X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=flow.cpp;h=b673b9d91cbde9dd14a98dfeb432e4709e3c599f;hb=cea5570b83fabf1b6a59b9ce62699085eb4818d8;hp=1e4873362c1586e0f3a1095e74b38ec1b4a6bb2a;hpb=20989aaee7ca26bb7aede452c55597fbcf26ebb8;p=nageru diff --git a/flow.cpp b/flow.cpp index 1e48733..b673b9d 100644 --- a/flow.cpp +++ b/flow.cpp @@ -48,6 +48,8 @@ float vr_alpha = 1.0f, vr_delta = 0.25f, vr_gamma = 0.25f; bool enable_timing = true; bool detailed_timing = false; +bool enable_warmup = false; +bool in_warmup = false; bool enable_variational_refinement = true; // Just for debugging. bool enable_interpolation = false; @@ -289,23 +291,23 @@ void PersistentFBOSet::render_to(const array template class PersistentFBOSetWithDepth { public: - void render_to(GLuint depth_tex, const array &textures); + void render_to(GLuint depth_rb, const array &textures); // Convenience wrappers. - void render_to(GLuint depth_tex, GLuint texture0) { - render_to(depth_tex, {{texture0}}); + void render_to(GLuint depth_rb, GLuint texture0) { + render_to(depth_rb, {{texture0}}); } - void render_to(GLuint depth_tex, GLuint texture0, GLuint texture1) { - render_to(depth_tex, {{texture0, texture1}}); + void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1) { + render_to(depth_rb, {{texture0, texture1}}); } - void render_to(GLuint depth_tex, GLuint texture0, GLuint texture1, GLuint texture2) { - render_to(depth_tex, {{texture0, texture1, texture2}}); + void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1, GLuint texture2) { + render_to(depth_rb, {{texture0, texture1, texture2}}); } - void render_to(GLuint depth_tex, GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) { - render_to(depth_tex, {{texture0, texture1, texture2, texture3}}); + void render_to(GLuint depth_rb, GLuint texture0, GLuint texture1, GLuint texture2, GLuint texture3) { + render_to(depth_rb, {{texture0, texture1, texture2, texture3}}); } private: @@ -314,9 +316,9 @@ private: }; template -void PersistentFBOSetWithDepth::render_to(GLuint depth_tex, const array &textures) +void PersistentFBOSetWithDepth::render_to(GLuint depth_rb, const array &textures) { - auto key = make_pair(depth_tex, textures); + auto key = make_pair(depth_rb, textures); auto it = fbos.find(key); if (it != fbos.end()) { @@ -327,7 +329,7 @@ void PersistentFBOSetWithDepth::render_to(GLuint depth_tex, const GLuint fbo; glCreateFramebuffers(1, &fbo); GLenum bufs[num_elements]; - glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0); + glNamedFramebufferRenderbuffer(fbo, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rb); for (size_t i = 0; i < num_elements; ++i) { glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0 + i, textures[i], 0); bufs[i] = GL_COLOR_ATTACHMENT0 + i; @@ -342,7 +344,7 @@ void PersistentFBOSetWithDepth::render_to(GLuint depth_tex, const class GrayscaleConversion { public: GrayscaleConversion(); - void exec(GLint tex, GLint gray_tex, int width, int height); + void exec(GLint tex, GLint gray_tex, int width, int height, int num_layers); private: PersistentFBOSet<1> fbos; @@ -371,7 +373,7 @@ GrayscaleConversion::GrayscaleConversion() uniform_tex = glGetUniformLocation(gray_program, "tex"); } -void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height) +void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height, int num_layers) { glUseProgram(gray_program); bind_sampler(gray_program, uniform_tex, 0, tex, nearest_sampler); @@ -380,7 +382,7 @@ void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height) fbos.render_to(gray_tex); glBindVertexArray(gray_vao); glDisable(GL_BLEND); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); } // Compute gradients in every point, used for the motion search. @@ -394,7 +396,7 @@ void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height) class Sobel { public: Sobel(); - void exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height); + void exec(GLint tex_view, GLint grad_tex, int level_width, int level_height, int num_layers); private: PersistentFBOSet<1> fbos; @@ -414,22 +416,22 @@ Sobel::Sobel() uniform_tex = glGetUniformLocation(sobel_program, "tex"); } -void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_height) +void Sobel::exec(GLint tex_view, GLint grad_tex, int level_width, int level_height, int num_layers) { glUseProgram(sobel_program); - bind_sampler(sobel_program, uniform_tex, 0, tex0_view, nearest_sampler); + bind_sampler(sobel_program, uniform_tex, 0, tex_view, nearest_sampler); glViewport(0, 0, level_width, level_height); - fbos.render_to(grad0_tex); + fbos.render_to(grad_tex); glDisable(GL_BLEND); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); } // Motion search to find the initial flow. See motion_search.frag for documentation. class MotionSearch { public: MotionSearch(); - 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); + void exec(GLuint tex_view, GLuint grad_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, int num_layers); private: PersistentFBOSet<1> fbos; @@ -438,8 +440,8 @@ private: GLuint motion_fs_obj; GLuint motion_search_program; - GLuint uniform_inv_image_size, uniform_inv_prev_level_size; - GLuint uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex; + GLuint uniform_inv_image_size, uniform_inv_prev_level_size, uniform_out_flow_size; + GLuint uniform_image_tex, uniform_grad_tex, uniform_flow_tex; }; MotionSearch::MotionSearch() @@ -450,25 +452,27 @@ MotionSearch::MotionSearch() uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_size"); uniform_inv_prev_level_size = glGetUniformLocation(motion_search_program, "inv_prev_level_size"); - uniform_image1_tex = glGetUniformLocation(motion_search_program, "image1_tex"); - uniform_grad0_tex = glGetUniformLocation(motion_search_program, "grad0_tex"); + uniform_out_flow_size = glGetUniformLocation(motion_search_program, "out_flow_size"); + uniform_image_tex = glGetUniformLocation(motion_search_program, "image_tex"); + uniform_grad_tex = glGetUniformLocation(motion_search_program, "grad_tex"); uniform_flow_tex = glGetUniformLocation(motion_search_program, "flow_tex"); } -void MotionSearch::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) +void MotionSearch::exec(GLuint tex_view, GLuint grad_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, int num_layers) { glUseProgram(motion_search_program); - bind_sampler(motion_search_program, uniform_image1_tex, 1, tex1_view, linear_sampler); - bind_sampler(motion_search_program, uniform_grad0_tex, 2, grad0_tex, nearest_sampler); - bind_sampler(motion_search_program, uniform_flow_tex, 3, flow_tex, linear_sampler); + bind_sampler(motion_search_program, uniform_image_tex, 0, tex_view, linear_sampler); + bind_sampler(motion_search_program, uniform_grad_tex, 1, grad_tex, nearest_sampler); + bind_sampler(motion_search_program, uniform_flow_tex, 2, flow_tex, linear_sampler); 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); + glProgramUniform2f(motion_search_program, uniform_out_flow_size, width_patches, height_patches); glViewport(0, 0, width_patches, height_patches); fbos.render_to(flow_out_tex); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); } // Do “densification”, ie., upsampling of the flow patches to the flow field @@ -482,7 +486,7 @@ void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GL class Densify { public: Densify(); - 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); + void exec(GLuint tex_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches, int num_layers); private: PersistentFBOSet<1> fbos; @@ -492,7 +496,7 @@ private: GLuint densify_program; GLuint uniform_patch_size; - GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex; + GLuint uniform_image_tex, uniform_flow_tex; }; Densify::Densify() @@ -502,18 +506,16 @@ Densify::Densify() densify_program = link_program(densify_vs_obj, densify_fs_obj); uniform_patch_size = glGetUniformLocation(densify_program, "patch_size"); - uniform_image0_tex = glGetUniformLocation(densify_program, "image0_tex"); - uniform_image1_tex = glGetUniformLocation(densify_program, "image1_tex"); + uniform_image_tex = glGetUniformLocation(densify_program, "image_tex"); uniform_flow_tex = glGetUniformLocation(densify_program, "flow_tex"); } -void Densify::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) +void Densify::exec(GLuint tex_view, GLuint flow_tex, GLuint dense_flow_tex, int level_width, int level_height, int width_patches, int height_patches, int num_layers) { glUseProgram(densify_program); - bind_sampler(densify_program, uniform_image0_tex, 0, tex0_view, nearest_sampler); - bind_sampler(densify_program, uniform_image1_tex, 1, tex1_view, linear_sampler); - bind_sampler(densify_program, uniform_flow_tex, 2, flow_tex, nearest_sampler); + bind_sampler(densify_program, uniform_image_tex, 0, tex_view, linear_sampler); + bind_sampler(densify_program, uniform_flow_tex, 1, flow_tex, nearest_sampler); glProgramUniform2f(densify_program, uniform_patch_size, float(patch_size_pixels) / level_width, @@ -525,7 +527,7 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d fbos.render_to(dense_flow_tex); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); - glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width_patches * height_patches * num_layers); } // Warp I_1 to I_w, and then compute the mean (I) and difference (I_t) of @@ -539,7 +541,7 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d class Prewarp { public: Prewarp(); - 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); + void exec(GLuint tex_view, GLuint flow_tex, GLuint normalized_flow_tex, GLuint I_tex, GLuint I_t_tex, int level_width, int level_height, int num_layers); private: PersistentFBOSet<3> fbos; @@ -548,7 +550,7 @@ private: GLuint prewarp_fs_obj; GLuint prewarp_program; - GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex; + GLuint uniform_image_tex, uniform_flow_tex; }; Prewarp::Prewarp() @@ -557,23 +559,21 @@ Prewarp::Prewarp() prewarp_fs_obj = compile_shader(read_file("prewarp.frag"), GL_FRAGMENT_SHADER); prewarp_program = link_program(prewarp_vs_obj, prewarp_fs_obj); - uniform_image0_tex = glGetUniformLocation(prewarp_program, "image0_tex"); - uniform_image1_tex = glGetUniformLocation(prewarp_program, "image1_tex"); + uniform_image_tex = glGetUniformLocation(prewarp_program, "image_tex"); uniform_flow_tex = glGetUniformLocation(prewarp_program, "flow_tex"); } -void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_tex, GLuint normalized_flow_tex, int level_width, int level_height) +void Prewarp::exec(GLuint tex_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_tex, GLuint normalized_flow_tex, int level_width, int level_height, int num_layers) { glUseProgram(prewarp_program); - bind_sampler(prewarp_program, uniform_image0_tex, 0, tex0_view, nearest_sampler); - bind_sampler(prewarp_program, uniform_image1_tex, 1, tex1_view, linear_sampler); - bind_sampler(prewarp_program, uniform_flow_tex, 2, flow_tex, nearest_sampler); + bind_sampler(prewarp_program, uniform_image_tex, 0, tex_view, linear_sampler); + bind_sampler(prewarp_program, uniform_flow_tex, 1, flow_tex, nearest_sampler); glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); fbos.render_to(I_tex, I_t_tex, normalized_flow_tex); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); } // From I, calculate the partial derivatives I_x and I_y. We use a four-tap @@ -587,7 +587,7 @@ void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I class Derivatives { public: Derivatives(); - void exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height); + void exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height, int num_layers); private: PersistentFBOSet<2> fbos; @@ -608,7 +608,7 @@ Derivatives::Derivatives() uniform_tex = glGetUniformLocation(derivatives_program, "tex"); } -void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height) +void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, int level_width, int level_height, int num_layers) { glUseProgram(derivatives_program); @@ -617,7 +617,7 @@ void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, in glViewport(0, 0, level_width, level_height); glDisable(GL_BLEND); fbos.render_to(I_x_y_tex, beta_0_tex); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); } // Calculate the diffusivity for each pixels, g(x,y). Smoothness (s) will @@ -629,7 +629,7 @@ void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, in class ComputeDiffusivity { public: ComputeDiffusivity(); - void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow); + void exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow, int num_layers); private: PersistentFBOSet<1> fbos; @@ -654,7 +654,7 @@ ComputeDiffusivity::ComputeDiffusivity() uniform_zero_diff_flow = glGetUniformLocation(diffusivity_program, "zero_diff_flow"); } -void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow) +void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diffusivity_tex, int level_width, int level_height, bool zero_diff_flow, int num_layers) { glUseProgram(diffusivity_program); @@ -667,7 +667,7 @@ void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diff glDisable(GL_BLEND); fbos.render_to(diffusivity_tex); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); } // Set up the equations set (two equations in two unknowns, per pixel). @@ -692,7 +692,7 @@ void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diff class SetupEquations { public: SetupEquations(); - void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow); + void exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex, GLuint flow_tex, GLuint beta_0_tex, GLuint diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow, int num_layers); private: PersistentFBOSet<2> fbos; @@ -725,7 +725,7 @@ SetupEquations::SetupEquations() uniform_zero_diff_flow = glGetUniformLocation(equations_program, "zero_diff_flow"); } -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 diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow) +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 diffusivity_tex, GLuint equation_red_tex, GLuint equation_black_tex, int level_width, int level_height, bool zero_diff_flow, int num_layers) { glUseProgram(equations_program); @@ -741,8 +741,8 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex glViewport(0, 0, (level_width + 1) / 2, level_height); glDisable(GL_BLEND); - fbos.render_to({equation_red_tex, equation_black_tex}); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + fbos.render_to(equation_red_tex, equation_black_tex); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); } // Actually solve the equation sets made by SetupEquations, by means of @@ -752,7 +752,7 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex class SOR { public: SOR(); - void exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer); + void exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, int num_layers, ScopedTimer *sor_timer); private: PersistentFBOSet<1> fbos; @@ -764,7 +764,7 @@ private: GLuint uniform_diff_flow_tex; GLuint