#define NO_SDL_GLEXT 1
-#include <epoxy/gl.h>
-
-#include <SDL2/SDL.h>
-#include <SDL2/SDL_error.h>
-#include <SDL2/SDL_events.h>
-#include <SDL2/SDL_image.h>
-#include <SDL2/SDL_keyboard.h>
-#include <SDL2/SDL_mouse.h>
-#include <SDL2/SDL_video.h>
-
-#include <assert.h>
-#include <getopt.h>
-#include <stdio.h>
-#include <unistd.h>
+#include "flow.h"
#include "gpu_timers.h"
#include "util.h"
#include <algorithm>
+#include <assert.h>
#include <deque>
-#include <memory>
+#include <epoxy/gl.h>
#include <map>
+#include <memory>
#include <stack>
+#include <stdio.h>
+#include <string.h>
+#include <unistd.h>
#include <vector>
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
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;
-constexpr unsigned finest_level = 1;
-constexpr unsigned patch_size_pixels = 12;
-
// Weighting constants for the different parts of the variational refinement.
// These don't correspond 1:1 to the values given in the DIS paper,
// since we have different normalizations and ranges in some cases.
// although the error (EPE) seems to be fairly insensitive to the precise values.
// Only the relative values matter, so we fix alpha (the smoothness constant)
// at unity and tweak the others.
+//
+// TODO: Maybe this should not be global.
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.
GLuint nearest_sampler, linear_sampler, zero_border_sampler;
GLuint vertex_vbo;
-// Structures for asynchronous readback. We assume everything is the same size (and GL_RG16F).
-struct ReadInProgress {
- GLuint pbo;
- string filename0, filename1;
- string flow_filename, ppm_filename; // Either may be empty for no write.
-};
-stack<GLuint> spare_pbos;
-deque<ReadInProgress> reads_in_progress;
-
int find_num_levels(int width, int height)
{
int levels = 1;
}
if (ret == 0) {
fprintf(stderr, "Short read when trying to read %d bytes from %s\n",
- size, filename.c_str());
+ size, filename.c_str());
exit(1);
}
fclose(fp);
return str;
}
-
GLuint compile_shader(const string &shader_src, GLenum type)
{
GLuint obj = glCreateShader(type);
- const GLchar* source[] = { shader_src.data() };
+ const GLchar *source[] = { shader_src.data() };
const GLint length[] = { (GLint)shader_src.size() };
glShaderSource(obj, 1, source, length);
glCompileShader(obj);
return obj;
}
-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) {
- fprintf(stderr, "IMG_Load(%s): %s\n", filename, IMG_GetError());
- exit(1);
- }
-
- // For whatever reason, SDL doesn't support converting to YUV surfaces
- // 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);
- }
-
- SDL_FreeSurface(surf);
-
- 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 * 4]);
-
- // Extract the Y component, and convert to bottom-left origin.
- for (unsigned y = 0; y < height; ++y) {
- unsigned y2 = height - 1 - y;
- memcpy(pix.get() + y * width * 4, sptr + y2 * rgb_surf->pitch, width * 4);
- }
- SDL_FreeSurface(rgb_surf);
-
- int num_levels = (mipmaps == WITH_MIPMAPS) ? find_num_levels(width, height) : 1;
-
- GLuint tex;
- glCreateTextures(GL_TEXTURE_2D, 1, &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;
-
- return tex;
-}
-
GLuint link_program(GLuint vs_obj, GLuint fs_obj)
{
GLuint program = glCreateProgram();
glProgramUniform1i(program, location, texture_unit);
}
-// A class that caches FBOs that render to a given set of textures.
-// It never frees anything, so it is only suitable for rendering to
-// the same (small) set of textures over and over again.
-template<size_t num_elements>
-class PersistentFBOSet {
-public:
- void render_to(const array<GLuint, num_elements> &textures);
-
- // Convenience wrappers.
- void render_to(GLuint texture0) {
- render_to({{texture0}});
- }
-
- void render_to(GLuint texture0, GLuint texture1) {
- render_to({{texture0, texture1}});
- }
-
- 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) {
- render_to({{texture0, texture1, texture2, texture3}});
- }
-
-private:
- // TODO: Delete these on destruction.
- map<array<GLuint, num_elements>, GLuint> fbos;
-};
-
template<size_t num_elements>
void PersistentFBOSet<num_elements>::render_to(const array<GLuint, num_elements> &textures)
{
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)
+void PersistentFBOSetWithDepth<num_elements>::render_to(GLuint depth_rb, const array<GLuint, num_elements> &textures)
{
- auto key = make_pair(depth_tex, textures);
+ auto key = make_pair(depth_rb, textures);
auto it = fbos.find(key);
if (it != fbos.end()) {
GLuint fbo;
glCreateFramebuffers(1, &fbo);
GLenum bufs[num_elements];
- glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
+ glNamedFramebufferRenderbuffer(fbo, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rb);
for (size_t i = 0; i < num_elements; ++i) {
glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0 + i, textures[i], 0);
bufs[i] = GL_COLOR_ATTACHMENT0 + i;
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);
uniform_tex = glGetUniformLocation(gray_program, "tex");
}
-void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height)
+void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height, int num_layers)
{
glUseProgram(gray_program);
bind_sampler(gray_program, uniform_tex, 0, tex, nearest_sampler);
fbos.render_to(gray_tex);
glBindVertexArray(gray_vao);
glDisable(GL_BLEND);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
-// 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
-// later versions of the code), while a [1 -8 0 8 -1] kernel is
-// used for all the derivatives in the variational refinement part
-// (which borrows code from DeepFlow). This is inconsistent,
-// but I guess we're better off with staying with the original
-// decisions until we actually know having different ones would be better.
