#include <stdio.h>
#include <unistd.h>
+#include "gpu_timers.h"
#include "util.h"
#include <algorithm>
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;
GLuint densify_program;
GLuint densify_vao;
- GLuint uniform_patch_size, uniform_patch_spacing;
+ GLuint uniform_patch_size;
GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
};
glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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");
float(patch_size_pixels) / level_width,
float(patch_size_pixels) / level_height);
- 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);
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, ScopedTimer *sor_timer);
private:
PersistentFBOSet<1> fbos;
uniform_phase = glGetUniformLocation(sor_program, "phase");
}
-void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations)
+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)
{
glUseProgram(sor_program);
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);
+ glProgramUniform1i(sor_program, uniform_phase, 1);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ if (i != num_iterations - 1) {
+ glTextureBarrier();
+ }
+ }
}
}
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)
-{
- 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;
-};
-
class TexturePool {
public:
GLuint get_texture(GLenum format, GLuint width, GLuint height);
// 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, &timer);
}
}
{ "intensity-relative-weight", required_argument, 0, 'i' }, // delta.
{ "gradient-relative-weight", required_argument, 0, 'g' }, // gamma.
{ "disable-timing", no_argument, 0, 1000 },
+ { "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 }
};
case 1002:
enable_interpolation = true;
break;
+ case 1003:
+ detailed_timing = true;
+ break;
default:
fprintf(stderr, "Unknown option '%s'\n", argv[option_index]);
exit(1);