uniform_equation_red_tex, uniform_equation_black_tex; GLuint uniform_diffusivity_tex; - GLuint uniform_phase, uniform_zero_diff_flow; + GLuint uniform_phase, uniform_num_nonzero_phases; }; SOR::SOR() @@ -778,10 +778,10 @@ SOR::SOR() uniform_equation_black_tex = glGetUniformLocation(sor_program, "equation_black_tex"); uniform_diffusivity_tex = glGetUniformLocation(sor_program, "diffusivity_tex"); uniform_phase = glGetUniformLocation(sor_program, "phase"); - uniform_zero_diff_flow = glGetUniformLocation(sor_program, "zero_diff_flow"); + uniform_num_nonzero_phases = glGetUniformLocation(sor_program, "num_nonzero_phases"); } -void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, ScopedTimer *sor_timer) +void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_black_tex, GLuint diffusivity_tex, int level_width, int level_height, int num_iterations, bool zero_diff_flow, int num_layers, ScopedTimer *sor_timer) { glUseProgram(sor_program); @@ -790,7 +790,9 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_bl bind_sampler(sor_program, uniform_equation_red_tex, 2, equation_red_tex, nearest_sampler); bind_sampler(sor_program, uniform_equation_black_tex, 3, equation_black_tex, nearest_sampler); - glProgramUniform1i(sor_program, uniform_zero_diff_flow, zero_diff_flow); + if (!zero_diff_flow) { + glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 2); + } // NOTE: We bind to the texture we are rendering from, but we never write any value // that we read in the same shader pass (we call discard for red values when we compute @@ -803,18 +805,23 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_bl for (int i = 0; i < num_iterations; ++i) { { ScopedTimer timer("Red pass", sor_timer); + if (zero_diff_flow && i == 0) { + glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 0); + } glProgramUniform1i(sor_program, uniform_phase, 0); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); glTextureBarrier(); } { ScopedTimer timer("Black pass", sor_timer); if (zero_diff_flow && i == 0) { - // Not zero anymore. - glProgramUniform1i(sor_program, uniform_zero_diff_flow, 0); + glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 1); } glProgramUniform1i(sor_program, uniform_phase, 1); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); + if (zero_diff_flow && i == 0) { + glProgramUniform1i(sor_program, uniform_num_nonzero_phases, 2); + } if (i != num_iterations - 1) { glTextureBarrier(); } @@ -827,7 +834,7 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_bl class AddBaseFlow { public: AddBaseFlow(); - void exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height); + void exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height, int num_layers); private: PersistentFBOSet<1> fbos; @@ -848,7 +855,7 @@ AddBaseFlow::AddBaseFlow() uniform_diff_flow_tex = glGetUniformLocation(add_flow_program, "diff_flow_tex"); } -void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height) +void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_width, int level_height, int num_layers) { glUseProgram(add_flow_program); @@ -859,14 +866,14 @@ void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_wid glBlendFunc(GL_ONE, GL_ONE); fbos.render_to(base_flow_tex); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); } // Take a copy of the flow, bilinearly interpolated and scaled up. class ResizeFlow { public: ResizeFlow(); - void exec(GLuint in_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height); + void exec(GLuint in_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height, int num_layers); private: PersistentFBOSet<1> fbos; @@ -889,7 +896,7 @@ ResizeFlow::ResizeFlow() uniform_scale_factor = glGetUniformLocation(resize_flow_program, "scale_factor"); } -void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height) +void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int input_height, int output_width, int output_height, int num_layers) { glUseProgram(resize_flow_program); @@ -901,20 +908,23 @@ void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int inpu glDisable(GL_BLEND); fbos.render_to(out_tex); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, num_layers); } class TexturePool { public: - GLuint get_texture(GLenum format, GLuint width, GLuint height); + GLuint get_texture(GLenum format, GLuint width, GLuint height, GLuint num_layers = 0); void release_texture(GLuint tex_num); + GLuint get_renderbuffer(GLenum format, GLuint width, GLuint height); + void release_renderbuffer(GLuint tex_num); private: struct Texture { GLuint tex_num; GLenum format; - GLuint width, height; + GLuint width, height, num_layers; bool in_use = false; + bool is_renderbuffer = false; }; vector textures; }; @@ -923,14 +933,19 @@ class DISComputeFlow { public: DISComputeFlow(int width, int height); + enum FlowDirection { + FORWARD, + FORWARD_AND_BACKWARD + }; enum ResizeStrategy { DO_NOT_RESIZE_FLOW, RESIZE_FLOW_TO_FULL_SIZE }; + // The texture must have two layers (first and second frame). // Returns a texture that must be released