-class Sobel {
-public:
- Sobel();
- void exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height);
-
-private:
- PersistentFBOSet<1> fbos;
- GLuint sobel_vs_obj;
- GLuint sobel_fs_obj;
- GLuint sobel_program;
-
- GLuint uniform_tex;
-};
-
Sobel::Sobel()
{
sobel_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
uniform_tex = glGetUniformLocation(sobel_program, "tex");
}
-void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height)
+void Sobel::exec(GLint tex_view, GLint grad_tex, int level_width, int level_height, int num_layers)
{
glUseProgram(sobel_program);
- bind_sampler(sobel_program, uniform_tex, 0, tex0_view, nearest_sampler);
+ bind_sampler(sobel_program, uniform_tex, 0, tex_view, nearest_sampler);
glViewport(0, 0, level_width, level_height);
- fbos.render_to(grad0_tex);
+ fbos.render_to(grad_tex);
glDisable(GL_BLEND);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
-// Motion search to find the initial flow. See motion_search.frag for documentation.
-class MotionSearch {
-public:
- MotionSearch();
- void exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int prev_level_width, int prev_level_height, int width_patches, int height_patches);
-
-private:
- PersistentFBOSet<1> fbos;
-
- GLuint motion_vs_obj;
- GLuint motion_fs_obj;
- GLuint motion_search_program;
-
- GLuint uniform_inv_image_size, uniform_inv_prev_level_size;
- GLuint uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
-};
-
-MotionSearch::MotionSearch()
+MotionSearch::MotionSearch(const OperatingPoint &op)
+ : op(op)
{
motion_vs_obj = compile_shader(read_file("motion_search.vert"), GL_VERTEX_SHADER);
motion_fs_obj = compile_shader(read_file("motion_search.frag"), GL_FRAGMENT_SHADER);
uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_size");
uniform_inv_prev_level_size = glGetUniformLocation(motion_search_program, "inv_prev_level_size");
- uniform_image1_tex = glGetUniformLocation(motion_search_program, "image1_tex");
- uniform_grad0_tex = glGetUniformLocation(motion_search_program, "grad0_tex");
+ uniform_out_flow_size = glGetUniformLocation(motion_search_program, "out_flow_size");
+ uniform_image_tex = glGetUniformLocation(motion_search_program, "image_tex");
+ uniform_grad_tex = glGetUniformLocation(motion_search_program, "grad_tex");
uniform_flow_tex = glGetUniformLocation(motion_search_program, "flow_tex");
+ uniform_patch_size = glGetUniformLocation(motion_search_program, "patch_size");
+ uniform_num_iterations = glGetUniformLocation(motion_search_program, "num_iterations");
}
-void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int prev_level_width, int prev_level_height, int width_patches, int height_patches)
+void MotionSearch::exec(GLuint tex_view, GLuint grad_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int prev_level_width, int prev_level_height, int width_patches, int height_patches, int num_layers)
{
glUseProgram(motion_search_program);
- bind_sampler(motion_search_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
- bind_sampler(motion_search_program, uniform_grad0_tex, 2, grad0_tex, nearest_sampler);
- bind_sampler(motion_search_program, uniform_flow_tex, 3, flow_tex, linear_sampler);
+ bind_sampler(motion_search_program, uniform_image_tex, 0, tex_view, linear_sampler);
+ bind_sampler(motion_search_program, uniform_grad_tex, 1, grad_tex, nearest_sampler);
+ bind_sampler(motion_search_program, uniform_flow_tex, 2, flow_tex, linear_sampler);
glProgramUniform2f(motion_search_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
glProgramUniform2f(motion_search_program, uniform_inv_prev_level_size, 1.0f / prev_level_width, 1.0f / prev_level_height);
+ glProgramUniform2f(motion_search_program, uniform_out_flow_size, width_patches, height_patches);
+ glProgramUniform1ui(motion_search_program, uniform_patch_size, op.patch_size_pixels);
+ glProgramUniform1ui(motion_search_program, uniform_num_iterations, op.search_iterations);
glViewport(0, 0, width_patches, height_patches);
fbos.render_to(flow_out_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
-// Do “densification”, ie., upsampling of the flow patches to the flow field
-// (the same size as the image at this level). We draw one quad per patch
-// over its entire covered area (using instancing in the vertex shader),
-// and then weight the contributions in the pixel shader by post-warp difference.
-// This is equation (3) in the paper.
-//
-// We accumulate the flow vectors in the R/G channels (for u/v) and the total
-// weight in the B channel. Dividing R and G by B gives the normalized values.
