#include "effect_chain.h"
#include "effect_util.h"
+#include "fp16.h"
#include "resample_effect.h"
#include "util.h"
using namespace std;
+namespace movit {
+
namespace {
float sinc(float x)
input_height = height;
update_size();
}
-
+
void ResampleEffect::update_size()
{
bool ok = true;
assert(false);
}
-
// For many resamplings (e.g. 640 -> 1280), we will end up with the same
// set of samples over and over again in a loop. Thus, we can compute only
// the first such loop, and then ask the card to repeat the texture for us.
int base_src_y = lrintf(center_src_y);
// Now sample <int_radius> pixels on each side around that point.
- double sum = 0.0;
for (int i = 0; i < src_samples; ++i) {
int src_y = base_src_y + i - int_radius;
float weight = lanczos_weight(radius_scaling_factor * (src_y - center_src_y), LANCZOS_RADIUS);
weights[(y * src_samples + i) * 2 + 0] = weight * radius_scaling_factor;
weights[(y * src_samples + i) * 2 + 1] = (src_y + 0.5) / float(src_size);
- sum += weights[(y * src_samples + i) * 2 + 0];
}
- // Normalize so that the sum becomes one.
- for (int i = 0; i < src_samples; ++i) {
- weights[(y * src_samples + i) * 2 + 0] /= sum;
- }
}
// Now make use of the bilinear filtering in the GPU to reduce the number of samples
// Now that we know the right width, actually combine the samples.
float *bilinear_weights = new float[dst_samples * src_bilinear_samples * 2];
+ fp16_int_t *bilinear_weights_fp16 = new fp16_int_t[dst_samples * src_bilinear_samples * 2];
for (unsigned y = 0; y < dst_samples; ++y) {
+ float *bilinear_weights_ptr = bilinear_weights + (y * src_bilinear_samples) * 2;
+ fp16_int_t *bilinear_weights_fp16_ptr = bilinear_weights_fp16 + (y * src_bilinear_samples) * 2;
unsigned num_samples_saved = combine_samples(
weights + (y * src_samples) * 2,
- bilinear_weights + (y * src_bilinear_samples) * 2,
+ bilinear_weights_ptr,
src_samples,
src_samples - src_bilinear_samples);
assert(int(src_samples) - int(num_samples_saved) == src_bilinear_samples);
- }
+
+ // Convert to fp16.
+ for (int i = 0; i < src_bilinear_samples; ++i) {
+ bilinear_weights_fp16_ptr[i * 2 + 0] = fp64_to_fp16(bilinear_weights_ptr[i * 2 + 0]);
+ bilinear_weights_fp16_ptr[i * 2 + 1] = fp64_to_fp16(bilinear_weights_ptr[i * 2 + 1]);
+ }
+
+ // Normalize so that the sum becomes one. Note that we do it twice;
+ // this sometimes helps a tiny little bit when we have many samples.
+ for (int normalize_pass = 0; normalize_pass < 2; ++normalize_pass) {
+ double sum = 0.0;
+ for (int i = 0; i < src_bilinear_samples; ++i) {
+ sum += fp16_to_fp64(bilinear_weights_fp16_ptr[i * 2 + 0]);
+ }
+ for (int i = 0; i < src_bilinear_samples; ++i) {
+ bilinear_weights_fp16_ptr[i * 2 + 0] = fp64_to_fp16(
+ fp16_to_fp64(bilinear_weights_fp16_ptr[i * 2 + 0]) / sum);
+ }
+ }
+ }
// Encode as a two-component texture. Note the GL_REPEAT.
glActiveTexture(GL_TEXTURE0 + *sampler_num);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_FLOAT, bilinear_weights);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, src_bilinear_samples, dst_samples, 0, GL_RG, GL_HALF_FLOAT, bilinear_weights_fp16);
check_error();
delete[] weights;
delete[] bilinear_weights;
+ delete[] bilinear_weights_fp16;
}
void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
// We specifically do not want mipmaps on the input texture;
// they break minification.
- glActiveTexture(GL_TEXTURE0);
+ Node *self = chain->find_node_for_effect(this);
+ glActiveTexture(chain->get_input_sampler(self, 0));
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
}
+
+} // namespace movit