with release_texture() // after use. - GLuint exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy); + GLuint exec(GLuint tex, FlowDirection flow_direction, ResizeStrategy resize_strategy); void release_texture(GLuint tex) { pool.release_texture(tex); @@ -984,8 +999,8 @@ DISComputeFlow::DISComputeFlow(int width, int height) glSamplerParameterfv(zero_border_sampler, GL_TEXTURE_BORDER_COLOR, zero); // Initial flow is zero, 1x1. - glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex); - glTextureStorage2D(initial_flow_tex, 1, GL_RG16F, 1, 1); + glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &initial_flow_tex); + glTextureStorage3D(initial_flow_tex, 1, GL_RG16F, 1, 1, 1); glClearTexImage(initial_flow_tex, 0, GL_RG, GL_FLOAT, nullptr); // Set up the vertex data that will be shared between all passes. @@ -1007,8 +1022,9 @@ DISComputeFlow::DISComputeFlow(int width, int height) glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); } -GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy) +GLuint DISComputeFlow::exec(GLuint tex, FlowDirection flow_direction, ResizeStrategy resize_strategy) { + int num_layers = (flow_direction == FORWARD_AND_BACKWARD) ? 2 : 1; int prev_level_width = 1, prev_level_height = 1; GLuint prev_level_flow_tex = initial_flow_tex; @@ -1016,7 +1032,7 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_stra glBindVertexArray(vao); - ScopedTimer total_timer("Total", &timers); + ScopedTimer total_timer("Compute flow", &timers); for (int level = coarsest_level; level >= int(finest_level); --level) { char timer_name[256]; snprintf(timer_name, sizeof(timer_name), "Level %d (%d x %d)", level, width >> level, height >> level); @@ -1036,44 +1052,41 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_stra // Make sure we always read from the correct level; the chosen // mipmapping could otherwise be rather unpredictable, especially // during motion search. - GLuint tex0_view, tex1_view; - glGenTextures(1, &tex0_view); - glTextureView(tex0_view, GL_TEXTURE_2D, tex0, GL_R8, level, 1, 0, 1); - glGenTextures(1, &tex1_view); - glTextureView(tex1_view, GL_TEXTURE_2D, tex1, GL_R8, level, 1, 0, 1); + GLuint tex_view; + glGenTextures(1, &tex_view); + glTextureView(tex_view, GL_TEXTURE_2D_ARRAY, tex, GL_R8, level, 1, 0, 2); - // Create a new texture; we could be fancy and render use a multi-level - // texture, but meh. - GLuint grad0_tex = pool.get_texture(GL_R32UI, level_width, level_height); + // Create a new texture to hold the gradients. + GLuint grad_tex = pool.get_texture(GL_R32UI, level_width, level_height, num_layers); // Find the derivative. { ScopedTimer timer("Sobel", &level_timer); - sobel.exec(tex0_view, grad0_tex, level_width, level_height); + sobel.exec(tex_view, grad_tex, level_width, level_height, num_layers); } // Motion search to find the initial flow. We use the flow from the previous // level (sampled bilinearly; no fancy tricks) as a guide, then search from there. // Create an output flow texture. - GLuint flow_out_tex = pool.get_texture(GL_RGB16F, width_patches, height_patches); + GLuint flow_out_tex = pool.get_texture(GL_RGB16F, width_patches, height_patches, num_layers); // 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); + motion_search.exec(tex_view, grad_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, prev_level_width, prev_level_height, width_patches, height_patches, num_layers); } - pool.release_texture(grad0_tex); + pool.release_texture(grad_tex); // Densification. // Set up an output texture (cleared in Densify). - GLuint dense_flow_tex = pool.get_texture(GL_RGB16F, level_width, level_height); + GLuint dense_flow_tex = pool.get_texture(GL_RGB16F, level_width, level_height, num_layers); // And draw. { 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); + densify.exec(tex_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches, num_layers); } pool.release_texture(flow_out_tex); @@ -1087,61 +1100,59 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_stra // 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 = pool.get_texture(GL_R16F, level_width, level_height); - GLuint I_t_tex = pool.get_texture(GL_R16F, level_width, level_height); - GLuint base_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height); + GLuint I_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers); + GLuint I_t_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers); + GLuint base_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height, num_layers); { 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); + prewarp.exec(tex_view, dense_flow_tex, I_tex, I_t_tex, base_flow_tex, level_width, level_height, num_layers); } pool.release_texture(dense_flow_tex); - glDeleteTextures(1, &tex0_view); - glDeleteTextures(1, &tex1_view); + glDeleteTextures(1, &tex_view); // 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 = pool.get_texture(GL_RG16F, level_width, level_height); - GLuint beta_0_tex = pool.get_texture(GL_R16F, level_width, level_height); + GLuint I_x_y_tex = pool.get_texture(GL_RG16F, level_width, level_height, num_layers); + GLuint beta_0_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers); { ScopedTimer timer("First derivatives", &varref_timer); - derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height); + derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, level_width, level_height, num_layers); } pool.