X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=flow.cpp;h=0a238b31f25f9afcb6a0a0bddee42000a9c03545;hb=4e1a2d68cdb5362403949a2c59c1ca60b0fa56dc;hp=f16eda22ac82e5458a85955bbed8b276c976d21e;hpb=58ce28004e1e0b54a5af48d9f47fafae311c7726;p=nageru diff --git a/flow.cpp b/flow.cpp index f16eda2..0a238b3 100644 --- a/flow.cpp +++ b/flow.cpp @@ -11,6 +11,7 @@ #include #include +#include #include #include @@ -18,6 +19,7 @@ #include #include +#include #include #define BUFFER_OFFSET(i) ((char *)nullptr + (i)) @@ -30,7 +32,13 @@ constexpr unsigned coarsest_level = 5; constexpr unsigned finest_level = 1; constexpr unsigned patch_size_pixels = 12; +// Weighting constants for the different parts of the variational refinement. +// These don't correspond 1:1 to the values given in the DIS paper, +// since we have different normalizations and ranges in some cases. +float vr_gamma = 10.0f, vr_delta = 5.0f, vr_alpha = 10.0f; + // Some global OpenGL objects. +// TODO: These should really be part of DISComputeFlow. GLuint nearest_sampler, linear_sampler, smoothness_sampler; GLuint vertex_vbo; @@ -221,6 +229,58 @@ void bind_sampler(GLuint program, GLint location, GLuint texture_unit, GLuint te glProgramUniform1i(program, location, texture_unit); } +// A class that caches FBOs that render to a given set of textures. +// It never frees anything, so it is only suitable for rendering to +// the same (small) set of textures over and over again. +template +class PersistentFBOSet { +public: + void render_to(const array &textures); + + // Convenience wrappers. + void render_to(GLuint texture0, enable_if * = nullptr) { + render_to({{texture0}}); + } + + void render_to(GLuint texture0, GLuint texture1, enable_if * = nullptr) { + render_to({{texture0, texture1}}); + } + + void render_to(GLuint texture0, GLuint texture1, GLuint texture2, enable_if * = nullptr) { + render_to({{texture0, texture1, texture2}}); + } + + void render_to(GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3, enable_if * = nullptr) { + render_to({{texture0, texture1, texture2, texture3}}); + } + +private: + // TODO: Delete these on destruction. + map, GLuint> fbos; +}; + +template +void PersistentFBOSet::render_to(const array &textures) +{ + auto it = fbos.find(textures); + if (it != fbos.end()) { + glBindFramebuffer(GL_FRAMEBUFFER, it->second); + return; + } + + GLuint fbo; + glCreateFramebuffers(1, &fbo); + GLenum bufs[num_elements]; + for (size_t i = 0; i < num_elements; ++i) { + glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0 + i, textures[i], 0); + bufs[i] = GL_COLOR_ATTACHMENT0 + i; + } + glNamedFramebufferDrawBuffers(fbo, num_elements, bufs); + + fbos[textures] = fbo; + glBindFramebuffer(GL_FRAMEBUFFER, fbo); +} + // Compute gradients in every point, used for the motion search. // The DIS paper doesn't actually mention how these are computed, // but seemingly, a 3x3 Sobel operator is used here (at least in @@ -235,6 +295,7 @@ public: void exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height); private: + PersistentFBOSet<1> fbos; GLuint sobel_vs_obj; GLuint sobel_fs_obj; GLuint sobel_program; @@ -267,12 +328,8 @@ void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_he glBindSampler(0, nearest_sampler); glProgramUniform1i(sobel_program, uniform_tex, 0); - GLuint grad0_fbo; // TODO: cleanup - glCreateFramebuffers(1, &grad0_fbo); - glNamedFramebufferTexture(grad0_fbo, GL_COLOR_ATTACHMENT0, grad0_tex, 0); - glViewport(0, 0, level_width, level_height); - glBindFramebuffer(GL_FRAMEBUFFER, grad0_fbo); + fbos.render_to(grad0_tex); glBindVertexArray(sobel_vao); glUseProgram(sobel_program); glDisable(GL_BLEND); @@ -286,6 +343,8 @@ public: void exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GLuint flow_tex, GLuint flow_out_tex, int level_width, int level_height, int prev_level_width, int prev_level_height, int width_patches, int height_patches); private: + PersistentFBOSet<1> fbos; + GLuint motion_vs_obj; GLuint motion_fs_obj; GLuint motion_search_program; @@ -332,12 +391,8 @@ void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GL