-class Densify {
-public:
- Densify();
- void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches);
-
-private:
- PersistentFBOSet<1> fbos;
-
- GLuint densify_vs_obj;
- GLuint densify_fs_obj;
- GLuint densify_program;
-
- GLuint uniform_patch_size;
- GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
-};
-
-Densify::Densify()
+Densify::Densify(const OperatingPoint &op)
+ : op(op)
{
densify_vs_obj = compile_shader(read_file("densify.vert"), GL_VERTEX_SHADER);
densify_fs_obj = compile_shader(read_file("densify.frag"), GL_FRAGMENT_SHADER);
densify_program = link_program(densify_vs_obj, densify_fs_obj);
uniform_patch_size = glGetUniformLocation(densify_program, "patch_size");
- uniform_image0_tex = glGetUniformLocation(densify_program, "image0_tex");
- uniform_image1_tex = glGetUniformLocation(densify_program, "image1_tex");
+ uniform_image_tex = glGetUniformLocation(densify_program, "image_tex");
uniform_flow_tex = glGetUniformLocation(densify_program, "flow_tex");
}
-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)
+void Densify::exec(GLuint tex_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches, int num_layers)
{
glUseProgram(densify_program);
- bind_sampler(densify_program, uniform_image0_tex, 0, tex0_view, nearest_sampler);
- bind_sampler(densify_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
- bind_sampler(densify_program, uniform_flow_tex, 2, flow_tex, nearest_sampler);
+ bind_sampler(densify_program, uniform_image_tex, 0, tex_view, linear_sampler);
+ bind_sampler(densify_program, uniform_flow_tex, 1, flow_tex, nearest_sampler);
glProgramUniform2f(densify_program, uniform_patch_size,
- float(patch_size_pixels) / level_width,
- float(patch_size_pixels) / level_height);
+ float(op.patch_size_pixels) / level_width,
+ float(op.patch_size_pixels) / level_height);
glViewport(0, 0, level_width, level_height);
glEnable(GL_BLEND);
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);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches * num_layers);
}
-// Warp I_1 to I_w, and then compute the mean (I) and difference (I_t) of
-// I_0 and I_w. The prewarping is what enables us to solve the variational
-// flow for du,dv instead of u,v.
-//
-// Also calculates the normalized flow, ie. divides by z (this is needed because
-// Densify works by additive blending) and multiplies by the image size.
-//
-// See variational_refinement.txt for more information.
-class Prewarp {
-public:
- Prewarp();
- void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint normalized_flow_tex, GLuint I_tex, GLuint I_t_tex, int level_width, int level_height);
-
-private:
- PersistentFBOSet<3> fbos;
-
- GLuint prewarp_vs_obj;
- GLuint prewarp_fs_obj;
- GLuint prewarp_program;
-
- GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
-};
-
Prewarp::Prewarp()
{
prewarp_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
prewarp_fs_obj = compile_shader(read_file("prewarp.frag"), GL_FRAGMENT_SHADER);
prewarp_program = link_program(prewarp_vs_obj, prewarp_fs_obj);
- uniform_image0_tex = glGetUniformLocation(prewarp_program, "image0_tex");
- uniform_image1_tex = glGetUniformLocation(prewarp_program, "image1_tex");
+ uniform_image_tex = glGetUniformLocation(prewarp_program, "image_tex");
uniform_flow_tex = glGetUniformLocation(prewarp_program, "flow_tex");
}
-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)
+void Prewarp::exec(GLuint tex_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_tex, GLuint normalized_flow_tex, int level_width, int level_height, int num_layers)
{
glUseProgram(prewarp_program);
- bind_sampler(prewarp_program, uniform_image0_tex, 0, tex0_view, nearest_sampler);
- bind_sampler(prewarp_program, uniform_image1_tex, 1, tex1_view, linear_sampler);
- bind_sampler(prewarp_program, uniform_flow_tex, 2, flow_tex, nearest_sampler);
+ bind_sampler(prewarp_program, uniform_image_tex, 0, tex_view, linear_sampler);
+ bind_sampler(prewarp_program, uniform_flow_tex, 1, flow_tex, nearest_sampler);
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
fbos.render_to(I_tex, I_t_tex, normalized_flow_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
-// From I, calculate the partial derivatives I_x and I_y. We use a four-tap
-// central difference filter, since apparently, that's tradition (I haven't
-// measured quality versus a more normal 0.5 (I[x+1] - I[x-1]).)
-// The coefficients come from
-//
-// https://en.wikipedia.org/wiki/Finite_difference_coefficient
-//
-// Also computes β_0, since it depends only on I_x and I_y.
-class Derivatives {
-public:
- Derivatives();
- void exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height);
-
-private:
- PersistentFBOSet<2> fbos;
-
- GLuint derivatives_vs_obj;
- GLuint derivatives_fs_obj;
- GLuint derivatives_program;
-
- GLuint uniform_tex;
-};
-
Derivatives::Derivatives()
{
derivatives_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
uniform_tex = glGetUniformLocation(derivatives_program, "tex");
}
-void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height)
+void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height, int num_layers)
{
glUseProgram(derivatives_program);
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
fbos.render_to(I_x_y_tex, beta_0_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
-// Calculate the diffusivity for each pixels, g(x,y). Smoothness (s) will
-// be calculated in the shaders on-the-fly by sampling in-between two
-// neighboring g(x,y) pixels, plus a border tweak to make sure we get
-// zero smoothness at the border.
-//
-// See variational_refinement.txt for more information.
-class ComputeDiffusivity {
-public:
- ComputeDiffusivity();
- void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow);
-
-private:
- PersistentFBOSet<1> fbos;
-
- GLuint diffusivity_vs_obj;
- GLuint diffusivity_fs_obj;
- GLuint diffusivity_program;
-
- GLuint uniform_flow_tex, uniform_diff_flow_tex;
- GLuint uniform_alpha, uniform_zero_diff_flow;
-};
-
ComputeDiffusivity::ComputeDiffusivity()
{
diffusivity_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
uniform_zero_diff_flow = glGetUniformLocation(diffusivity_program, "zero_diff_flow");
}
-void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow)
+void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow, int num_layers)
{
glUseProgram(diffusivity_program);
glDisable(GL_BLEND);
fbos.render_to(diffusivity_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
-// Set up the equations set (two equations in two unknowns, per pixel).
