]> git.sesse.net Git - nageru/blobdiff - flow.cpp
Fix an issue where we would lose >1 ms for computing flow on NVIDIA, due to lack...
[nageru] / flow.cpp
index 8b09c8840999148ee3c0d3a0375e0af6c833da08..d914d688fa550cdcaf2ad0341992547018c81ffd 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -15,6 +15,7 @@
 #include <stdio.h>
 #include <unistd.h>
 
+#include "gpu_timers.h"
 #include "util.h"
 
 #include <algorithm>
@@ -28,6 +29,8 @@
 
 using namespace std;
 
+SDL_Window *window;
+
 // Operating point 3 (10 Hz on CPU, excluding preprocessing).
 constexpr float patch_overlap_ratio = 0.75f;
 constexpr unsigned coarsest_level = 5;
@@ -44,7 +47,9 @@ constexpr unsigned patch_size_pixels = 12;
 float vr_alpha = 1.0f, vr_delta = 0.25f, vr_gamma = 0.25f;
 
 bool enable_timing = true;
+bool detailed_timing = false;
 bool enable_variational_refinement = true;  // Just for debugging.
+bool enable_interpolation = false;
 
 // Some global OpenGL objects.
 // TODO: These should really be part of DISComputeFlow.
@@ -60,6 +65,17 @@ struct ReadInProgress {
 stack<GLuint> spare_pbos;
 deque<ReadInProgress> reads_in_progress;
 
+int find_num_levels(int width, int height)
+{
+       int levels = 1;
+       for (int w = width, h = height; w > 1 || h > 1; ) {
+               w >>= 1;
+               h >>= 1;
+               ++levels;
+       }
+       return levels;
+}
+
 string read_file(const string &filename)
 {
        FILE *fp = fopen(filename.c_str(), "r");
@@ -138,7 +154,12 @@ GLuint compile_shader(const string &shader_src, GLenum type)
        return obj;
 }
 
-GLuint load_texture(const char *filename, unsigned *width_ret, unsigned *height_ret)
+enum MipmapPolicy {
+       WITHOUT_MIPMAPS,
+       WITH_MIPMAPS
+};
+
+GLuint load_texture(const char *filename, unsigned *width_ret, unsigned *height_ret, MipmapPolicy mipmaps)
 {
        SDL_Surface *surf = IMG_Load(filename);
        if (surf == nullptr) {
@@ -147,8 +168,8 @@ GLuint load_texture(const char *filename, unsigned *width_ret, unsigned *height_
        }
 
        // For whatever reason, SDL doesn't support converting to YUV surfaces
-       // nor grayscale, so we'll do it (slowly) ourselves.
-       SDL_Surface *rgb_surf = SDL_ConvertSurfaceFormat(surf, SDL_PIXELFORMAT_RGBA8888, /*flags=*/0);
+       // nor grayscale, so we'll do it ourselves.
+       SDL_Surface *rgb_surf = SDL_ConvertSurfaceFormat(surf, SDL_PIXELFORMAT_RGBA32, /*flags=*/0);
        if (rgb_surf == nullptr) {
                fprintf(stderr, "SDL_ConvertSurfaceFormat(%s): %s\n", filename, SDL_GetError());
                exit(1);
@@ -158,34 +179,25 @@ GLuint load_texture(const char *filename, unsigned *width_ret, unsigned *height_
 
        unsigned width = rgb_surf->w, height = rgb_surf->h;
        const uint8_t *sptr = (uint8_t *)rgb_surf->pixels;
-       unique_ptr<uint8_t[]> pix(new uint8_t[width * height]);
+       unique_ptr<uint8_t[]> pix(new uint8_t[width * height * 4]);
 
        // Extract the Y component, and convert to bottom-left origin.
        for (unsigned y = 0; y < height; ++y) {
                unsigned y2 = height - 1 - y;
-               for (unsigned x = 0; x < width; ++x) {
-                       uint8_t r = sptr[(y2 * width + x) * 4 + 3];
-                       uint8_t g = sptr[(y2 * width + x) * 4 + 2];
-                       uint8_t b = sptr[(y2 * width + x) * 4 + 1];
-
-                       // Rec. 709.
-                       pix[y * width + x] = lrintf(r * 0.2126f + g * 0.7152f + b * 0.0722f);
-               }
+               memcpy(pix.get() + y * width * 4, sptr + y2 * rgb_surf->pitch, width * 4);
        }
        SDL_FreeSurface(rgb_surf);
 
-       int levels = 1;
-       for (int w = width, h = height; w > 1 || h > 1; ) {
-               w >>= 1;
-               h >>= 1;
-               ++levels;
-       }
+       int num_levels = (mipmaps == WITH_MIPMAPS) ? find_num_levels(width, height) : 1;
 
        GLuint tex;
        glCreateTextures(GL_TEXTURE_2D, 1, &tex);
-       glTextureStorage2D(tex, levels, GL_R8, width, height);
-       glTextureSubImage2D(tex, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, pix.get());
-       glGenerateTextureMipmap(tex);
+       glTextureStorage2D(tex, num_levels, GL_RGBA8, width, height);
+       glTextureSubImage2D(tex, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pix.get());
+
+       if (mipmaps == WITH_MIPMAPS) {
+               glGenerateTextureMipmap(tex);
+       }
 
        *width_ret = width;
        *height_ret = height;
@@ -256,19 +268,19 @@ public:
        void render_to(const array<GLuint, num_elements> &textures);
 
        // Convenience wrappers.
-       void render_to(GLuint texture0, enable_if<num_elements == 1> * = nullptr) {
+       void render_to(GLuint texture0) {
                render_to({{texture0}});
        }
 
-       void render_to(GLuint texture0, GLuint texture1, enable_if<num_elements == 2> * = nullptr) {
+       void render_to(GLuint texture0, GLuint texture1) {
                render_to({{texture0, texture1}});
        }
 
-       void render_to(GLuint texture0, GLuint texture1, GLuint texture2, enable_if<num_elements == 3> * = nullptr) {
+       void render_to(GLuint texture0, GLuint texture1, GLuint texture2) {
                render_to({{texture0, texture1, texture2}});
        }
 
-       void render_to(GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3, enable_if<num_elements == 4> * = nullptr) {
+       void render_to(GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) {
                render_to({{texture0, texture1, texture2, texture3}});
        }
 