glProgramUniform2f(motion_search_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height); glProgramUniform2f(motion_search_program, uniform_inv_prev_level_size, 1.0f / prev_level_width, 1.0f / prev_level_height); - GLuint flow_fbo; // TODO: cleanup - glCreateFramebuffers(1, &flow_fbo); - glNamedFramebufferTexture(flow_fbo, GL_COLOR_ATTACHMENT0, flow_out_tex, 0); - glViewport(0, 0, width_patches, height_patches); - glBindFramebuffer(GL_FRAMEBUFFER, flow_fbo); + fbos.render_to(flow_out_tex); glBindVertexArray(motion_search_vao); glUseProgram(motion_search_program); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -357,6 +412,8 @@ public: void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches); private: + PersistentFBOSet<1> fbos; + GLuint densify_vs_obj; GLuint densify_fs_obj; GLuint densify_program; @@ -410,15 +467,11 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d patch_spacing_x / level_width, patch_spacing_y / level_height); - GLuint dense_flow_fbo; // TODO: cleanup - glCreateFramebuffers(1, &dense_flow_fbo); - glNamedFramebufferTexture(dense_flow_fbo, GL_COLOR_ATTACHMENT0, dense_flow_tex, 0); - glViewport(0, 0, level_width, level_height); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glBindVertexArray(densify_vao); - glBindFramebuffer(GL_FRAMEBUFFER, dense_flow_fbo); + fbos.render_to(dense_flow_tex); glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches); } @@ -436,6 +489,8 @@ public: void exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint normalized_flow_tex, GLuint I_tex, GLuint I_t_tex, int level_width, int level_height); private: + PersistentFBOSet<3> fbos; + GLuint prewarp_vs_obj; GLuint prewarp_fs_obj; GLuint prewarp_program; @@ -477,18 +532,10 @@ void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I glProgramUniform2f(prewarp_program, uniform_image_size, level_width, level_height); - GLuint prewarp_fbo; // TODO: cleanup - glCreateFramebuffers(1, &prewarp_fbo); - GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; - glNamedFramebufferDrawBuffers(prewarp_fbo, 3, bufs); - glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT0, I_tex, 0); - glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT1, I_t_tex, 0); - glNamedFramebufferTexture(prewarp_fbo, GL_COLOR_ATTACHMENT2, normalized_flow_tex, 0); - glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); glBindVertexArray(prewarp_vao); - glBindFramebuffer(GL_FRAMEBUFFER, prewarp_fbo); + fbos.render_to(I_tex, I_t_tex, normalized_flow_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -506,6 +553,8 @@ public: void exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height); private: + PersistentFBOSet<2> fbos; + GLuint derivatives_vs_obj; GLuint derivatives_fs_obj; GLuint derivatives_program; @@ -538,17 +587,10 @@ void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, in bind_sampler(derivatives_program, uniform_tex, 0, input_tex, nearest_sampler); - GLuint derivatives_fbo; // TODO: cleanup - glCreateFramebuffers(1, &derivatives_fbo); - GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; - glNamedFramebufferDrawBuffers(derivatives_fbo, 2, bufs); - glNamedFramebufferTexture(derivatives_fbo, GL_COLOR_ATTACHMENT0, I_x_y_tex, 0); - glNamedFramebufferTexture(derivatives_fbo, GL_COLOR_ATTACHMENT1, beta_0_tex, 0); - glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); glBindVertexArray(derivatives_vao); - glBindFramebuffer(GL_FRAMEBUFFER, derivatives_fbo); + fbos.render_to(I_x_y_tex, beta_0_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -565,12 +607,15 @@ public: void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height); private: + PersistentFBOSet<2> fbos; + GLuint smoothness_vs_obj; GLuint smoothness_fs_obj; GLuint smoothness_program; GLuint smoothness_vao; GLuint uniform_flow_tex, uniform_diff_flow_tex; + GLuint uniform_alpha; }; ComputeSmoothness::ComputeSmoothness() @@ -590,6 +635,7 @@ ComputeSmoothness::ComputeSmoothness() uniform_flow_tex = glGetUniformLocation(smoothness_program, "flow_tex"); uniform_diff_flow_tex = glGetUniformLocation(smoothness_program, "diff_flow_tex"); + uniform_alpha = glGetUniformLocation(smoothness_program, "alpha"); } void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height) @@ -598,19 +644,13 @@ void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoot bind_sampler(smoothness_program, uniform_flow_tex, 0, flow_tex, nearest_sampler); bind_sampler(smoothness_program, uniform_diff_flow_tex, 1, diff_flow_tex, nearest_sampler); - - GLuint smoothness_fbo; // TODO: cleanup - glCreateFramebuffers(1, &smoothness_fbo); - GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; - glNamedFramebufferDrawBuffers(smoothness_fbo, 2, bufs); - glNamedFramebufferTexture(smoothness_fbo, GL_COLOR_ATTACHMENT0, smoothness_x_tex, 0); - glNamedFramebufferTexture(smoothness_fbo, GL_COLOR_ATTACHMENT1, smoothness_y_tex, 0); + glProgramUniform1f(smoothness_program, uniform_alpha, vr_alpha); glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); glBindVertexArray(smoothness_vao); - glBindFramebuffer(GL_FRAMEBUFFER, smoothness_fbo); + fbos.render_to(smoothness_x_tex, smoothness_y_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Make sure the smoothness on the right and upper borders is zero. @@ -637,6 +677,8 @@ public: void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height); private: + PersistentFBOSet<1> fbos; + GLuint equations_vs_obj; GLuint equations_fs_obj; GLuint equations_program; @@ -646,6 +688,7 @@ private: GLuint uniform_diff_flow_tex, uniform_base_flow_tex; GLuint uniform_beta_0_tex; GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex; + GLuint uniform_gamma, uniform_delta; }; SetupEquations::SetupEquations() @@ -670,6 +713,8 @@ SetupEquations::SetupEquations() uniform_beta_0_tex = glGetUniformLocation(equations_program, "beta_0_tex"); uniform_smoothness_x_tex = glGetUniformLocation(equations_program, "smoothness_x_tex"); uniform_smoothness_y_tex = glGetUniformLocation(equations_program, "smoothness_y_tex"); + uniform_gamma = glGetUniformLocation(equations_program, "gamma"); + uniform_delta = glGetUniformLocation(equations_program, "delta"); } void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint base_flow_tex, GLuint beta_0_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, GLuint equation_tex, int level_width, int level_height) @@ -683,15 +728,13 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex bind_sampler(equations_program, uniform_beta_0_tex, 4, beta_0_tex, nearest_sampler); bind_sampler(equations_program, uniform_smoothness_x_tex, 5, smoothness_x_tex, smoothness_sampler); bind_sampler(equations_program, uniform_smoothness_y_tex, 6, smoothness_y_tex, smoothness_sampler); - - GLuint equations_fbo; // TODO: cleanup - glCreateFramebuffers(1, &equations_fbo); - glNamedFramebufferTexture(equations_fbo, GL_COLOR_ATTACHMENT0, equation_tex, 0); + glProgramUniform1f(equations_program, uniform_delta, vr_delta); + glProgramUniform1f(equations_program, uniform_gamma, vr_gamma); glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); glBindVertexArray(equations_vao); - glBindFramebuffer(GL_FRAMEBUFFER, equations_fbo); + fbos.render_to(equation_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -705,6 +748,8 @@ public: void exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations); private: + PersistentFBOSet<1> fbos; + GLuint sor_vs_obj; GLuint sor_fs_obj; GLuint sor_program; @@ -745,14 +790,10 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_te bind_sampler(sor_program, uniform_smoothness_y_tex, 2, smoothness_y_tex, smoothness_sampler); bind_sampler(sor_program, uniform_equation_tex, 3, equation_tex, nearest_sampler); - GLuint sor_fbo; // TODO: cleanup - glCreateFramebuffers(1, &sor_fbo); - glNamedFramebufferTexture(sor_fbo, GL_COLOR_ATTACHMENT0, diff_flow_tex, 0); // NOTE: Bind to same as we render from! - glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); glBindVertexArray(sor_vao); - glBindFramebuffer(GL_FRAMEBUFFER, sor_fbo); + fbos.render_to(diff_flow_tex); // NOTE: Bind to same as we render from! for (int i = 0; i < num_iterations; ++i) { glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -770,6 +811,8 @@ public: void exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height); private: + PersistentFBOSet<1> fbos; + GLuint add_flow_vs_obj; GLuint add_flow_fs_obj; GLuint add_flow_program; @@ -802,48 +845,15 @@ void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_wid bind_sampler(add_flow_program, uniform_diff_flow_tex, 0, diff_flow_tex, nearest_sampler); - GLuint add_flow_fbo; // TODO: cleanup - glCreateFramebuffers(1, &add_flow_fbo); - glNamedFramebufferTexture(add_flow_fbo, GL_COLOR_ATTACHMENT0, base_flow_tex, 0); - glViewport(0, 0, level_width, level_height); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glBindVertexArray(add_flow_vao); - glBindFramebuffer(GL_FRAMEBUFFER, add_flow_fbo); + fbos.render_to(base_flow_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } -class GPUTimers { -public: - void print(); - pair begin_timer(const string &name, int level); - -private: - struct Timer { - string name; - int level; - pair query; - }; - vector timers; -}; - -pair GPUTimers::begin_timer(const string &name, int level) -{ - GLuint queries[2]; - glGenQueries(2, queries); - glQueryCounter(queries[0], GL_TIMESTAMP); - - Timer timer; - timer.name = name; - timer.level = level; - timer.query.first = queries[0]; - timer.query.second = queries[1]; - timers.push_back(timer); - return timer.query; -} - // Take a copy of the flow, bilinearly interpolated and scaled up. class ResizeFlow { public: @@ -851,6 +861,8 @@ public: void exec(GLuint in_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height); private: + PersistentFBOSet<1> fbos; + GLuint resize_flow_vs_obj; GLuint resize_flow_fs_obj; GLuint resize_flow_program; @@ -887,18 +899,43 @@ void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int inpu glProgramUniform2f(resize_flow_program, uniform_scale_factor, float(output_width) / input_width, float(output_height) / input_height); - GLuint resize_flow_fbo; // TODO: cleanup - glCreateFramebuffers(1, &resize_flow_fbo); - glNamedFramebufferTexture(resize_flow_fbo, GL_COLOR_ATTACHMENT0, out_tex, 0); - glViewport(0, 0, output_width, output_height); glDisable(GL_BLEND); glBindVertexArray(resize_flow_vao); - glBindFramebuffer(GL_FRAMEBUFFER, resize_flow_fbo); + fbos.render_to(out_tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } +class GPUTimers { +public: + void print(); + pair begin_timer(const string &name, int level); + +private: + struct Timer { + string name; + int level; + pair query; + }; + vector timers; +}; + +pair GPUTimers::begin_timer(const string &name, int level) +{ + GLuint queries[2]; + glGenQueries(2, queries); + glQueryCounter(queries[0], GL_TIMESTAMP); + + Timer timer; + timer.name = name; + timer.level = level; + timer.query.first = queries[0]; + timer.query.second = queries[1]; + timers.push_back(timer); + return timer.query; +} + void GPUTimers::print() { for (const Timer &timer : timers) { @@ -950,40 +987,45 @@ private: bool ended = false; }; -int main(int argc, char **argv) -{ - if (SDL_Init(SDL_INIT_EVERYTHING) == -1) { - fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError()); - exit(1); - } - SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); - SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); +class DISComputeFlow { +public: + DISComputeFlow(int width, int height); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); - // SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); - SDL_Window *window = SDL_CreateWindow("OpenGL window", - SDL_WINDOWPOS_UNDEFINED, - SDL_WINDOWPOS_UNDEFINED, - 64, 64, - SDL_WINDOW_OPENGL); - SDL_GLContext context = SDL_GL_CreateContext(window); - assert(context != nullptr); + // Returns a texture that must be released with release_texture() + // after use. + GLuint exec(GLuint tex0, GLuint tex1); + void release_texture(GLuint tex); - // Load pictures. - unsigned width1, height1, width2, height2; - GLuint tex0 = load_texture(argc >= 2 ? argv[1] : "test1499.png", &width1, &height1); - GLuint tex1 = load_texture(argc >= 3 ? argv[2] : "test1500.png", &width2, &height2); +private: + int width, height; + GLuint initial_flow_tex; - if (width1 != width2 || height1 != height2) { - fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n", - width1, height1, width2, height2); - exit(1); - } + // The various passes. + Sobel sobel; + MotionSearch motion_search; + Densify densify; + Prewarp prewarp; + Derivatives derivatives; + ComputeSmoothness compute_smoothness; + SetupEquations setup_equations; + SOR sor; + AddBaseFlow add_base_flow; + ResizeFlow resize_flow; + + struct Texture { + GLuint tex_num; + GLenum format; + GLuint width, height; + bool in_use = false; + }; + vector textures; + GLuint get_texture(GLenum format, GLuint width, GLuint height); +}; + +DISComputeFlow::DISComputeFlow(int width, int height) + : width(width), height(height) +{ // Make some samplers. glCreateSamplers(1, &nearest_sampler); glSamplerParameteri(nearest_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); @@ -1007,39 +1049,20 @@ int main(int argc, char **argv) float zero[] = { 0.0f, 0.0f, 0.0f, 0.0f }; glSamplerParameterfv(smoothness_sampler, GL_TEXTURE_BORDER_COLOR, zero); - float vertices[] = { - 0.0f, 1.0f, - 0.0f, 0.0f, - 1.0f, 1.0f, - 1.0f, 0.0f, - }; - glCreateBuffers(1, &vertex_vbo); - glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo); - // Initial flow is zero, 1x1. - GLuint initial_flow_tex; glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex); glTextureStorage2D(initial_flow_tex, 1, GL_RG16F, 1, 1); glClearTexImage(initial_flow_tex, 0, GL_RG, GL_FLOAT, nullptr); - int prev_level_width = 1, prev_level_height = 1; - - GLuint prev_level_flow_tex = initial_flow_tex; +} - Sobel sobel; - MotionSearch motion_search; - Densify densify; - Prewarp prewarp; - Derivatives derivatives; - ComputeSmoothness compute_smoothness; - SetupEquations setup_equations; - SOR sor; - AddBaseFlow add_base_flow; - ResizeFlow resize_flow; +GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1) +{ + for (const Texture &tex : textures) { + assert(!tex.in_use); + } - GLuint query; - glGenQueries(1, &query); - glBeginQuery(GL_TIME_ELAPSED, query); + int prev_level_width = 1, prev_level_height = 1; + GLuint prev_level_flow_tex = initial_flow_tex; GPUTimers timers; @@ -1049,8 +1072,8 @@ int main(int argc, char **argv) snprintf(timer_name, sizeof(timer_name), "Level %d", level); ScopedTimer level_timer(timer_name, &total_timer); - int level_width = width1 >> level; - int level_height = height1 >> level; + int level_width = width >> level; + int level_height = height >> level; float patch_spacing_pixels = patch_size_pixels * (1.0f - patch_overlap_ratio); int width_patches = 1 + lrintf((level_width - patch_size_pixels) / patch_spacing_pixels); int height_patches = 1 + lrintf((level_height - patch_size_pixels) / patch_spacing_pixels); @@ -1067,9 +1090,7 @@ int main(int argc, char **argv) // Create a new texture; we could be fancy and render use a multi-level // texture, but meh. - GLuint grad0_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &grad0_tex); - glTextureStorage2D(grad0_tex, 1, GL_RG16F, level_width, level_height); + GLuint grad0_tex = get_texture(GL_RG16F, level_width, level_height); // Find the derivative. { @@ -1081,22 +1102,19 @@ int main(int argc, char **argv) // level (sampled bilinearly; no fancy tricks) as a guide, then search from there. // Create an output flow texture. - GLuint flow_out_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &flow_out_tex); - glTextureStorage2D(flow_out_tex, 1, GL_RGB16F, width_patches, height_patches); + GLuint flow_out_tex = get_texture(GL_RGB16F, width_patches, height_patches); // And draw. { ScopedTimer timer("Motion search", &level_timer); motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, prev_level_width, prev_level_height, width_patches, height_patches); } + release_texture(grad0_tex); // Densification. // Set up an output texture (initially zero). - GLuint dense_flow_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &dense_flow_tex); - glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height); + GLuint dense_flow_tex = get_texture(GL_RGB16F, level_width, level_height); glClearTexImage(dense_flow_tex, 