-// We store five floats; the three non-redundant elements of the 2x2 matrix (A)
-// as 32-bit floats, and the two elements on the right-hand side (b) as 16-bit
-// floats. (Actually, we store the inverse of the diagonal elements, because
-// we only ever need to divide by them.) This fits into four u32 values;
-// R, G, B for the matrix (the last element is symmetric) and A for the two b values.
-// All the values of the energy term (E_I, E_G, E_S), except the smoothness
-// terms that depend on other pixels, are calculated in one pass.
-//
-// The equation set is split in two; one contains only the pixels needed for
-// the red pass, and one only for the black pass (see sor.frag). This reduces
-// the amount of data the SOR shader has to pull in, at the cost of some
-// complexity when the equation texture ends up with half the size and we need
-// to adjust texture coordinates. The contraction is done along the horizontal
-// axis, so that on even rows (0, 2, 4, ...), the “red” texture will contain
-// pixels 0, 2, 4, 6, etc., and on odd rows 1, 3, 5, etc..
-//
-// See variational_refinement.txt for more information about the actual
-// equations in use.
-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 diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow);
-
-private:
- PersistentFBOSet<2> fbos;
-
- GLuint equations_vs_obj;
- GLuint equations_fs_obj;
- GLuint equations_program;
-
- GLuint uniform_I_x_y_tex, uniform_I_t_tex;
- GLuint uniform_diff_flow_tex, uniform_base_flow_tex;
- GLuint uniform_beta_0_tex;
- GLuint uniform_diffusivity_tex;
- GLuint uniform_gamma, uniform_delta, uniform_zero_diff_flow;
-};
-
SetupEquations::SetupEquations()
{
equations_vs_obj = compile_shader(read_file("equations.vert"), GL_VERTEX_SHADER);
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 diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool 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 diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow, int num_layers)
{
glUseProgram(equations_program);
glViewport(0, 0, (level_width + 1) / 2, level_height);
glDisable(GL_BLEND);
- fbos.render_to({equation_red_tex, equation_black_tex});
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ fbos.render_to(equation_red_tex, equation_black_tex);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
-// Actually solve the equation sets made by SetupEquations, by means of
-// successive over-relaxation (SOR).
-//
-// See variational_refinement.txt for more information.
-class SOR {
-public:
- SOR();
- void exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer);
-
-private:
- PersistentFBOSet<1> fbos;
-
- GLuint sor_vs_obj;
- GLuint sor_fs_obj;
- GLuint sor_program;
-
- GLuint uniform_diff_flow_tex;
- GLuint uniform_equation_red_tex, uniform_equation_black_tex;
- GLuint uniform_diffusivity_tex;
- GLuint uniform_phase, uniform_num_nonzero_phases;
-};
-
SOR::SOR()
{
sor_vs_obj = compile_shader(read_file("sor.vert"), GL_VERTEX_SHADER);
uniform_num_nonzero_phases = glGetUniformLocation(sor_program, "num_nonzero_phases");
}
-void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer)
+void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, int num_layers, ScopedTimer *sor_timer)
{
glUseProgram(sor_program);
glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 0);
}
glProgramUniform1i(sor_program, uniform_phase, 0);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
glTextureBarrier();
}
{
glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 1);
}
glProgramUniform1i(sor_program, uniform_phase, 1);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
if (zero_diff_flow && i == 0) {
glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 2);
}
}
}
-// Simply add the differential flow found by the variational refinement to the base flow.
-// The output is in base_flow_tex; we don't need to make a new texture.
-class AddBaseFlow {
-public:
- AddBaseFlow();
- void exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height);
-
-private:
- PersistentFBOSet<1> fbos;
-
- GLuint add_flow_vs_obj;
- GLuint add_flow_fs_obj;
- GLuint add_flow_program;
-
- GLuint uniform_diff_flow_tex;
-};
-
AddBaseFlow::AddBaseFlow()
{
add_flow_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
uniform_diff_flow_tex = glGetUniformLocation(add_flow_program, "diff_flow_tex");
}
-void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height)
+void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height, int num_layers)
{
glUseProgram(add_flow_program);
glBlendFunc(GL_ONE, GL_ONE);
fbos.render_to(base_flow_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
-// Take a copy of the flow, bilinearly interpolated and scaled up.
-class ResizeFlow {
-public:
- ResizeFlow();
- void exec(GLuint in_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height);
-
-private:
- PersistentFBOSet<1> fbos;
-
- GLuint resize_flow_vs_obj;
- GLuint resize_flow_fs_obj;
- GLuint resize_flow_program;
-
- GLuint uniform_flow_tex;
- GLuint uniform_scale_factor;
-};
-
ResizeFlow::ResizeFlow()
{
resize_flow_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
uniform_scale_factor = glGetUniformLocation(resize_flow_program, "scale_factor");
}
-void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height)
+void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height, int num_layers)
{
glUseProgram(resize_flow_program);
glDisable(GL_BLEND);
fbos.render_to(out_tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers);
}
-class TexturePool {
-public:
- GLuint get_texture(GLenum format, GLuint width, GLuint height);
- void release_texture(GLuint tex_num);
-
-private:
- struct Texture {
- GLuint tex_num;
- GLenum format;
- GLuint width, height;
- bool in_use = 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, ResizeStrategy resize_strategy);
-
- void release_texture(GLuint tex) {
- pool.release_texture(tex);
- }
-
-private:
- int width, height;
- GLuint initial_flow_tex;
- GLuint vertex_vbo, vao;
- TexturePool pool;
-
- // The various passes.