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's initially garbage, // but not read until we've written something sane to it. - GLuint du_dv_tex = pool.get_texture(GL_RG16F, level_width, level_height); + GLuint diff_flow_tex = pool.get_texture(GL_RG16F, level_width, level_height, num_layers); // And for diffusivity. - GLuint diffusivity_tex = pool.get_texture(GL_R16F, level_width, level_height); + GLuint diffusivity_tex = pool.get_texture(GL_R16F, level_width, level_height, num_layers); // And finally for the equation set. See SetupEquations for // the storage format. - GLuint equation_red_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height); - GLuint equation_black_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height); + GLuint equation_red_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height, num_layers); + GLuint equation_black_tex = pool.get_texture(GL_RGBA32UI, (level_width + 1) / 2, level_height, num_layers); for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) { // Calculate the diffusivity term for each pixel. { ScopedTimer timer("Compute diffusivity", &varref_timer); - compute_diffusivity.exec(base_flow_tex, du_dv_tex, diffusivity_tex, level_width, level_height, outer_idx == 0); + compute_diffusivity.exec(base_flow_tex, diff_flow_tex, diffusivity_tex, level_width, level_height, outer_idx == 0, num_layers); } // Set up the 2x2 equation system for each pixel. { ScopedTimer timer("Set up equations", &varref_timer); - setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, base_flow_tex, beta_0_tex, diffusivity_tex, equation_red_tex, equation_black_tex, level_width, level_height, outer_idx == 0); + setup_equations.exec(I_x_y_tex, I_t_tex, diff_flow_tex, base_flow_tex, beta_0_tex, diffusivity_tex, equation_red_tex, equation_black_tex, level_width, level_height, outer_idx == 0, num_layers); } - // Run a few SOR (or quasi-SOR, since we're not really Jacobi) iterations. - // Note that these are to/from the same texture. + // Run a few SOR iterations. Note that these are to/from the same texture. { ScopedTimer timer("SOR", &varref_timer); - sor.exec(du_dv_tex, equation_red_tex, equation_black_tex, diffusivity_tex, level_width, level_height, 5, outer_idx == 0, &timer); + sor.exec(diff_flow_tex, equation_red_tex, equation_black_tex, diffusivity_tex, level_width, level_height, 5, outer_idx == 0, num_layers, &timer); } } @@ -1160,9 +1171,9 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_stra // it is more efficient), but it helps debug the motion search. if (enable_variational_refinement) { ScopedTimer timer("Add differential flow", &varref_timer); - add_base_flow.exec(base_flow_tex, du_dv_tex, level_width, level_height); + add_base_flow.exec(base_flow_tex, diff_flow_tex, level_width, level_height, num_layers); } - pool.release_texture(du_dv_tex); + pool.release_texture(diff_flow_tex); if (prev_level_flow_tex != initial_flow_tex) { pool.release_texture(prev_level_flow_tex); @@ -1173,14 +1184,16 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_stra } total_timer.end(); - timers.print(); + if (!in_warmup) { + timers.print(); + } // Scale up the flow to the final size (if needed). if (finest_level == 0 || resize_strategy == DO_NOT_RESIZE_FLOW) { return prev_level_flow_tex; } else { - GLuint final_tex = pool.get_texture(GL_RG16F, width, height); - resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width, height); + GLuint final_tex = pool.get_texture(GL_RG16F, width, height, num_layers); + resize_flow.exec(prev_level_flow_tex, final_tex, prev_level_width, prev_level_height, width, height, num_layers); pool.release_texture(prev_level_flow_tex); return final_tex; } @@ -1193,7 +1206,7 @@ public: Splat(); // alpha is the time of the interpolated frame (0..1). - void exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_tex, int width, int height, float alpha); + void exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint flow_tex, GLuint depth_rb, int width, int height, float alpha); private: PersistentFBOSetWithDepth<1> fbos; @@ -1202,8 +1215,8 @@ private: GLuint splat_fs_obj; GLuint splat_program; - GLuint uniform_invert_flow, uniform_splat_size, uniform_alpha; - GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex; + GLuint uniform_splat_size, uniform_alpha; + GLuint uniform_image_tex, uniform_flow_tex; GLuint uniform_inv_flow_size; }; @@ -1213,21 +1226,19 @@ Splat::Splat() splat_fs_obj = compile_shader(read_file("splat.frag"), GL_FRAGMENT_SHADER); splat_program = link_program(splat_vs_obj, splat_fs_obj); - uniform_invert_flow = glGetUniformLocation(splat_program, "invert_flow"); uniform_splat_size = glGetUniformLocation(splat_program, "splat_size"); uniform_alpha = glGetUniformLocation(splat_program, "alpha"); - uniform_image0_tex = glGetUniformLocation(splat_program, "image0_tex"); - uniform_image1_tex = glGetUniformLocation(splat_program, "image1_tex"); + uniform_image_tex = glGetUniformLocation(splat_program, "image_tex"); uniform_flow_tex = glGetUniformLocation(splat_program, "flow_tex"); uniform_inv_flow_size = glGetUniformLocation(splat_program, "inv_flow_size"); } -void Splat::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_tex, int width, int height, float alpha) +void Splat::exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint flow_tex, GLuint depth_rb, int width, int height, float alpha) { glUseProgram(splat_program); - bind_sampler(splat_program, uniform_image0_tex, 0, tex0, linear_sampler); - bind_sampler(splat_program, uniform_image1_tex, 1, tex1, linear_sampler); + bind_sampler(splat_program, uniform_image_tex, 0, image_tex, linear_sampler); + bind_sampler(splat_program, uniform_flow_tex, 1, bidirectional_flow_tex, nearest_sampler); // FIXME: This is set to 1.0 right now so not to trigger Haswell's “PMA stall”. // Move to 2.0 later, or even 4.0. @@ -1243,7 +1254,7 @@ void Splat::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backw glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // We store the difference between I_0 and I_1, where less difference is good. (Default 1.0 is effectively +inf, which always loses.) - fbos.render_to(depth_tex, flow_tex); + fbos.render_to(depth_rb, flow_tex); // Evidently NVIDIA doesn't use fast clears for glClearTexImage, so clear now that // we've got it bound. @@ -1251,15 +1262,7 @@ void Splat::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backw glClearDepth(1.0f); // Effectively infinity. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - // Do forward splatting. - bind_sampler(splat_program, uniform_flow_tex, 2, forward_flow_tex, nearest_sampler); - glProgramUniform1i(splat_program, uniform_invert_flow, 0); - glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height); - - // Do backward splatting. - bind_sampler(splat_program, uniform_flow_tex, 2, backward_flow_tex, nearest_sampler); - glProgramUniform1i(splat_program, uniform_invert_flow, 1); - glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, width * height * 2); glDisable(GL_DEPTH_TEST); } @@ -1284,7 +1287,7 @@ public: // Output will be in flow_tex, temp_tex[0, 1, 2], representing the filling // from the down, left, right and up, respectively. Use HoleBlend to merge // them into one. - void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height); + void exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height); private: PersistentFBOSetWithDepth<1> fbos; @@ -1308,7 +1311,7 @@ HoleFill::HoleFill() uniform_sample_offset = glGetUniformLocation(fill_program, "sample_offset"); } -void HoleFill::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height) +void HoleFill::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height) { glUseProgram(fill_program); @@ -1321,7 +1324,7 @@ void HoleFill::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int w glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // Only update the values > 0.999f (ie., only invalid pixels). - fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture. + fbos.render_to(depth_rb, flow_tex); // NOTE: Reading and writing to the same texture. // Fill holes from the left, by shifting 1, 2, 4, 8, etc. pixels to the right. for (int offs = 1; offs < width; offs *= 2) { @@ -1367,7 +1370,7 @@ class HoleBlend { public: HoleBlend(); - void exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height); + void exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height); private: PersistentFBOSetWithDepth<1> fbos; @@ -1394,7 +1397,7 @@ HoleBlend::HoleBlend() uniform_sample_offset = glGetUniformLocation(blend_program, "sample_offset"); } -void HoleBlend::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int width, int height) +void HoleBlend::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int width, int height) { glUseProgram(blend_program); @@ -1411,7 +1414,7 @@ void HoleBlend::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // Skip over all of the pixels that were never holes to begin with. - fbos.render_to(depth_tex, flow_tex); // NOTE: Reading and writing to the same texture. + fbos.render_to(depth_rb, flow_tex); // NOTE: Reading and writing to the same texture. glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -1421,7 +1424,7 @@ void HoleBlend::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int class Blend { public: Blend(); - void exec(GLuint tex0, GLuint tex1, GLuint flow_tex, GLuint output_tex, int width, int height, float alpha); + void exec(GLuint image_tex, GLuint flow_tex, GLuint output_tex, int width, int height, float alpha); private: PersistentFBOSet<1> fbos; @@ -1429,7 +1432,7 @@ private: GLuint blend_fs_obj; GLuint