0, GL_RGB, GL_FLOAT, nullptr); // And draw. @@ -1104,6 +1122,7 @@ int main(int argc, char **argv) ScopedTimer timer("Densification", &level_timer); densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches); } + release_texture(flow_out_tex); // Everything below here in the loop belongs to variational refinement. ScopedTimer varref_timer("Variational refinement", &level_timer); @@ -1115,52 +1134,40 @@ int main(int argc, char **argv) // in pixels, not 0..1 normalized OpenGL texture coordinates. // This is because variational refinement depends so heavily on derivatives, // which are measured in intensity levels per pixel. - GLuint I_tex, I_t_tex, base_flow_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &I_tex); - glCreateTextures(GL_TEXTURE_2D, 1, &I_t_tex); - glCreateTextures(GL_TEXTURE_2D, 1, &base_flow_tex); - glTextureStorage2D(I_tex, 1, GL_R16F, level_width, level_height); - glTextureStorage2D(I_t_tex, 1, GL_R16F, level_width, level_height); - glTextureStorage2D(base_flow_tex, 1, GL_RG16F, level_width, level_height); + GLuint I_tex = get_texture(GL_R16F, level_width, level_height); + GLuint I_t_tex = get_texture(GL_R16F, level_width, level_height); + GLuint base_flow_tex = get_texture(GL_RG16F, level_width, level_height); { ScopedTimer timer("Prewarping", &varref_timer); prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, base_flow_tex, level_width, level_height); } + release_texture(dense_flow_tex); // Calculate I_x and I_y. We're only calculating first derivatives; // the others will be taken on-the-fly in order to sample from fewer // textures overall, since sampling from the L1 cache is cheap. // (TODO: Verify that this is indeed faster than making separate // double-derivative textures.) - GLuint I_x_y_tex, beta_0_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &I_x_y_tex); - glCreateTextures(GL_TEXTURE_2D, 1, &beta_0_tex); - glTextureStorage2D(I_x_y_tex, 1, GL_RG16F, level_width, level_height); - glTextureStorage2D(beta_0_tex, 1, GL_R16F, level_width, level_height); + GLuint I_x_y_tex = get_texture(GL_RG16F, level_width, level_height); + GLuint beta_0_tex = get_texture(GL_R16F, level_width, level_height); { ScopedTimer timer("First derivatives", &varref_timer); derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height); } + release_texture(I_tex); // We need somewhere to store du and dv (the flow increment, relative // to the non-refined base flow u0 and v0). It starts at zero. - GLuint du_dv_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &du_dv_tex); - glTextureStorage2D(du_dv_tex, 1, GL_RG16F, level_width, level_height); + GLuint du_dv_tex = get_texture(GL_RG16F, level_width, level_height); glClearTexImage(du_dv_tex, 0, GL_RG, GL_FLOAT, nullptr); // And for smoothness. - GLuint smoothness_x_tex, smoothness_y_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &smoothness_x_tex); - glCreateTextures(GL_TEXTURE_2D, 1, &smoothness_y_tex); - glTextureStorage2D(smoothness_x_tex, 1, GL_R16F, level_width, level_height); - glTextureStorage2D(smoothness_y_tex, 1, GL_R16F, level_width, level_height); + GLuint smoothness_x_tex = get_texture(GL_R16F, level_width, level_height); + GLuint smoothness_y_tex = get_texture(GL_R16F, level_width, level_height); // And finally for the equation set. See SetupEquations for // the storage format. - GLuint equation_tex; - glCreateTextures(GL_TEXTURE_2D, 1, &equation_tex); - glTextureStorage2D(equation_tex, 1, GL_RGBA32UI, level_width, level_height); + GLuint equation_tex = get_texture(GL_RGBA32UI, level_width, level_height); for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) { // Calculate the smoothness terms between the neighboring pixels, @@ -1184,6 +1191,13 @@ int main(int argc, char **argv) } } + release_texture(I_t_tex); + release_texture(I_x_y_tex); + release_texture(beta_0_tex); + release_texture(smoothness_x_tex); + release_texture(smoothness_y_tex); + release_texture(equation_tex); + // Add the differential flow found by the variational refinement to the base flow, // giving the final flow estimate for this level. // The output is in