- Sobel sobel;
- MotionSearch motion_search;
- Densify densify;
- Prewarp prewarp;
- Derivatives derivatives;
- ComputeDiffusivity compute_diffusivity;
- SetupEquations setup_equations;
- SOR sor;
- AddBaseFlow add_base_flow;
- ResizeFlow resize_flow;
-};
-
-DISComputeFlow::DISComputeFlow(int width, int height)
- : width(width), height(height)
+DISComputeFlow::DISComputeFlow(int width, int height, const OperatingPoint &op)
+ : width(width), height(height), op(op), motion_search(op), densify(op)
{
// Make some samplers.
glCreateSamplers(1, &nearest_sampler);
glSamplerParameterfv(zero_border_sampler, GL_TEXTURE_BORDER_COLOR, zero);
// Initial flow is zero, 1x1.
- glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex);
- glTextureStorage2D(initial_flow_tex, 1, GL_RG16F, 1, 1);
+ glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &initial_flow_tex);
+ glTextureStorage3D(initial_flow_tex, 1, GL_RG16F, 1, 1, 1);
glClearTexImage(initial_flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
// Set up the vertex data that will be shared between all passes.
glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
}
-GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy)
+GLuint DISComputeFlow::exec(GLuint tex, FlowDirection flow_direction, ResizeStrategy resize_strategy)
{
+ int num_layers = (flow_direction == FORWARD_AND_BACKWARD) ? 2 : 1;
int prev_level_width = 1, prev_level_height = 1;
GLuint prev_level_flow_tex = initial_flow_tex;
GPUTimers timers;
glBindVertexArray(vao);
+ glDisable(GL_DITHER);
- ScopedTimer total_timer("Total", &timers);
- for (int level = coarsest_level; level >= int(finest_level); --level) {
+ ScopedTimer total_timer("Compute flow", &timers);
+ for (int level = op.coarsest_level; level >= int(op.finest_level); --level) {
char timer_name[256];
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;
int level_height = height >> level;
- float patch_spacing_pixels = patch_size_pixels * (1.0f - patch_overlap_ratio);
+ float patch_spacing_pixels = op.patch_size_pixels * (1.0f - op.patch_overlap_ratio);
// Make sure we have patches at least every Nth pixel, e.g. for width=9
// and patch_spacing=3 (the default), we put out patch centers in
// Make sure we always read from the correct level; the chosen
// mipmapping could otherwise be rather unpredictable, especially
// during motion search.
- GLuint tex0_view, tex1_view;
- glGenTextures(1, &tex0_view);
- glTextureView(tex0_view, GL_TEXTURE_2D, tex0, GL_R8, level, 1, 0, 1);
- glGenTextures(1, &tex1_view);
- glTextureView(tex1_view, GL_TEXTURE_2D, tex1, GL_R8, level, 1, 0, 1);
+ GLuint tex_view;
+ glGenTextures(1, &tex_view);
+ glTextureView(tex_view, GL_TEXTURE_2D_ARRAY, tex, GL_R8, level, 1, 0, 2);
- // Create a new texture; we could be fancy and render use a multi-level
- // texture, but meh.
- GLuint grad0_tex = pool.get_texture(GL_R32UI, level_width, level_height);
+ // Create a new texture to hold the gradients.
+ GLuint grad_tex = pool.get_texture(GL_R32UI, level_width, level_height, num_layers);
// Find the derivative.
{
ScopedTimer timer("Sobel", &level_timer);
- sobel.exec(tex0_view, grad0_tex, level_width, level_height);
+ sobel.exec(tex_view, grad_tex, level_width, level_height, num_layers);
}
// Motion search to find the initial flow. We use the flow from the previous
// level (sampled bilinearly; no fancy tricks) as a guide, then search from there.
// Create an output flow texture.
- GLuint flow_out_tex = pool.get_texture(GL_RGB16F, width_patches, height_patches);
+ GLuint flow_out_tex = pool.get_texture(GL_RGB16F, width_patches, height_patches, num_layers);
// 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);
+ motion_search.exec(tex_view, grad_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, prev_level_width, prev_level_height, width_patches, height_patches, num_layers);
}
- pool.release_texture(grad0_tex);
+ pool.release_texture(grad_tex);
// Densification.
// Set up an output texture (cleared in Densify).
- GLuint dense_flow_tex = pool.get_texture(GL_RGB16F, level_width, level_height);
+ GLuint dense_flow_tex = pool.get_texture(GL_RGB16F, level_width, level_height, num_layers);
// 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);
+ densify.exec(tex_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches, num_layers);
}
pool.release_texture(flow_out_tex);
// 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 = 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);
+ GLuint I_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers);
+ GLuint I_t_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers);
+ GLuint base_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height, num_layers);
{
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);
+ prewarp.exec(tex_view, dense_flow_tex, I_tex, I_t_tex, base_flow_tex, level_width, level_height, num_layers);
}
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 = 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);
- }
- 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's initially garbage,
- // but not read until we've written something sane to it.
- GLuint diff_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height);
-
- // And for diffusivity.
- GLuint diffusivity_tex = pool.get_texture(GL_R16F, level_width, level_height);
-
- // And finally for the equation set. See SetupEquations for
- // the storage format.
- GLuint equation_red_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height);
- GLuint equation_black_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height);
-
- for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) {
- // Calculate the diffusivity term for each pixel.
+ glDeleteTextures(1, &tex_view);
+
+ // TODO: If we don't have variational refinement, we don't need I and I_t,
+ // so computing them is a waste.
