class EffectChain;
class Node;
class SingleResamplePassEffect;
+class ResampleComputeEffect;
// Public so that it can be benchmarked externally.
template<class T>
struct ScalingWeights {
unsigned src_bilinear_samples;
unsigned dst_samples, num_loops;
+ int int_radius; // FIXME: really here?
+ float scaling_factor; // FIXME: really here?
- // Exactly one of these is set.
+ // Exactly one of these three is set.
std::unique_ptr<Tap<fp16_int_t>[]> bilinear_weights_fp16;
std::unique_ptr<Tap<float>[]> bilinear_weights_fp32;
+ std::unique_ptr<fp16_int_t[]> raw_weights;
};
-ScalingWeights calculate_bilinear_scaling_weights(unsigned src_size, unsigned dst_size, float zoom, float offset);
+enum class BilinearFormatConstraints {
+ ALLOW_FP16_AND_FP32,
+ ALLOW_FP32_ONLY
+};
+ScalingWeights calculate_bilinear_scaling_weights(unsigned src_size, unsigned dst_size, float zoom, float offset, BilinearFormatConstraints constraints);
+ScalingWeights calculate_raw_scaling_weights(unsigned src_size, unsigned dst_size, float zoom, float offset);
// A simple manager for support data stored in a 2D texture.
// Consider moving it to a shared location of more classes
private:
void update_size();
void update_offset_and_zoom();
+
+ // If compute shaders are supported, contains the effect.
+ // If not, nullptr.
+ std::unique_ptr<ResampleComputeEffect> compute_effect_owner;
+ ResampleComputeEffect *compute_effect = nullptr;
// Both of these are owned by us if owns_effects is true (before finalize()),
// and otherwise owned by the EffectChain.
std::unique_ptr<SingleResamplePassEffect> hpass_owner, vpass_owner;
SingleResamplePassEffect *hpass = nullptr, *vpass = nullptr;
+
int input_width, input_height, output_width, output_height;
float offset_x, offset_y;
Support2DTexture tex;
};
+class ResampleComputeEffect : public Effect {
+public:
+ // If parent is non-nullptr, calls to inform_input_size will be forwarded,
+ // so that it can inform both passes about the right input and output
+ // resolutions.
+ ResampleComputeEffect(ResampleEffect *parent);
+ ~ResampleComputeEffect();
+ std::string effect_type_id() const override { return "ResampleComputeEffect"; }
+
+ std::string output_fragment_shader() override;
+
+ // FIXME: This is the primary reason why this doesn't really work;
+ // there's no good reason why the regular resize should have bounce
+ // but we shouldn't. (If we did a 2D block instead of 1D columns,
+ // it would have been different, but we can't, due to the large size
+ // of the fringe.)
+ bool needs_texture_bounce() const override { return false; }
+ bool needs_srgb_primaries() const override { return false; }
+ AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
+
+ // We specifically do not want mipmaps on the input texture;
+ // they break minification.
+ MipmapRequirements needs_mipmaps() const override { return CANNOT_ACCEPT_MIPMAPS; }
+
+ void inform_added(EffectChain *chain) override { this->chain = chain; }
+ void inform_input_size(unsigned input_num, unsigned width, unsigned height) override {
+ if (parent != nullptr) {
+ parent->inform_input_size(input_num, width, height);
+ }
+ }
+ bool changes_output_size() const override { return true; }
+ bool sets_virtual_output_size() const override { return false; }
+
+ void get_output_size(unsigned *width, unsigned *height, unsigned *virtual_width, unsigned *virtual_height) const override {
+ *virtual_width = *width = this->output_width;
+ *virtual_height = *height = this->output_height;
+ }
+
+ bool is_compute_shader() const override { return true; }
+ void get_compute_dimensions(unsigned output_width, unsigned output_height,
+ unsigned *x, unsigned *y, unsigned *z) const override;
+
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
+
+private:
+ void update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+
+ ResampleEffect *parent;
+ EffectChain *chain;
+ Support2DTexture tex_horiz, tex_vert;
+ GLint uniform_sample_tex_horizontal, uniform_sample_tex_vertical;
+ float uniform_num_x_loops;
+ int uniform_num_horizontal_filters, uniform_num_vertical_filters;
+ float uniform_slice_height;
+ float uniform_horizontal_whole_pixel_offset;
+ int uniform_vertical_whole_pixel_offset;
+ int uniform_num_horizontal_samples, uniform_num_vertical_samples;
+ int uniform_output_samples_per_block;
+
+ int input_width, input_height, output_width, output_height;
+ float offset_x, offset_y, zoom_x, zoom_y;
+ int last_input_width, last_input_height, last_output_width, last_output_height;
+ float last_offset_x, last_offset_y, last_zoom_x, last_zoom_y;
+ int src_horizontal_bilinear_samples; // Horizontal.
+ int src_vertical_samples;
+ float slice_height;
+ float uniform_inv_input_height, uniform_input_texcoord_y_adjust;
+ int uniform_vertical_int_radius;
+ float vertical_scaling_factor;
+ float uniform_inv_vertical_scaling_factor;
+};
+
} // namespace movit
#endif // !defined(_MOVIT_RESAMPLE_EFFECT_H)