GLint status;
glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
+ fprintf(stderr, "Failed to compile shader: %s\n", shader_src.c_str());
exit(1);
}
stringstream ss;
ss.imbue(locale("C"));
ss.precision(8);
+ ss << scientific;
ss << "const mat3 " << name << " = mat3(\n";
ss << " " << m(0,0) << ", " << m(1,0) << ", " << m(2,0) << ",\n";
ss << " " << m(0,1) << ", " << m(1,1) << ", " << m(2,1) << ",\n";
stringstream ss;
ss.imbue(locale("C"));
ss.precision(8);
+ ss << scientific;
ss << "const float " << name << " = " << x << ";\n";
return ss.str();
}
stringstream ss;
ss.imbue(locale("C"));
ss.precision(8);
+ ss << scientific;
ss << "const vec2 " << name << " = vec2(" << x << ", " << y << ");\n";
return ss.str();
}
stringstream ss;
ss.imbue(locale("C"));
ss.precision(8);
+ ss << scientific;
ss << "const vec3 " << name << " = vec3(" << x << ", " << y << ", " << z << ");\n";
return ss.str();
}
template<class DestFloat>
-void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size,
+void combine_two_samples(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels,
DestFloat *offset, DestFloat *total_weight, float *sum_sq_error)
{
assert(movit_initialized);
// 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 *= size; // Move to pixel coordinates,
- z = lrintf(z / movit_texel_subpixel_precision) * movit_texel_subpixel_precision; // Round.
- z /= size; // Move back to normalized coordinates.
+ z = lrintf(z * num_subtexels) * inv_num_subtexels;
// Choose total weight w so that we minimize total squared error
// for the effective weights:
// w = (a(1-z) + bz) / ((1-z)² + z²)
//
// 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));
+ *total_weight = (w1 + z * (w2 - w1)) / (z * z + (1 - z) * (1 - z));
if (sum_sq_error != NULL) {
float err1 = *total_weight * (1 - z) - w1;
// Explicit instantiations.
template
-void combine_two_samples<float>(float w1, float w2, float pos1, float pos2, unsigned size,
+void combine_two_samples<float>(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels,
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,
+void combine_two_samples<fp16_int_t>(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels,
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)