@@ -299,6 +311,105 @@ void PersistentFBOSet<num_elements>::render_to(const array<GLuint, num_elements>
        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:
+       GrayscaleConversion();
+       void exec(GLint tex, GLint gray_tex, int width, int height);
+
+private:
+       PersistentFBOSet<1> fbos;
+       GLuint gray_vs_obj;
+       GLuint gray_fs_obj;
+       GLuint gray_program;
+       GLuint gray_vao;
+
+       GLuint uniform_tex;
+};
+
+GrayscaleConversion::GrayscaleConversion()
+{
+       gray_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       gray_fs_obj = compile_shader(read_file("gray.frag"), GL_FRAGMENT_SHADER);
+       gray_program = link_program(gray_vs_obj, gray_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &gray_vao);
+       glBindVertexArray(gray_vao);
+
+       GLint position_attrib = glGetAttribLocation(gray_program, "position");
+       glEnableVertexArrayAttrib(gray_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_tex = glGetUniformLocation(gray_program, "tex");
+}
+
+void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height)
+{
+       glUseProgram(gray_program);
+       bind_sampler(gray_program, uniform_tex, 0, tex, nearest_sampler);
+
+       glViewport(0, 0, width, height);
+       fbos.render_to(gray_tex);
+       glBindVertexArray(gray_vao);
+       glUseProgram(gray_program);
+       glDisable(GL_BLEND);
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
 // 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
@@ -319,7 +430,7 @@ private:
        GLuint sobel_program;
        GLuint sobel_vao;
 
-       GLuint uniform_tex, uniform_image_size;
+       GLuint uniform_tex;
 };
 
 Sobel::Sobel()
@@ -342,9 +453,7 @@ 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 +477,7 @@ 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 +496,7 @@ 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 +513,7 @@ 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 +544,8 @@ private:
        GLuint densify_program;
        GLuint densify_vao;
 
-       GLuint uniform_width_patches, uniform_patch_size, uniform_patch_spacing;
+       GLuint uniform_patch_size;
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
-       GLuint uniform_flow_size;
 };
 
 Densify::Densify()
@@ -459,13 +563,10 @@ 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)
@@ -476,27 +577,17 @@ 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);
-       if (width_patches == 1) patch_spacing_x = 0.0f;  // Avoid infinities.
-       if (height_patches == 1) patch_spacing_y = 0.0f;
-       glProgramUniform2f(densify_program, uniform_patch_spacing,
-               patch_spacing_x / level_width,
-               patch_spacing_y / level_height);
 
        glViewport(0, 0, level_width, level_height);
        glEnable(GL_BLEND);
        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);
 }
 
@@ -522,7 +613,6 @@ private:
        GLuint prewarp_vao;
 
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
-       GLuint uniform_image_size;
 };
 
 Prewarp::Prewarp()
@@ -543,8 +633,6 @@ 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 +643,6 @@ 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);
@@ -629,7 +715,7 @@ void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, in
 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;
@@ -640,7 +726,7 @@ private:
        GLuint smoothness_vao;
 
        GLuint uniform_flow_tex, uniform_diff_flow_tex;
-       GLuint uniform_alpha;
+       GLuint uniform_alpha, uniform_zero_diff_flow;
 };
 
 ComputeSmoothness::ComputeSmoothness()
@@ -661,15 +747,17 @@ 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);
 
@@ -699,7 +787,7 @@ void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoot
 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;
@@ -713,7 +801,7 @@ private:
        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()
@@ -740,9 +828,10 @@ 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);
 
@@ -755,6 +844,7 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex
        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);
@@ -770,7 +860,7 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex
 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);
+       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;
@@ -783,7 +873,7 @@ 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, uniform_zero_diff_flow;
 };
 
 SOR::SOR()
@@ -805,11 +895,11 @@ 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");
+       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)
+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);
 
@@ -818,7 +908,7 @@ 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);
+       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
@@ -830,14 +920,24 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_te
        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) {
+               {
+                       ScopedTimer timer("Red pass", sor_timer);
+                       glProgramUniform1i(sor_program, uniform_phase, 0);
+                       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
                        glTextureBarrier();
                }
+               {
+                       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) {
+                               glTextureBarrier();
+                       }
+               }
        }
 }
 
@@ -945,102 +1045,42 @@ void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int inpu
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
 
-class GPUTimers {
+class TexturePool {
 public:
-       void print();
-       pair<GLuint, GLuint> begin_timer(const string &name, int level);
+       GLuint get_texture(GLenum format, GLuint width, GLuint height);
+       void release_texture(GLuint tex_num);
 
 private:
-       struct Timer {
-               string name;
-               int level;
-               pair<GLuint, GLuint> query;
+       struct Texture {
+               GLuint tex_num;
+               GLenum format;
+               GLuint width, height;
+               bool in_use = false;
        };
-       vector<Timer> timers;
-};
-
-pair<GLuint, GLuint> GPUTimers::begin_timer(const string &name, int level)
-{
-       if (!enable_timing) {
-               return make_pair(0, 0);
-       }
-
-       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) {
-               // NOTE: This makes the CPU wait for the GPU.
-               GLuint64 time_start, time_end;
-               glGetQueryObjectui64v(timer.query.first, GL_QUERY_RESULT, &time_start);
-               glGetQueryObjectui64v(timer.query.second, GL_QUERY_RESULT, &time_end);
-               //fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
-               for (int i = 0; i < timer.level * 2; ++i) {
-                       fprintf(stderr, " ");
-               }
-               fprintf(stderr, "%-30s %4.1f ms\n", timer.name.c_str(), GLint64(time_end - time_start) / 1e6);
-       }
-}
-
-// A simple RAII class for timing until the end of the scope.
-class ScopedTimer {
-public:
-       ScopedTimer(const string &name, GPUTimers *timers)
-               : timers(timers), level(0)
-       {
-               query = timers->begin_timer(name, level);
-       }
-
-       ScopedTimer(const string &name, ScopedTimer *parent_timer)
-               : timers(parent_timer->timers),
-                 level(parent_timer->level + 1)
-       {
-               query = timers->begin_timer(name, level);
-       }
-
-       ~ScopedTimer()
-       {
-               end();
-       }
-
-       void end()
-       {
-               if (enable_timing && !ended) {
-                       glQueryCounter(query.second, GL_TIMESTAMP);
-                       ended = true;
-               }
-       }
-
-private:
-       GPUTimers *timers;
-       int level;
-       pair<GLuint, GLuint> query;
-       bool ended = false;
+       vector<Texture> textures;
 };
 
 class DISComputeFlow {
 public:
        DISComputeFlow(int width, int height);
 
+       enum ResizeStrategy {
+               DO_NOT_RESIZE_FLOW,
+               RESIZE_FLOW_TO_FULL_SIZE
+       };
+
        // Returns a texture that must be released with release_texture()
        // after use.
-       GLuint exec(GLuint tex0, GLuint tex1);
-       void release_texture(GLuint tex);
+       GLuint exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy);
+
+       void release_texture(GLuint tex) {
+               pool.release_texture(tex);
+       }
 
 private:
        int width, height;
        GLuint initial_flow_tex;
+       TexturePool pool;
 
        // The various passes.
        Sobel sobel;
@@ -1053,16 +1093,6 @@ private:
        SOR sor;
        AddBaseFlow add_base_flow;
        ResizeFlow resize_flow;
-
-       struct Texture {
-               GLuint tex_num;
-               GLenum format;
-               GLuint width, height;
-               bool in_use = false;
-       };
-       vector<Texture> textures;
-
-       GLuint get_texture(GLenum format, GLuint width, GLuint height);
 };
 