+ if (op.variational_refinement) {
+ // 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 = pool.get_texture(GL_RG16F, level_width, level_height, num_layers);
+ GLuint beta_0_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers);
{
- ScopedTimer timer("Compute diffusivity", &varref_timer);
- compute_diffusivity.exec(base_flow_tex, diff_flow_tex, diffusivity_tex, level_width, level_height, outer_idx == 0);
+ ScopedTimer timer("First derivatives", &varref_timer);
+ derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height, num_layers);
}
-
- // 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, diff_flow_tex, base_flow_tex, beta_0_tex, diffusivity_tex, equation_red_tex, equation_black_tex, level_width, level_height, outer_idx == 0);
+ 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's initially garbage,
+ // but not read until we've written something sane to it.
+ GLuint diff_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height, num_layers);
+
+ // And for diffusivity.
+ GLuint diffusivity_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers);
+
+ // And finally for the equation set. See SetupEquations for
+ // the storage format.
+ GLuint equation_red_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height, num_layers);
+ GLuint equation_black_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height, num_layers);
+
+ for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) {
+ // Calculate the diffusivity term for each pixel.
+ {
+ ScopedTimer timer("Compute diffusivity", &varref_timer);
+ compute_diffusivity.exec(base_flow_tex, diff_flow_tex, diffusivity_tex, level_width, level_height, outer_idx == 0, num_layers);
+ }
+
+ // 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, diff_flow_tex, base_flow_tex, beta_0_tex, diffusivity_tex, equation_red_tex, equation_black_tex, level_width, level_height, outer_idx == 0, num_layers);
+ }
+
+ // Run a few SOR iterations. Note that these are to/from the same texture.
+ {
+ ScopedTimer timer("SOR", &varref_timer);
+ sor.exec(diff_flow_tex, equation_red_tex, equation_black_tex, diffusivity_tex, level_width, level_height, 5, outer_idx == 0, num_layers, &timer);
+ }
}
- // Run a few SOR iterations. Note that these are to/from the same texture.
+ pool.release_texture(I_t_tex);
+ pool.release_texture(I_x_y_tex);
+ pool.release_texture(beta_0_tex);
+ pool.release_texture(diffusivity_tex);
+ pool.release_texture(equation_red_tex);
+ pool.release_texture(equation_black_tex);
+
+ // Add the differential flow found by the variational refinement to the base flow,
+ // giving the final flow estimate for this level.
+ // The output is in base_flow_tex; we don't need to make a new texture.
{
- ScopedTimer timer("SOR", &varref_timer);
- sor.exec(diff_flow_tex, equation_red_tex, equation_black_tex, diffusivity_tex, level_width, level_height, 5, outer_idx == 0, &timer);
+ ScopedTimer timer("Add differential flow", &varref_timer);
+ add_base_flow.exec(base_flow_tex, diff_flow_tex, level_width, level_height, num_layers);
}
+ pool.release_texture(diff_flow_tex);
}
- pool.release_texture(I_t_tex);
- pool.release_texture(I_x_y_tex);
- pool.release_texture(beta_0_tex);
- pool.release_texture(diffusivity_tex);
- pool.release_texture(equation_red_tex);
- pool.release_texture(equation_black_tex);
-
- // Add the differential flow found by the variational refinement to the base flow,
- // giving the final flow estimate for this level.
- // The output is in diff_flow_tex; we don't need to make a new texture.
- //
- // Disabling this doesn't save any time (although we could easily make it so that
- // it is more efficient), but it helps debug the motion search.
- if (enable_variational_refinement) {
- ScopedTimer timer("Add differential flow", &varref_timer);
- add_base_flow.exec(base_flow_tex, diff_flow_tex, level_width, level_height);
- }
- pool.release_texture(diff_flow_tex);
-
if (prev_level_flow_tex != initial_flow_tex) {
pool.release_texture(prev_level_flow_tex);
}
}
total_timer.end();
- timers.print();
+ if (!in_warmup) {
+ timers.print();
+ }
// Scale up the flow to the final size (if needed).
- if (finest_level == 0 || resize_strategy == DO_NOT_RESIZE_FLOW) {
+ if (op.finest_level == 0 || resize_strategy == DO_NOT_RESIZE_FLOW) {
return prev_level_flow_tex;
} else {
- 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);
+ GLuint final_tex = pool.get_texture(GL_RG16F, width, height, num_layers);
+ resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width, height, num_layers);
pool.release_texture(prev_level_flow_tex);
return final_tex;
}
}
-// 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 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::Splat(const OperatingPoint &op)
+ : op(op)
{
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);
- 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_gray_tex = glGetUniformLocation(splat_program, "gray_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)
+void Splat::exec(GLuint gray_tex, GLuint bidirectional_flow_tex, GLuint flow_tex, GLuint depth_rb, 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);
+ bind_sampler(splat_program, uniform_gray_tex, 0, gray_tex, linear_sampler);
+ bind_sampler(splat_program, uniform_flow_tex, 1, bidirectional_flow_tex, nearest_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);
+ glProgramUniform2f(splat_program, uniform_splat_size, op.splat_size / width, op.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);
+ glDepthMask(GL_TRUE);
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.)
- fbos.render_to(depth_tex, flow_tex);
+ fbos.render_to(depth_rb, flow_tex);
// Evidently NVIDIA doesn't use fast clears for glClearTexImage, so clear now that
// we've got it bound.
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);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height * 2);
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 uniform_tex;
- GLuint uniform_z, uniform_sample_offset;
-};
-
HoleFill::HoleFill()
{
fill_vs_obj = compile_shader(read_file("hole_fill.vert"), GL_VERTEX_SHADER);
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)
+void HoleFill::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height)
{
glUseProgram(fill_program);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS); // Only update the values > 0.999f (ie., only invalid pixels).
- fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture.