diff_flow_tex; we don't need to make a new texture. @@ -1192,7 +1206,11 @@ int main(int argc, char **argv) ScopedTimer timer("Add differential flow", &varref_timer); add_base_flow.exec(base_flow_tex, du_dv_tex, level_width, level_height); } + release_texture(du_dv_tex); + if (prev_level_flow_tex != initial_flow_tex) { + release_texture(prev_level_flow_tex); + } prev_level_flow_tex = base_flow_tex; prev_level_width = level_width; prev_level_height = level_height; @@ -1202,18 +1220,132 @@ int main(int argc, char **argv) timers.print(); // Scale up the flow to the final size (if needed). - GLuint final_tex; if (finest_level == 0) { - final_tex = prev_level_flow_tex; + return prev_level_flow_tex; } else { - glCreateTextures(GL_TEXTURE_2D, 1, &final_tex); - glTextureStorage2D(final_tex, 1, GL_RG16F, width1, height1); - resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width1, height1); + GLuint final_tex = get_texture(GL_RG16F, width, height); + resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width, height); + release_texture(prev_level_flow_tex); + return final_tex; } +} + +GLuint DISComputeFlow::get_texture(GLenum format, GLuint width, GLuint height) +{ + for (Texture &tex : textures) { + if (!tex.in_use && tex.format == format && + tex.width == width && tex.height == height) { + tex.in_use = true; + return tex.tex_num; + } + } + + Texture tex; + glCreateTextures(GL_TEXTURE_2D, 1, &tex.tex_num); + glTextureStorage2D(tex.tex_num, 1, format, width, height); + tex.format = format; + tex.width = width; + tex.height = height; + tex.in_use = true; + textures.push_back(tex); + return tex.tex_num; +} + +void DISComputeFlow::release_texture(GLuint tex_num) +{ + for (Texture &tex : textures) { + if (tex.tex_num == tex_num) { + assert(tex.in_use); + tex.in_use = false; + return; + } + } + assert(false); +} + +int main(int argc, char **argv) +{ + static const option long_options[] = { + { "alpha", required_argument, 0, 'a' }, + { "delta", required_argument, 0, 'd' }, + { "gamma", required_argument, 0, 'g' } + }; + + for ( ;; ) { + int option_index = 0; + int c = getopt_long(argc, argv, "a:d:g:", long_options, &option_index); + + if (c == -1) { + break; + } + switch (c) { + case 'a': + vr_alpha = atof(optarg); + break; + case 'd': + vr_delta = atof(optarg); + break; + case 'g': + vr_gamma = atof(optarg); + break; + default: + fprintf(stderr, "Unknown option '%s'\n", argv[option_index]); + exit(1); + }; + } + + if (SDL_Init(SDL_INIT_EVERYTHING) == -1) { + fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError()); + exit(1); + } + SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); + // SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); + SDL_Window *window = SDL_CreateWindow("OpenGL window", + SDL_WINDOWPOS_UNDEFINED, + SDL_WINDOWPOS_UNDEFINED, + 64, 64, + SDL_WINDOW_OPENGL); + SDL_GLContext context = SDL_GL_CreateContext(window); + assert(context != nullptr); + + // Load pictures. + unsigned width1, height1, width2, height2; + GLuint tex0 = load_texture(argc >= (optind + 1) ? argv[optind] : "test1499.png", &width1, &height1); + GLuint tex1 = load_texture(argc >= (optind + 2) ? argv[optind + 1] : "test1500.png", &width2, &height2); + + if (width1 != width2 || height1 != height2) { + fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n", + width1, height1, width2, height2); + exit(1); + } + + // FIXME: Should be part of DISComputeFlow (but needs to be initialized + // before all the render passes). + float vertices[] = { + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 0.0f, + }; + glCreateBuffers(1, &vertex_vbo); + glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo); + + DISComputeFlow compute_flow(width1, height1); + GLuint final_tex = compute_flow.exec(tex0, tex1); unique_ptr dense_flow(new float[width1 * height1 * 2]); glGetTextureImage(final_tex, 0, GL_RG, GL_FLOAT, width1 * height1 * 2 * sizeof(float), dense_flow.get()); + compute_flow.release_texture(final_tex); + FILE *fp = fopen("flow.ppm", "wb"); FILE *flowfp = fopen("flow.flo", "wb"); fprintf(fp, "P6\n%d %d\n255\n", width1, height1);