 DISComputeFlow::DISComputeFlow(int width, int height)
@@ -1099,12 +1129,8 @@ DISComputeFlow::DISComputeFlow(int width, int height)
        glClearTexImage(initial_flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
 }
 
-GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
+GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy)
 {
-       for (const Texture &tex : textures) {
-               assert(!tex.in_use);
-       }
-
        int prev_level_width = 1, prev_level_height = 1;
        GLuint prev_level_flow_tex = initial_flow_tex;
 
@@ -1113,7 +1139,7 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
        ScopedTimer total_timer("Total", &timers);
        for (int level = coarsest_level; level >= int(finest_level); --level) {
                char timer_name[256];
-               snprintf(timer_name, sizeof(timer_name), "Level %d", level);
+               snprintf(timer_name, sizeof(timer_name), "Level %d (%d x %d)", level, width >> level, height >> level);
                ScopedTimer level_timer(timer_name, &total_timer);
 
                int level_width = width >> level;
@@ -1130,7 +1156,6 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
                // Make sure we always read from the correct level; the chosen
                // mipmapping could otherwise be rather unpredictable, especially
                // during motion search.
-               // TODO: create these beforehand, and stop leaking them.
                GLuint tex0_view, tex1_view;
                glGenTextures(1, &tex0_view);
                glTextureView(tex0_view, GL_TEXTURE_2D, tex0, GL_R8, level, 1, 0, 1);
@@ -1139,7 +1164,7 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
 
                // Create a new texture; we could be fancy and render use a multi-level
                // texture, but meh.
-               GLuint grad0_tex = get_texture(GL_RG16F, level_width, level_height);
+               GLuint grad0_tex = pool.get_texture(GL_RG16F, level_width, level_height);
 
                // Find the derivative.
                {
@@ -1151,27 +1176,26 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
                // level (sampled bilinearly; no fancy tricks) as a guide, then search from there.
 
                // Create an output flow texture.
-               GLuint flow_out_tex = get_texture(GL_RGB16F, width_patches, height_patches);
+               GLuint flow_out_tex = pool.get_texture(GL_RGB16F, width_patches, height_patches);
 
                // And draw.
                {
                        ScopedTimer timer("Motion search", &level_timer);
                        motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, prev_level_width, prev_level_height, width_patches, height_patches);
                }
-               release_texture(grad0_tex);
+               pool.release_texture(grad0_tex);
 
                // Densification.
 
-               // Set up an output texture (initially zero).
-               GLuint dense_flow_tex = get_texture(GL_RGB16F, level_width, level_height);
-               glClearTexImage(dense_flow_tex, 0, GL_RGB, GL_FLOAT, nullptr);
+               // Set up an output texture (cleared in Densify).
+               GLuint dense_flow_tex = pool.get_texture(GL_RGB16F, level_width, level_height);
 
                // And draw.
                {
                        ScopedTimer timer("Densification", &level_timer);
                        densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches);
                }
-               release_texture(flow_out_tex);
+               pool.release_texture(flow_out_tex);
 
                // Everything below here in the loop belongs to variational refinement.
                ScopedTimer varref_timer("Variational refinement", &level_timer);
@@ -1183,69 +1207,71 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
                // in pixels, not 0..1 normalized OpenGL texture coordinates.
                // This is because variational refinement depends so heavily on derivatives,
                // which are measured in intensity levels per pixel.
-               GLuint I_tex = get_texture(GL_R16F, level_width, level_height);
-               GLuint I_t_tex = get_texture(GL_R16F, level_width, level_height);
-               GLuint base_flow_tex = get_texture(GL_RG16F, level_width, level_height);
+               GLuint I_tex = pool.get_texture(GL_R16F, level_width, level_height);
+               GLuint I_t_tex = pool.get_texture(GL_R16F, level_width, level_height);
+               GLuint base_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height);
                {
                        ScopedTimer timer("Prewarping", &varref_timer);
                        prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, base_flow_tex, level_width, level_height);
                }
-               release_texture(dense_flow_tex);
+               pool.release_texture(dense_flow_tex);
+               glDeleteTextures(1, &tex0_view);
+               glDeleteTextures(1, &tex1_view);
 
                // Calculate I_x and I_y. We're only calculating first derivatives;
                // the others will be taken on-the-fly in order to sample from fewer
                // textures overall, since sampling from the L1 cache is cheap.
                // (TODO: Verify that this is indeed faster than making separate
                // double-derivative textures.)
-               GLuint I_x_y_tex = get_texture(GL_RG16F, level_width, level_height);
-               GLuint beta_0_tex = get_texture(GL_R16F, level_width, level_height);
+               GLuint I_x_y_tex = pool.get_texture(GL_RG16F, level_width, level_height);
+               GLuint beta_0_tex = pool.get_texture(GL_R16F, level_width, level_height);
                {
                        ScopedTimer timer("First derivatives", &varref_timer);
                        derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height);
                }
-               release_texture(I_tex);
+               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.
-               GLuint du_dv_tex = get_texture(GL_RG16F, level_width, level_height);
-               glClearTexImage(du_dv_tex, 0, GL_RG, GL_FLOAT, nullptr);
+               // 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);
 
                // And for smoothness.
-               GLuint smoothness_x_tex = get_texture(GL_R16F, level_width, level_height);
-               GLuint smoothness_y_tex = get_texture(GL_R16F, level_width, level_height);
+               GLuint smoothness_x_tex = pool.get_texture(GL_R16F, level_width, level_height);
+               GLuint smoothness_y_tex = pool.get_texture(GL_R16F, level_width, level_height);
 
                // And finally for the equation set. See SetupEquations for
                // the storage format.
-               GLuint equation_tex = get_texture(GL_RGBA32UI, level_width, level_height);
+               GLuint equation_tex = pool.get_texture(GL_RGBA32UI, level_width, level_height);
 
                for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) {
                        // Calculate the smoothness terms between the neighboring pixels,
                        // 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);
+                               sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5, outer_idx == 0, &timer);
                        }
                }
 
-               release_texture(I_t_tex);
-               release_texture(I_x_y_tex);
-               release_texture(beta_0_tex);
-               release_texture(smoothness_x_tex);
-               release_texture(smoothness_y_tex);
-               release_texture(equation_tex);
+               pool.release_texture(I_t_tex);
+               pool.release_texture(I_x_y_tex);
+               pool.release_texture(beta_0_tex);
+               pool.release_texture(smoothness_x_tex);
+               pool.release_texture(smoothness_y_tex);
+               pool.release_texture(equation_tex);
 
