing good and fast hole-filling on a GPU is nontrivial. We choose an option
void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSetWithDepth<1> fbos;
GLuint fill_vs_obj;
GLuint fill_fs_obj;
glDepthFunc(GL_LESS); // Only update the values > 0.999f (ie., only invalid pixels).
glBindVertexArray(fill_vao);
- // FIXME: Get this into FBOSet, so we can reuse FBOs across frames.
- GLuint fbo;
- glCreateFramebuffers(1, &fbo);
- glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, flow_tex, 0); // NOTE: Reading and writing to the same texture.
- glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ fbos.render_to(depth_tex, 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) {
}
glDisable(GL_DEPTH_TEST);
-
- glDeleteFramebuffers(1, &fbo);
}
// Blend the four directions from HoleFill into one pixel, so that single-pixel
void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
private:
- PersistentFBOSet<2> fbos;
+ PersistentFBOSetWithDepth<1> fbos;
GLuint blend_vs_obj;
GLuint blend_fs_obj;
glDepthFunc(GL_LEQUAL); // Skip over all of the pixels that were never holes to begin with.
glBindVertexArray(blend_vao);
- // FIXME: Get this into FBOSet, so we can reuse FBOs across frames.
- GLuint fbo;
- glCreateFramebuffers(1, &fbo);
- glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, flow_tex, 0); // NOTE: Reading and writing to the same texture.
- glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_DEPTH_TEST);
-
- glDeleteFramebuffers(1, &fbo);
}
class Blend {
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.
- {
- ScopedTimer timer("Clear", &total_timer);
- float invalid_flow[] = { 1000.0f, 1000.0f };
- glClearTexImage(flow_tex, 0, GL_RG, GL_FLOAT, invalid_flow);
- float infinity = 1.0f;
- glClearTexImage(depth_tex, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &infinity);
- }
{
ScopedTimer timer("Splat", &total_timer);