+ fbos.render_to(depth_rb, 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);
}
-// 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 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.
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)
+void HoleBlend::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height)
{
glUseProgram(blend_program);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); // Skip over all of the pixels that were never holes to begin with.
- fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture.
+ fbos.render_to(depth_rb, 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 uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
- GLuint uniform_alpha, uniform_flow_consistency_tolerance;
-};
-
-Blend::Blend()
+Blend::Blend(bool split_ycbcr_output)
+ : split_ycbcr_output(split_ycbcr_output)
{
+ string frag_shader = read_file("blend.frag");
+ if (split_ycbcr_output) {
+ // Insert after the first #version line.
+ size_t offset = frag_shader.find('\n');
+ assert(offset != string::npos);
+ frag_shader = frag_shader.substr(0, offset + 1) + "#define SPLIT_YCBCR_OUTPUT 1\n" + frag_shader.substr(offset + 1);
+ }
+
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_fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
blend_program = link_program(blend_vs_obj, blend_fs_obj);
- uniform_image0_tex = glGetUniformLocation(blend_program, "image0_tex");
- uniform_image1_tex = glGetUniformLocation(blend_program, "image1_tex");
+ uniform_image_tex = glGetUniformLocation(blend_program, "image_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)
+void Blend::exec(GLuint image_tex, GLuint flow_tex, GLuint output_tex, GLuint output2_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.
+ bind_sampler(blend_program, uniform_image_tex, 0, image_tex, linear_sampler);
+ bind_sampler(blend_program, uniform_flow_tex, 1, flow_tex, linear_sampler); // May be upsampled.
glProgramUniform1f(blend_program, uniform_alpha, alpha);
glViewport(0, 0, level_width, level_height);
- fbos.render_to(output_tex);
+ if (split_ycbcr_output) {
+ fbos_split.render_to(output_tex, output2_tex);
+ } else {
+ fbos.render_to(output_tex);
+ }
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;
- GLuint vertex_vbo, vao;
- 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) {
+Interpolate::Interpolate(const OperatingPoint &op, bool split_ycbcr_output)
+ : flow_level(op.finest_level),
+ split_ycbcr_output(split_ycbcr_output),
+ splat(op),
+ blend(split_ycbcr_output) {
// Set up the vertex data that will be shared between all passes.
float vertices[] = {
0.0f, 1.0f,
glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
}
-GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha)
+pair<GLuint, GLuint> Interpolate::exec(GLuint image_tex, GLuint gray_tex, GLuint bidirectional_flow_tex, GLuint width, GLuint height, float alpha)
{
GPUTimers timers;
- ScopedTimer total_timer("Total", &timers);
+ ScopedTimer total_timer("Interpolate", &timers);
glBindVertexArray(vao);
+ glDisable(GL_DITHER);
// 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);
+ GLuint tex_view;
+ glGenTextures(1, &tex_view);
+ glTextureView(tex_view, GL_TEXTURE_2D_ARRAY, gray_tex, GL_R8, flow_level, 1, 0, 2);
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.
+ GLuint depth_rb = pool.get_renderbuffer(GL_DEPTH_COMPONENT16, 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);
+ splat.exec(tex_view, bidirectional_flow_tex, flow_tex, depth_rb, flow_width, flow_height, alpha);
}
- glDeleteTextures(1, &tex0_view);
- glDeleteTextures(1, &tex1_view);
+ glDeleteTextures(1, &tex_view);
GLuint temp_tex[3];
temp_tex[0] = 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);
+ hole_fill.exec(flow_tex, depth_rb, temp_tex, flow_width, flow_height);
+ hole_blend.exec(flow_tex, depth_rb, 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);
+ pool.release_renderbuffer(depth_rb);
- 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);
+ GLuint output_tex, output2_tex = 0;
+ if (split_ycbcr_output) {
+ output_tex = pool.get_texture(GL_R8, width, height);
+ output2_tex = pool.get_texture(GL_RG8, width, height);
+ {
+ ScopedTimer timer("Blend", &total_timer);
+ blend.exec(image_tex, flow_tex, output_tex, output2_tex, width, height, alpha);
+ }
+ } else {
+ output_tex = pool.get_texture(GL_RGBA8, width, height);
+ {
+ ScopedTimer timer("Blend", &total_timer);
+ blend.exec(image_tex, flow_tex, output_tex, 0, width, height, alpha);
+ }
}
pool.release_texture(flow_tex);
total_timer.end();
- timers.print();
+ if (!in_warmup) {
+ timers.print();
+ }
- return output_tex;
+ return make_pair(output_tex, output2_tex);
}
-GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height)
+GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height, GLuint num_layers)
{
- for (Texture &tex : textures) {
- if (!tex.in_use && tex.format == format &&
- tex.width == width && tex.height == height) {
- tex.in_use = true;
- return tex.tex_num;
+ {
+ lock_guard<mutex> lock(mu);
+ for (Texture &tex : textures) {
+ if (!tex.in_use && !tex.is_renderbuffer && tex.format == format &&
+ tex.width == width && tex.height == height && tex.num_layers == num_layers) {
+ tex.in_use = true;
+ return tex.tex_num;
+ }
}
}
Texture tex;
- glCreateTextures(GL_TEXTURE_2D, 1, &tex.tex_num);
- glTextureStorage2D(tex.tex_num, 1, format, width, height);
+ if (num_layers == 0) {
+ glCreateTextures(GL_TEXTURE_2D, 1, &tex.tex_num);
+ glTextureStorage2D(tex.tex_num, 1, format, width, height);
+ } else {
+ glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &tex.tex_num);
+ glTextureStorage3D(tex.tex_num, 1, format, width, height, num_layers);
+ }
tex.format = format;
tex.width = width;
tex.height = height;
+ tex.num_layers = num_layers;
tex.in_use = true;
- textures.push_back(tex);
- return tex.tex_num;
-}
-
-void TexturePool::release_texture(GLuint tex_num)
-{
- for (Texture &tex : textures) {
- if (tex.tex_num == tex_num) {
- assert(tex.in_use);
- tex.in_use = false;
- return;
- }
- }
- assert(false);
-}
-
-// OpenGL uses a bottom-left coordinate system, .flo files use a top-left coordinate system.