                // Add the differential flow found by the variational refinement to the base flow,
                // giving the final flow estimate for this level.
@@ -1257,10 +1283,10 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
                        ScopedTimer timer("Add differential flow", &varref_timer);
                        add_base_flow.exec(base_flow_tex, du_dv_tex, level_width, level_height);
                }
-               release_texture(du_dv_tex);
+               pool.release_texture(du_dv_tex);
 
                if (prev_level_flow_tex != initial_flow_tex) {
-                       release_texture(prev_level_flow_tex);
+                       pool.release_texture(prev_level_flow_tex);
                }
                prev_level_flow_tex = base_flow_tex;
                prev_level_width = level_width;
@@ -1271,17 +1297,414 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
        timers.print();
 
        // Scale up the flow to the final size (if needed).
-       if (finest_level == 0) {
+       if (finest_level == 0 || resize_strategy == DO_NOT_RESIZE_FLOW) {
                return prev_level_flow_tex;
        } else {
-               GLuint final_tex = get_texture(GL_RG16F, width, height);
+               GLuint final_tex = pool.get_texture(GL_RG16F, width, height);
                resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width, height);
-               release_texture(prev_level_flow_tex);
+               pool.release_texture(prev_level_flow_tex);
                return final_tex;
        }
 }
 
-GLuint DISComputeFlow::get_texture(GLenum format, GLuint width, GLuint height)
+// Forward-warp the flow half-way (or rather, by alpha). A non-zero “splatting”
+// radius fills most of the holes.
+class Splat {
+public:
+       Splat();
+
+       // alpha is the time of the interpolated frame (0..1).
+       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:
+       PersistentFBOSetWithDepth<1> fbos;
+
+       GLuint splat_vs_obj;
+       GLuint splat_fs_obj;
+       GLuint splat_program;
+       GLuint splat_vao;
+
+       GLuint uniform_invert_flow, uniform_splat_size, uniform_alpha;
+       GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
+       GLuint uniform_inv_flow_size;
+};
+
+Splat::Splat()
+{
+       splat_vs_obj = compile_shader(read_file("splat.vert"), GL_VERTEX_SHADER);
+       splat_fs_obj = compile_shader(read_file("splat.frag"), GL_FRAGMENT_SHADER);
+       splat_program = link_program(splat_vs_obj, splat_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &splat_vao);
+       glBindVertexArray(splat_vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = glGetAttribLocation(splat_program, "position");
+       glEnableVertexArrayAttrib(splat_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_invert_flow = glGetUniformLocation(splat_program, "invert_flow");
+       uniform_splat_size = glGetUniformLocation(splat_program, "splat_size");
+       uniform_alpha = glGetUniformLocation(splat_program, "alpha");
+       uniform_image0_tex = glGetUniformLocation(splat_program, "image0_tex");
+       uniform_image1_tex = glGetUniformLocation(splat_program, "image1_tex");
+       uniform_flow_tex = glGetUniformLocation(splat_program, "flow_tex");
+       uniform_inv_flow_size = glGetUniformLocation(splat_program, "inv_flow_size");
+}
+
+void Splat::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)
+{
+       glUseProgram(splat_program);
+
+       bind_sampler(splat_program, uniform_image0_tex, 0, tex0, linear_sampler);
+       bind_sampler(splat_program, uniform_image1_tex, 1, tex1, linear_sampler);
+
+       // FIXME: This is set to 1.0 right now so not to trigger Haswell's “PMA stall”.
+       // Move to 2.0 later, or even 4.0.
+       // (Since we have hole filling, it's not critical, but larger values seem to do
+       // better than hole filling for large motion, blurs etc.)
+       float splat_size = 1.0f;  // 4x4 splat means 16x overdraw, 2x2 splat means 4x overdraw.
+       glProgramUniform2f(splat_program, uniform_splat_size, splat_size / width, splat_size / height);
+       glProgramUniform1f(splat_program, uniform_alpha, alpha);
+       glProgramUniform2f(splat_program, uniform_inv_flow_size, 1.0f / width, 1.0f / height);
+
+       glViewport(0, 0, width, height);
+       glDisable(GL_BLEND);
+       glEnable(GL_DEPTH_TEST);
+       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);
+
+       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);
+       glProgramUniform1i(splat_program, uniform_invert_flow, 0);
+       glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height);
+
+       // Do backward splatting.
+       bind_sampler(splat_program, uniform_flow_tex, 2, backward_flow_tex, nearest_sampler);
+       glProgramUniform1i(splat_program, uniform_invert_flow, 1);
+       glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height);
+
+       glDisable(GL_DEPTH_TEST);
+}
+
+// Doing good and fast hole-filling on a GPU is nontrivial. We choose an option
+// that's fairly simple (given that most holes are really small) and also hopefully
+// cheap should the holes not be so small. Conceptually, we look for the first
+// non-hole to the left of us (ie., shoot a ray until we hit something), then
+// the first non-hole to the right of us, then up and down, and then average them
+// all together. It's going to create “stars” if the holes are big, but OK, that's
+// a tradeoff.
+//
+// Our implementation here is efficient assuming that the hierarchical Z-buffer is
+// on even for shaders that do discard (this typically kills early Z, but hopefully
+// not hierarchical Z); we set up Z so that only holes are written to, which means
+// that as soon as a hole is filled, the rasterizer should just skip it. Most of the
+// fullscreen quads should just be discarded outright, really.
+class HoleFill {
+public:
+       HoleFill();
+
+       // Output will be in flow_tex, temp_tex[0, 1, 2], representing the filling
+       // from the down, left, right and up, respectively. Use HoleBlend to merge
+       // them into one.
+       void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
+
+private:
+       PersistentFBOSetWithDepth<1> fbos;
+
+       GLuint fill_vs_obj;
+       GLuint fill_fs_obj;
+       GLuint fill_program;
+       GLuint fill_vao;
+
+       GLuint uniform_tex;
+       GLuint uniform_z, uniform_sample_offset;
+};
+
+HoleFill::HoleFill()
+{
+       fill_vs_obj = compile_shader(read_file("hole_fill.vert"), GL_VERTEX_SHADER);
+       fill_fs_obj = compile_shader(read_file("hole_fill.frag"), GL_FRAGMENT_SHADER);
+       fill_program = link_program(fill_vs_obj, fill_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &fill_vao);
+       glBindVertexArray(fill_vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = glGetAttribLocation(fill_program, "position");
+       glEnableVertexArrayAttrib(fill_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_tex = glGetUniformLocation(fill_program, "tex");
+       uniform_z = glGetUniformLocation(fill_program, "z");
+       uniform_sample_offset = glGetUniformLocation(fill_program, "sample_offset");
+}
+
+void HoleFill::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height)
+{
+       glUseProgram(fill_program);
+
+       bind_sampler(fill_program, uniform_tex, 0, flow_tex, nearest_sampler);
+
+       glProgramUniform1f(fill_program, uniform_z, 1.0f - 1.0f / 1024.0f);
+
+       glViewport(0, 0, width, height);
+       glDisable(GL_BLEND);
+       glEnable(GL_DEPTH_TEST);
+       glDepthFunc(GL_LESS);  // Only update the values > 0.999f (ie., only invalid pixels).
+       glBindVertexArray(fill_vao);
+
+       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) {
+               glProgramUniform2f(fill_program, uniform_sample_offset, -offs / float(width), 0.0f);
+               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+               glTextureBarrier();
+       }
+       glCopyImageSubData(flow_tex, GL_TEXTURE_2D, 0, 0, 0, 0, temp_tex[0], GL_TEXTURE_2D, 0, 0, 0, 0, width, height, 1);
+
+       // Similar to the right; adjust Z a bit down, so that we re-fill the pixels that
+       // were overwritten in the last algorithm.
+       glProgramUniform1f(fill_program, uniform_z, 1.0f - 2.0f / 1024.0f);
+       for (int offs = 1; offs < width; offs *= 2) {
+               glProgramUniform2f(fill_program, uniform_sample_offset, offs / float(width), 0.0f);
+               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+               glTextureBarrier();
+       }
+       glCopyImageSubData(flow_tex, GL_TEXTURE_2D, 0, 0, 0, 0, temp_tex[1], GL_TEXTURE_2D, 0, 0, 0, 0, width, height, 1);
+
+       // Up.
