#include <string.h>
#include <Eigen/Core>
+#include "fp16.h"
#include "init.h"
#include "util.h"
return buf;
}
-void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error)
+void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size, CombineRoundingBehavior rounding_behavior,
+ float *offset, float *total_weight, float *sum_sq_error)
{
assert(movit_initialized);
assert(w1 * w2 >= 0.0f); // Should not have differing signs.
- float z; // Just a shorter name for offset.
+ float z; // Normalized 0..1 between pos1 and pos2.
if (fabs(w1 + w2) < 1e-6) {
z = 0.5f;
} else {
z = w2 / (w1 + w2);
}
+ *offset = pos1 + z * (pos2 - pos1);
+ if (rounding_behavior == COMBINE_ROUND_TO_FP16) {
+ // Round to fp16. Note that this might take z outside the 0..1 range.
+ *offset = fp16_to_fp64(fp64_to_fp16(*offset));
+ z = (z - pos1) / (pos2 - pos1);
+ } else {
+ assert(rounding_behavior == COMBINE_DO_NOT_ROUND);
+ }
+
// Round to the minimum number of bits we have measured earlier.
// The card will do this for us anyway, but if we know what the real z
// is, we can pick a better total_weight below.
- z = lrintf(z / movit_texel_subpixel_precision) * movit_texel_subpixel_precision;
+ z *= size; // Move to pixel coordinates,
+ z = lrintf(z / movit_texel_subpixel_precision) * movit_texel_subpixel_precision; // Round.
+ z /= size; // Move back to normalized coordinates.
// Choose total weight w so that we minimize total squared error
// for the effective weights:
//
// If z had infinite precision, this would simply reduce to w = w1 + w2.
*total_weight = (w1 * (1 - z) + w2 * z) / (z * z + (1 - z) * (1 - z));
- *offset = z;
if (sum_sq_error != NULL) {
float err1 = *total_weight * (1 - z) - w1;
float err2 = *total_weight * z - w2;
*sum_sq_error = err1 * err1 + err2 * err2;
}
-
- assert(*offset >= 0.0f);
- assert(*offset <= 1.0f);
}
GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)