// in-between frames. The main user interface is the DISComputeFlow and Interpolate
// classes (also GrayscaleConversion can be useful).
-#include <stdint.h>
-#include <epoxy/gl.h>
#include <array>
+#include <epoxy/gl.h>
#include <map>
#include <mutex>
-#include <vector>
+#include <stdint.h>
#include <utility>
+#include <vector>
class ScopedTimer;
std::map<std::array<GLuint, num_elements>, GLuint> fbos;
};
-
// Same, but with a depth texture.
template<size_t num_elements>
class PersistentFBOSetWithDepth {
// after use.
GLuint exec(GLuint tex, FlowDirection flow_direction, ResizeStrategy resize_strategy);
- void release_texture(GLuint tex) {
+ void release_texture(GLuint tex)
+ {
pool.release_texture(tex);
}
class Interpolate {
public:
- Interpolate(int width, int height, const OperatingPoint &op, bool split_ycbcr_output);
+ Interpolate(const OperatingPoint &op, bool split_ycbcr_output);
// Returns a texture (or two, if split_ycbcr_output is true) that must
// be released with release_texture() after use. image_tex must be a
// two-layer RGBA8 texture with mipmaps (unless flow_level == 0).
std::pair<GLuint, GLuint> exec(GLuint image_tex, GLuint gray_tex, GLuint bidirectional_flow_tex, GLuint width, GLuint height, float alpha);
- void release_texture(GLuint tex) {
+ void release_texture(GLuint tex)
+ {
pool.release_texture(tex);
}
private:
- int width, height, flow_level;
+ int flow_level;
GLuint vertex_vbo, vao;
TexturePool pool;
- const OperatingPoint op;
const bool split_ycbcr_output;
Splat splat;