+       glProgramUniform1f(fill_program, uniform_z, 1.0f - 3.0f / 1024.0f);
+       for (int offs = 1; offs < height; offs *= 2) {
+               glProgramUniform2f(fill_program, uniform_sample_offset, 0.0f, -offs / float(height));
+               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+               glTextureBarrier();
+       }
+       glCopyImageSubData(flow_tex, GL_TEXTURE_2D, 0, 0, 0, 0, temp_tex[2], GL_TEXTURE_2D, 0, 0, 0, 0, width, height, 1);
+
+       // Down.
+       glProgramUniform1f(fill_program, uniform_z, 1.0f - 4.0f / 1024.0f);
+       for (int offs = 1; offs < height; offs *= 2) {
+               glProgramUniform2f(fill_program, uniform_sample_offset, 0.0f, offs / float(height));
+               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+               glTextureBarrier();
+       }
+
+       glDisable(GL_DEPTH_TEST);
+}
+
+// Blend the four directions from HoleFill into one pixel, so that single-pixel
+// holes become the average of their four neighbors.
+class HoleBlend {
+public:
+       HoleBlend();
+
+       void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height);
+
+private:
+       PersistentFBOSetWithDepth<1> fbos;
+
+       GLuint blend_vs_obj;
+       GLuint blend_fs_obj;
+       GLuint blend_program;
+       GLuint blend_vao;
+
+       GLuint uniform_left_tex, uniform_right_tex, uniform_up_tex, uniform_down_tex;
+       GLuint uniform_z, uniform_sample_offset;
+};
+
+HoleBlend::HoleBlend()
+{
+       blend_vs_obj = compile_shader(read_file("hole_fill.vert"), GL_VERTEX_SHADER);  // Reuse the vertex shader from the fill.
+       blend_fs_obj = compile_shader(read_file("hole_blend.frag"), GL_FRAGMENT_SHADER);
+       blend_program = link_program(blend_vs_obj, blend_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &blend_vao);
+       glBindVertexArray(blend_vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = glGetAttribLocation(blend_program, "position");
+       glEnableVertexArrayAttrib(blend_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_left_tex = glGetUniformLocation(blend_program, "left_tex");
+       uniform_right_tex = glGetUniformLocation(blend_program, "right_tex");
+       uniform_up_tex = glGetUniformLocation(blend_program, "up_tex");
+       uniform_down_tex = glGetUniformLocation(blend_program, "down_tex");
+       uniform_z = glGetUniformLocation(blend_program, "z");
+       uniform_sample_offset = glGetUniformLocation(blend_program, "sample_offset");
+}
+
+void HoleBlend::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height)
+{
+       glUseProgram(blend_program);
+
+       bind_sampler(blend_program, uniform_left_tex, 0, temp_tex[0], nearest_sampler);
+       bind_sampler(blend_program, uniform_right_tex, 1, temp_tex[1], nearest_sampler);
+       bind_sampler(blend_program, uniform_up_tex, 2, temp_tex[2], nearest_sampler);
+       bind_sampler(blend_program, uniform_down_tex, 3, flow_tex, nearest_sampler);
+
+       glProgramUniform1f(blend_program, uniform_z, 1.0f - 4.0f / 1024.0f);
+       glProgramUniform2f(blend_program, uniform_sample_offset, 0.0f, 0.0f);
+
+       glViewport(0, 0, width, height);
+       glDisable(GL_BLEND);
+       glEnable(GL_DEPTH_TEST);
+       glDepthFunc(GL_LEQUAL);  // Skip over all of the pixels that were never holes to begin with.
+       glBindVertexArray(blend_vao);
+
+       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);
+}
+
+class Blend {
+public:
+       Blend();
+       void exec(GLuint tex0, GLuint tex1, GLuint flow_tex, GLuint output_tex, int width, int height, float alpha);
+
+private:
+       PersistentFBOSet<1> fbos;
+       GLuint blend_vs_obj;
+       GLuint blend_fs_obj;
+       GLuint blend_program;
+       GLuint blend_vao;
+
+       GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
+       GLuint uniform_alpha, uniform_flow_consistency_tolerance;
+};
+
+Blend::Blend()
+{
+       blend_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       blend_fs_obj = compile_shader(read_file("blend.frag"), GL_FRAGMENT_SHADER);
+       blend_program = link_program(blend_vs_obj, blend_fs_obj);
+
+       // Set up the VAO containing all the required position/texcoord data.
+       glCreateVertexArrays(1, &blend_vao);
+       glBindVertexArray(blend_vao);
+
+       GLint position_attrib = glGetAttribLocation(blend_program, "position");
+       glEnableVertexArrayAttrib(blend_vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+       uniform_image0_tex = glGetUniformLocation(blend_program, "image0_tex");
+       uniform_image1_tex = glGetUniformLocation(blend_program, "image1_tex");
+       uniform_flow_tex = glGetUniformLocation(blend_program, "flow_tex");
+       uniform_alpha = glGetUniformLocation(blend_program, "alpha");
+       uniform_flow_consistency_tolerance = glGetUniformLocation(blend_program, "flow_consistency_tolerance");
+}
+
+void Blend::exec(GLuint tex0, GLuint tex1, GLuint flow_tex, GLuint output_tex, int level_width, int level_height, float alpha)
+{
+       glUseProgram(blend_program);
+       bind_sampler(blend_program, uniform_image0_tex, 0, tex0, linear_sampler);
+       bind_sampler(blend_program, uniform_image1_tex, 1, tex1, linear_sampler);
+       bind_sampler(blend_program, uniform_flow_tex, 2, flow_tex, linear_sampler);  // May be upsampled.
+       glProgramUniform1f(blend_program, uniform_alpha, alpha);
+       //glProgramUniform1f(blend_program, uniform_flow_consistency_tolerance, 1.0f / 
+
+       glViewport(0, 0, level_width, level_height);
+       fbos.render_to(output_tex);
+       glBindVertexArray(blend_vao);
+       glUseProgram(blend_program);
+       glDisable(GL_BLEND);  // A bit ironic, perhaps.
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
+class Interpolate {
+public:
+       Interpolate(int width, int height, int flow_level);
+
+       // Returns a texture that must be released with release_texture()
+       // after use. tex0 and tex1 must be RGBA8 textures with mipmaps
+       // (unless flow_level == 0).
+       GLuint exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha);
+
+       void release_texture(GLuint tex) {
+               pool.release_texture(tex);
+       }
+
+private:
+       int width, height, flow_level;
+       TexturePool pool;
+       Splat splat;
+       HoleFill hole_fill;
+       HoleBlend hole_blend;
+       Blend blend;
+};
+
+Interpolate::Interpolate(int width, int height, int flow_level)
+       : width(width), height(height), flow_level(flow_level) {}
+
+GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha)
+{
+       GPUTimers timers;
+
+       ScopedTimer total_timer("Total", &timers);
+
+       // Pick out the right level to test splatting results on.
+       GLuint tex0_view, tex1_view;
+       glGenTextures(1, &tex0_view);
+       glTextureView(tex0_view, GL_TEXTURE_2D, tex0, GL_RGBA8, flow_level, 1, 0, 1);
+       glGenTextures(1, &tex1_view);
+       glTextureView(tex1_view, GL_TEXTURE_2D, tex1, GL_RGBA8, flow_level, 1, 0, 1);
+
+       int flow_width = width >> flow_level;
+       int flow_height = height >> flow_level;
+
+       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("Splat", &total_timer);
+               splat.exec(tex0_view, tex1_view, forward_flow_tex, backward_flow_tex, flow_tex, depth_tex, flow_width, flow_height, alpha);
+       }
+       glDeleteTextures(1, &tex0_view);
+       glDeleteTextures(1, &tex1_view);
+
+       GLuint temp_tex[3];
+       temp_tex[0] = pool.get_texture(GL_RG16F, flow_width, flow_height);
+       temp_tex[1] = pool.get_texture(GL_RG16F, flow_width, flow_height);
+       temp_tex[2] = pool.get_texture(GL_RG16F, flow_width, flow_height);
+
+       {
+               ScopedTimer timer("Fill holes", &total_timer);
+               hole_fill.exec(flow_tex, depth_tex, temp_tex, flow_width, flow_height);
+               hole_blend.exec(flow_tex, depth_tex, temp_tex, flow_width, flow_height);
+       }
+
+       pool.release_texture(temp_tex[0]);
+       pool.release_texture(temp_tex[1]);
+       pool.release_texture(temp_tex[2]);
+       pool.release_texture(depth_tex);
+
+       GLuint output_tex = pool.get_texture(GL_RGBA8, width, height);
+       {
+               ScopedTimer timer("Blend", &total_timer);
+               blend.exec(tex0, tex1, flow_tex, output_tex, width, height, alpha);
+       }
+       total_timer.end();
+       timers.print();
+
+       return output_tex;
+}
+
+GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height)
 {
        for (Texture &tex : textures) {
                if (!tex.in_use && tex.format == format &&
@@ -1302,7 +1725,7 @@ GLuint DISComputeFlow::get_texture(GLenum format, GLuint width, GLuint height)
        return tex.tex_num;
 }
 
