-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <string.h>
#include <Eigen/Core>
+#include "fp16.h"
#include "init.h"
#include "util.h"
+#if defined(__APPLE__)
+#include <OpenGL/OpenGL.h>
+#elif defined(WIN32)
+#include <epoxy/wgl.h>
+#else
+#include <epoxy/glx.h>
+#endif
+
using namespace std;
namespace movit {
return string(buf, len);
}
+string read_version_dependent_file(const string &base, const string &extension)
+{
+ if (movit_shader_model == MOVIT_GLSL_110) {
+ return read_file(base + "." + extension);
+ } else if (movit_shader_model == MOVIT_GLSL_130) {
+ return read_file(base + ".130." + extension);
+ } else if (movit_shader_model == MOVIT_ESSL_300) {
+ return read_file(base + ".300es." + extension);
+ } else {
+ assert(false);
+ }
+}
+
GLuint compile_shader(const string &shader_src, GLenum type)
{
GLuint obj = glCreateShader(type);
return buf;
}
-void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error)
+template<class DestFloat>
+void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size,
+ DestFloat *offset, DestFloat *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);
}
+ // Round to the desired precision. Note that this might take z outside the 0..1 range.
+ *offset = from_fp64<DestFloat>(pos1 + z * (pos2 - pos1));
+ z = (to_fp64(*offset) - pos1) / (pos2 - pos1);
+
// 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);
}
+// Explicit instantiations.
+template
+void combine_two_samples<float>(float w1, float w2, float pos1, float pos2, unsigned size,
+ float *offset, float *total_weight, float *sum_sq_error);
+
+template
+void combine_two_samples<fp16_int_t>(float w1, float w2, float pos1, float pos2, unsigned size,
+ fp16_int_t *offset, fp16_int_t *total_weight, float *sum_sq_error);
+
GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
{
int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str());
return (a + b - 1) / b;
}
+// Algorithm from http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2.
+unsigned next_power_of_two(unsigned v)
+{
+ v--;
+ v |= v >> 1;
+ v |= v >> 2;
+ v |= v >> 4;
+ v |= v >> 8;
+ v |= v >> 16;
+ v++;
+ return v;
+}
+
+void *get_gl_context_identifier()
+{
+#if defined(__APPLE__)
+ return (void *)CGLGetCurrentContext();
+#elif defined(WIN32)
+ return (void *)wglGetCurrentContext();
+#else
+ return (void *)glXGetCurrentContext();
+#endif
+}
+
} // namespace movit