-void flip_coordinate_system(float *dense_flow, unsigned width, unsigned height)
-{
- for (unsigned i = 0; i < width * height; ++i) {
- dense_flow[i * 2 + 1] = -dense_flow[i * 2 + 1];
- }
-}
-
-// 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");
- fprintf(flowfp, "FEIH");
- fwrite(&width, 4, 1, flowfp);
- fwrite(&height, 4, 1, flowfp);
- for (unsigned y = 0; y < height; ++y) {
- int yy = height - y - 1;
- fwrite(&dense_flow[yy * width * 2], width * 2 * sizeof(float), 1, flowfp);
- }
- 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");
- fprintf(fp, "P6\n%d %d\n255\n", width, height);
- for (unsigned y = 0; y < unsigned(height); ++y) {
- int yy = height - y - 1;
- for (unsigned x = 0; x < unsigned(width); ++x) {
- float du = dense_flow[(yy * width + x) * 2 + 0];
- float dv = dense_flow[(yy * width + x) * 2 + 1];
-
- uint8_t r, g, b;
- flow2rgb(du, dv, &r, &g, &b);
- putc(r, fp);
- putc(g, fp);
- putc(b, fp);
- }
+ tex.is_renderbuffer = false;
+ {
+ lock_guard<mutex> lock(mu);
+ textures.push_back(tex);
}
- fclose(fp);
+ return tex.tex_num;
}
-void write_ppm(const char *filename, const uint8_t *rgba, unsigned width, unsigned height)
+GLuint TexturePool::get_renderbuffer(GLenum format, GLuint width, GLuint 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);
+ {
+ lock_guard<mutex> lock(mu);
+ for (Texture &tex : textures) {
+ if (!tex.in_use && tex.is_renderbuffer && tex.format == format &&
+ tex.width == width && tex.height == height) {
+ tex.in_use = true;
+ return tex.tex_num;
+ }
}
- 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<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);
-
- flip_coordinate_system(flow.get(), width, height);
- if (!read.flow_filename.empty()) {
- write_flow(read.flow_filename.c_str(), flow.get(), width, height);
- fprintf(stderr, "%s %s -> %s\n", read.filename0.c_str(), read.filename1.c_str(), read.flow_filename.c_str());
- }
- if (!read.ppm_filename.empty()) {
- write_ppm(read.ppm_filename.c_str(), flow.get(), width, 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);
+ Texture tex;
+ glCreateRenderbuffers(1, &tex.tex_num);
+ glNamedRenderbufferStorage(tex.tex_num, format, width, height);
- if (spare_pbos.empty()) {
- finish_one_read<Type>(width, height);
+ tex.format = format;
+ tex.width = width;
+ tex.height = height;
+ tex.in_use = true;
+ tex.is_renderbuffer = true;
+ {
+ lock_guard<mutex> lock(mu);
+ textures.push_back(tex);
}
- 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, Type::gl_format, Type::gl_type, width * height * bytes_per_pixel, nullptr);
- glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+ return tex.tex_num;
}
-void compute_flow_only(int argc, char **argv, int optind)
+void TexturePool::release_texture(GLuint tex_num)
{
- 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);
+ lock_guard<mutex> lock(mu);
+ for (Texture &tex : textures) {
+ if (!tex.is_renderbuffer && tex.tex_num == tex_num) {
+ assert(tex.in_use);
+ tex.in_use = false;
+ return;
}
- 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);
}
+ assert(false);
}
-int main(int argc, char **argv)
+void TexturePool::release_renderbuffer(GLuint tex_num)
{
- static const option long_options[] = {
- { "smoothness-relative-weight", required_argument, 0, 's' }, // alpha.
- { "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 }
- };
-
- for ( ;; ) {
- int option_index = 0;
- int c = getopt_long(argc, argv, "s:i:g:", long_options, &option_index);
-
- if (c == -1) {
- break;
+ lock_guard<mutex> lock(mu);
+ for (Texture &tex : textures) {
+ if (tex.is_renderbuffer && tex.tex_num == tex_num) {
+ assert(tex.in_use);
+ tex.in_use = false;
+ return;
}
- switch (c) {
- case 's':
- vr_alpha = atof(optarg);
- break;
- case 'i':
- vr_delta = atof(optarg);
- break;
- case 'g':
- vr_gamma = atof(optarg);
- break;
- case 1000:
- enable_timing = false;
- break;
- 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);
- };
- }
-
- if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
- fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
- exit(1);
- }
- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
- 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);
- 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);
-
- glDisable(GL_DITHER);
-
- // FIXME: Should be part of DISComputeFlow (but needs to be initialized
- // before all the render passes).
- float vertices[] = {
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 1.0f, 0.0f,
- };
- glCreateBuffers(1, &vertex_vbo);
- glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
- if (enable_interpolation) {
- interpolate_image(argc, argv, optind);
- } else {
- compute_flow_only(argc, argv, optind);
}
+ //assert(false);
}