-void DISComputeFlow::release_texture(GLuint tex_num)
+void TexturePool::release_texture(GLuint tex_num)
 {
        for (Texture &tex : textures) {
                if (tex.tex_num == tex_num) {
@@ -1322,6 +1745,11 @@ void flip_coordinate_system(float *dense_flow, unsigned width, unsigned height)
        }
 }
 
+// Not relevant for RGB.
+void flip_coordinate_system(uint8_t *dense_flow, unsigned width, unsigned height)
+{
+}
+
 void write_flow(const char *filename, const float *dense_flow, unsigned width, unsigned height)
 {
        FILE *flowfp = fopen(filename, "wb");
@@ -1335,6 +1763,12 @@ void write_flow(const char *filename, const float *dense_flow, unsigned width, u
        fclose(flowfp);
 }
 
+// Not relevant for RGB.
+void write_flow(const char *filename, const uint8_t *dense_flow, unsigned width, unsigned height)
+{
+       assert(false);
+}
+
 void write_ppm(const char *filename, const float *dense_flow, unsigned width, unsigned height)
 {
        FILE *fp = fopen(filename, "wb");
@@ -1355,15 +1789,49 @@ void write_ppm(const char *filename, const float *dense_flow, unsigned width, un
        fclose(fp);
 }
 
+void write_ppm(const char *filename, const uint8_t *rgba, unsigned width, unsigned height)
+{
+       unique_ptr<uint8_t[]> rgb_line(new uint8_t[width * 3 + 1]);
+
+       FILE *fp = fopen(filename, "wb");
+       fprintf(fp, "P6\n%d %d\n255\n", width, height);
+       for (unsigned y = 0; y < height; ++y) {
+               unsigned y2 = height - 1 - y;
+               for (size_t x = 0; x < width; ++x) {
+                       memcpy(&rgb_line[x * 3], &rgba[(y2 * width + x) * 4], 4);
+               }
+               fwrite(rgb_line.get(), width * 3, 1, fp);
+       }
+       fclose(fp);
+}
+
+struct FlowType {
+       using type = float;
+       static constexpr GLenum gl_format = GL_RG;
+       static constexpr GLenum gl_type = GL_FLOAT;
+       static constexpr int num_channels = 2;
+};
+
+struct RGBAType {
+       using type = uint8_t;
+       static constexpr GLenum gl_format = GL_RGBA;
+       static constexpr GLenum gl_type = GL_UNSIGNED_BYTE;
+       static constexpr int num_channels = 4;
+};
+
+template <class Type>
 void finish_one_read(GLuint width, GLuint height)
 {
+       using T = typename Type::type;
+       constexpr int bytes_per_pixel = Type::num_channels * sizeof(T);
+
        assert(!reads_in_progress.empty());
        ReadInProgress read = reads_in_progress.front();
        reads_in_progress.pop_front();
 
-       unique_ptr<float[]> flow(new float[width * height * 2]);
-       void *buf = glMapNamedBufferRange(read.pbo, 0, width * height * 2 * sizeof(float), GL_MAP_READ_BIT);  // Blocks if the read isn't done yet.
-       memcpy(flow.get(), buf, width * height * 2 * sizeof(float));
+       unique_ptr<T[]> flow(new typename Type::type[width * height * Type::num_channels]);
+       void *buf = glMapNamedBufferRange(read.pbo, 0, width * height * bytes_per_pixel, GL_MAP_READ_BIT);  // Blocks if the read isn't done yet.
+       memcpy(flow.get(), buf, width * height * bytes_per_pixel);  // TODO: Unneeded for RGBType, since flip_coordinate_system() does nothing.:
        glUnmapNamedBuffer(read.pbo);
        spare_pbos.push(read.pbo);
 
@@ -1377,19 +1845,178 @@ void finish_one_read(GLuint width, GLuint height)
        }
 }
 
+template <class Type>
 void schedule_read(GLuint tex, GLuint width, GLuint height, const char *filename0, const char *filename1, const char *flow_filename, const char *ppm_filename)
 {
+       using T = typename Type::type;
+       constexpr int bytes_per_pixel = Type::num_channels * sizeof(T);
+
        if (spare_pbos.empty()) {
-               finish_one_read(width, height);
+               finish_one_read<Type>(width, height);
        }
        assert(!spare_pbos.empty());
        reads_in_progress.emplace_back(ReadInProgress{ spare_pbos.top(), filename0, filename1, flow_filename, ppm_filename });
        glBindBuffer(GL_PIXEL_PACK_BUFFER, spare_pbos.top());
        spare_pbos.pop();
-       glGetTextureImage(tex, 0, GL_RG, GL_FLOAT, width * height * 2 * sizeof(float), nullptr);
+       glGetTextureImage(tex, 0, Type::gl_format, Type::gl_type, width * height * bytes_per_pixel, nullptr);
        glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
 }
 
+void compute_flow_only(int argc, char **argv, int optind)
+{
+       const char *filename0 = argc >= (optind + 1) ? argv[optind] : "test1499.png";
+       const char *filename1 = argc >= (optind + 2) ? argv[optind + 1] : "test1500.png";
+       const char *flow_filename = argc >= (optind + 3) ? argv[optind + 2] : "flow.flo";
+
+       // Load pictures.
+       unsigned width1, height1, width2, height2;
+       GLuint tex0 = load_texture(filename0, &width1, &height1, WITHOUT_MIPMAPS);
+       GLuint tex1 = load_texture(filename1, &width2, &height2, WITHOUT_MIPMAPS);
+
+       if (width1 != width2 || height1 != height2) {
+               fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
+                       width1, height1, width2, height2);
+               exit(1);
+       }
+
+       // Set up some PBOs to do asynchronous readback.
+       GLuint pbos[5];
+       glCreateBuffers(5, pbos);
+       for (int i = 0; i < 5; ++i) {
+               glNamedBufferData(pbos[i], width1 * height1 * 2 * sizeof(float), nullptr, GL_STREAM_READ);
+               spare_pbos.push(pbos[i]);
+       }
+
+       int levels = find_num_levels(width1, height1);
+       GLuint tex0_gray, tex1_gray;
+       glCreateTextures(GL_TEXTURE_2D, 1, &tex0_gray);
+       glCreateTextures(GL_TEXTURE_2D, 1, &tex1_gray);
+       glTextureStorage2D(tex0_gray, levels, GL_R8, width1, height1);
+       glTextureStorage2D(tex1_gray, levels, GL_R8, width1, height1);
+
+       GrayscaleConversion gray;
+       gray.exec(tex0, tex0_gray, width1, height1);
+       glDeleteTextures(1, &tex0);
+       glGenerateTextureMipmap(tex0_gray);
+
+       gray.exec(tex1, tex1_gray, width1, height1);
+       glDeleteTextures(1, &tex1);
+       glGenerateTextureMipmap(tex1_gray);
+
+       DISComputeFlow compute_flow(width1, height1);
+       GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
+
+       schedule_read<FlowType>(final_tex, width1, height1, filename0, filename1, flow_filename, "flow.ppm");
+       compute_flow.release_texture(final_tex);
+
+       // See if there are more flows on the command line (ie., more than three arguments),
+       // and if so, process them.
+       int num_flows = (argc - optind) / 3;
+       for (int i = 1; i < num_flows; ++i) {
+               const char *filename0 = argv[optind + i * 3 + 0];
+               const char *filename1 = argv[optind + i * 3 + 1];
+               const char *flow_filename = argv[optind + i * 3 + 2];
+               GLuint width, height;
+               GLuint tex0 = load_texture(filename0, &width, &height, WITHOUT_MIPMAPS);
+               if (width != width1 || height != height1) {
+                       fprintf(stderr, "%s: Image dimensions don't match (%dx%d versus %dx%d)\n",
+                               filename0, width, height, width1, height1);
+                       exit(1);
+               }
+               gray.exec(tex0, tex0_gray, width, height);
+               glGenerateTextureMipmap(tex0_gray);
+               glDeleteTextures(1, &tex0);
+
+               GLuint tex1 = load_texture(filename1, &width, &height, WITHOUT_MIPMAPS);
+               if (width != width1 || height != height1) {
+                       fprintf(stderr, "%s: Image dimensions don't match (%dx%d versus %dx%d)\n",
+                               filename1, width, height, width1, height1);
+                       exit(1);
+               }
+               gray.exec(tex1, tex1_gray, width, height);
+               glGenerateTextureMipmap(tex1_gray);
+               glDeleteTextures(1, &tex1);
+
+               GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
+
+               schedule_read<FlowType>(final_tex, width1, height1, filename0, filename1, flow_filename, "");
+               compute_flow.release_texture(final_tex);
+       }
+       glDeleteTextures(1, &tex0_gray);
+       glDeleteTextures(1, &tex1_gray);
+
+       while (!reads_in_progress.empty()) {
+               finish_one_read<FlowType>(width1, height1);
+       }
+}
+
+// Interpolate images based on
+//
+//   Herbst, Seitz, Baker: “Occlusion Reasoning for Temporal Interpolation
+//   Using Optical Flow”
+//
+// or at least a reasonable subset thereof. Unfinished.
+void interpolate_image(int argc, char **argv, int optind)
+{
+       const char *filename0 = argc >= (optind + 1) ? argv[optind] : "test1499.png";
+       const char *filename1 = argc >= (optind + 2) ? argv[optind + 1] : "test1500.png";
+       //const char *out_filename = argc >= (optind + 3) ? argv[optind + 2] : "interpolated.png";
+
+       // Load pictures.
+       unsigned width1, height1, width2, height2;
+       GLuint tex0 = load_texture(filename0, &width1, &height1, WITH_MIPMAPS);
+       GLuint tex1 = load_texture(filename1, &width2, &height2, WITH_MIPMAPS);
+
+       if (width1 != width2 || height1 != height2) {
+               fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
+                       width1, height1, width2, height2);
+               exit(1);
+       }
+
+       // Set up some PBOs to do asynchronous readback.
+       GLuint pbos[5];
+       glCreateBuffers(5, pbos);
+       for (int i = 0; i < 5; ++i) {
+               glNamedBufferData(pbos[i], width1 * height1 * 4 * sizeof(uint8_t), nullptr, GL_STREAM_READ);
+               spare_pbos.push(pbos[i]);
+       }
+
+       DISComputeFlow compute_flow(width1, height1);
+       GrayscaleConversion gray;
+       Interpolate interpolate(width1, height1, finest_level);
+
+       int levels = find_num_levels(width1, height1);
+       GLuint tex0_gray, tex1_gray;
+       glCreateTextures(GL_TEXTURE_2D, 1, &tex0_gray);
+       glCreateTextures(GL_TEXTURE_2D, 1, &tex1_gray);
+       glTextureStorage2D(tex0_gray, levels, GL_R8, width1, height1);
+       glTextureStorage2D(tex1_gray, levels, GL_R8, width1, height1);
+
+       gray.exec(tex0, tex0_gray, width1, height1);
+       glGenerateTextureMipmap(tex0_gray);
+
+       gray.exec(tex1, tex1_gray, width1, height1);
+       glGenerateTextureMipmap(tex1_gray);
+
+       GLuint forward_flow_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
+       GLuint backward_flow_tex = compute_flow.exec(tex1_gray, tex0_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW);
+
+       for (int frameno = 1; frameno < 60; ++frameno) {
+               char ppm_filename[256];
+               snprintf(ppm_filename, sizeof(ppm_filename), "interp%04d.ppm", frameno);
+
+               float alpha = frameno / 60.0f;
+               GLuint interpolated_tex = interpolate.exec(tex0, tex1, forward_flow_tex, backward_flow_tex, width1, height1, alpha);
+
+               schedule_read<RGBAType>(interpolated_tex, width1, height1, filename0, filename1, "", ppm_filename);
+               interpolate.release_texture(interpolated_tex);
+       }
+
+       while (!reads_in_progress.empty()) {
+               finish_one_read<RGBAType>(width1, height1);
+       }
+}
+
 int main(int argc, char **argv)
 {
         static const option long_options[] = {
@@ -1397,7 +2024,9 @@ int main(int argc, char **argv)
                { "intensity-relative-weight", required_argument, 0, 'i' },  // delta.
                { "gradient-relative-weight", required_argument, 0, 'g' },  // gamma.
                { "disable-timing", no_argument, 0, 1000 },
-               { "ignore-variational-refinement", no_argument, 0, 1001 }  // Still calculates it, just doesn't apply it.
+               { "detailed-timing", no_argument, 0, 1003 },
+               { "ignore-variational-refinement", no_argument, 0, 1001 },  // Still calculates it, just doesn't apply it.
+               { "interpolate", no_argument, 0, 1002 }
        };
 
        for ( ;; ) {
@@ -1423,6 +2052,12 @@ int main(int argc, char **argv)
                case 1001:
                        enable_variational_refinement = false;
                        break;
+               case 1002:
+                       enable_interpolation = true;
+                       break;
+               case 1003:
+                       detailed_timing = true;
+                       break;
                default:
                        fprintf(stderr, "Unknown option '%s'\n", argv[option_index]);
                        exit(1);
@@ -1442,36 +2077,15 @@ int main(int argc, char **argv)
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
        // SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
-       SDL_Window *window = SDL_CreateWindow("OpenGL window",
-                       SDL_WINDOWPOS_UNDEFINED,
-                       SDL_WINDOWPOS_UNDEFINED,
-                       64, 64,
-                       SDL_WINDOW_OPENGL);
+       window = SDL_CreateWindow("OpenGL window",
+               SDL_WINDOWPOS_UNDEFINED,
+               SDL_WINDOWPOS_UNDEFINED,
+               64, 64,
+               SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
        SDL_GLContext context = SDL_GL_CreateContext(window);
        assert(context != nullptr);
 
-       const char *filename0 = argc >= (optind + 1) ? argv[optind] : "test1499.png";
-       const char *filename1 = argc >= (optind + 2) ? argv[optind + 1] : "test1500.png";
-       const char *flow_filename = argc >= (optind + 3) ? argv[optind + 2] : "flow.flo";
-
-       // Load pictures.
-       unsigned width1, height1, width2, height2;
-       GLuint tex0 = load_texture(filename0, &width1, &height1);
-       GLuint tex1 = load_texture(filename1, &width2, &height2);
-
-       if (width1 != width2 || height1 != height2) {
-               fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
-                       width1, height1, width2, height2);
-               exit(1);
-       }
-
-       // Set up some PBOs to do asynchronous readback.
-       GLuint pbos[5];
-        glCreateBuffers(5, pbos);
-       for (int i = 0; i < 5; ++i) {
-               glNamedBufferData(pbos[i], width1 * height1 * 2 * sizeof(float), nullptr, GL_STREAM_READ);
-               spare_pbos.push(pbos[i]);
-       }
+       glDisable(GL_DITHER);
 
        // FIXME: Should be part of DISComputeFlow (but needs to be initialized
        // before all the render passes).
@@ -1485,40 +2099,9 @@ int main(int argc, char **argv)
        glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
        glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
 
-       DISComputeFlow compute_flow(width1, height1);
-       GLuint final_tex = compute_flow.exec(tex0, tex1);
-
-       schedule_read(final_tex, width1, height1, filename0, filename1, flow_filename, "flow.ppm");
-       compute_flow.release_texture(final_tex);
-
-       // See if there are more flows on the command line (ie., more than three arguments),
-       // and if so, process them.
-       int num_flows = (argc - optind) / 3;
-       for (int i = 1; i < num_flows; ++i) {
-               const char *filename0 = argv[optind + i * 3 + 0];
-               const char *filename1 = argv[optind + i * 3 + 1];
-               const char *flow_filename = argv[optind + i * 3 + 2];
-               GLuint width, height;
-               GLuint tex0 = load_texture(filename0, &width, &height);
-               if (width != width1 || height != height1) {
-                       fprintf(stderr, "%s: Image dimensions don't match (%dx%d versus %dx%d)\n",
-                               filename0, width, height, width1, height1);
-                       exit(1);
-               }
-
-               GLuint tex1 = load_texture(filename1, &width, &height);
-               if (width != width1 || height != height1) {
-                       fprintf(stderr, "%s: Image dimensions don't match (%dx%d versus %dx%d)\n",
-                               filename1, width, height, width1, height1);
-                       exit(1);
-               }
-
-               GLuint final_tex = compute_flow.exec(tex0, tex1);
-               schedule_read(final_tex, width1, height1, filename0, filename1, flow_filename, "");
-               compute_flow.release_texture(final_tex);
-       }
-
-       while (!reads_in_progress.empty()) {
-               finish_one_read(width1, height1);
+       if (enable_interpolation) {
+               interpolate_image(argc, argv, optind);
+       } else {
+               compute_flow_only(argc, argv, optind);
        }
 }