blend_program; - GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex; + GLuint uniform_image_tex, uniform_flow_tex; GLuint uniform_alpha, uniform_flow_consistency_tolerance; }; @@ -1439,19 +1442,17 @@ Blend::Blend() blend_fs_obj = compile_shader(read_file("blend.frag"), GL_FRAGMENT_SHADER); blend_program = link_program(blend_vs_obj, blend_fs_obj); - uniform_image0_tex = glGetUniformLocation(blend_program, "image0_tex"); - uniform_image1_tex = glGetUniformLocation(blend_program, "image1_tex"); + uniform_image_tex = glGetUniformLocation(blend_program, "image_tex"); uniform_flow_tex = glGetUniformLocation(blend_program, "flow_tex"); uniform_alpha = glGetUniformLocation(blend_program, "alpha"); uniform_flow_consistency_tolerance = glGetUniformLocation(blend_program, "flow_consistency_tolerance"); } -void Blend::exec(GLuint tex0, GLuint tex1, GLuint flow_tex, GLuint output_tex, int level_width, int level_height, float alpha) +void Blend::exec(GLuint image_tex, GLuint flow_tex, GLuint output_tex, int level_width, int level_height, float alpha) { glUseProgram(blend_program); - bind_sampler(blend_program, uniform_image0_tex, 0, tex0, linear_sampler); - bind_sampler(blend_program, uniform_image1_tex, 1, tex1, linear_sampler); - bind_sampler(blend_program, uniform_flow_tex, 2, flow_tex, linear_sampler); // May be upsampled. + bind_sampler(blend_program, uniform_image_tex, 0, image_tex, linear_sampler); + bind_sampler(blend_program, uniform_flow_tex, 1, flow_tex, linear_sampler); // May be upsampled. glProgramUniform1f(blend_program, uniform_alpha, alpha); glViewport(0, 0, level_width, level_height); @@ -1465,9 +1466,9 @@ public: Interpolate(int width, int height, int flow_level); // Returns a texture that must be released with release_texture() - // after use. tex0 and tex1 must be RGBA8 textures with mipmaps + // after use. image_tex must be a two-layer RGBA8 texture with mipmaps // (unless flow_level == 0). - GLuint exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha); + GLuint exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint width, GLuint height, float alpha); void release_texture(GLuint tex) { pool.release_texture(tex); @@ -1505,33 +1506,30 @@ Interpolate::Interpolate(int width, int height, int flow_level) glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); } -GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha) +GLuint Interpolate::exec(GLuint image_tex, GLuint bidirectional_flow_tex, GLuint width, GLuint height, float alpha) { GPUTimers timers; - ScopedTimer total_timer("Total", &timers); + ScopedTimer total_timer("Interpolate", &timers); glBindVertexArray(vao); // Pick out the right level to test splatting results on. - GLuint tex0_view, tex1_view; - glGenTextures(1, &tex0_view); - glTextureView(tex0_view, GL_TEXTURE_2D, tex0, GL_RGBA8, flow_level, 1, 0, 1); - glGenTextures(1, &tex1_view); - glTextureView(tex1_view, GL_TEXTURE_2D, tex1, GL_RGBA8, flow_level, 1, 0, 1); + GLuint tex_view; + glGenTextures(1, &tex_view); + glTextureView(tex_view, GL_TEXTURE_2D_ARRAY, image_tex, GL_RGBA8, flow_level, 1, 0, 2); int flow_width = width >> flow_level; int flow_height = height >> flow_level; GLuint flow_tex = pool.get_texture(GL_RG16F, flow_width, flow_height); - GLuint depth_tex = pool.get_texture(GL_DEPTH_COMPONENT32F, flow_width, flow_height); // Used for ranking flows. + GLuint depth_rb = pool.get_renderbuffer(GL_DEPTH_COMPONENT16, flow_width, flow_height); // Used for ranking flows. { ScopedTimer timer("Splat", &total_timer); - splat.exec(tex0_view, tex1_view, forward_flow_tex, backward_flow_tex, flow_tex, depth_tex, flow_width, flow_height, alpha); + splat.exec(tex_view, bidirectional_flow_tex, flow_tex, depth_rb, flow_width, flow_height, alpha); } - glDeleteTextures(1, &tex0_view); - glDeleteTextures(1, &tex1_view); + glDeleteTextures(1, &tex_view); GLuint temp_tex[3]; temp_tex[0] = pool.get_texture(GL_RG16F, flow_width, flow_height); @@ -1540,31 +1538,61 @@ GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLui { ScopedTimer timer("Fill holes", &total_timer); - hole_fill.exec(flow_tex, depth_tex, temp_tex, flow_width, flow_height); - hole_blend.exec(flow_tex, depth_tex, temp_tex, flow_width, flow_height); + hole_fill.exec(flow_tex, depth_rb, temp_tex, flow_width, flow_height); + hole_blend.exec(flow_tex, depth_rb, temp_tex, flow_width, flow_height); } pool.release_texture(temp_tex[0]); pool.release_texture(temp_tex[1]); pool.release_texture(temp_tex[2]); - pool.release_texture(depth_tex); + pool.release_renderbuffer(depth_rb); GLuint output_tex = pool.get_texture(GL_RGBA8, width, height); { ScopedTimer timer("Blend", &total_timer); - blend.exec(tex0, tex1, flow_tex, output_tex, width, height, alpha); + blend.exec(image_tex, flow_tex, output_tex, width, height, alpha); } pool.release_texture(flow_tex); total_timer.end(); - timers.print(); + if (!in_warmup) { + timers.print(); + } return output_tex; } -GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height) +GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height, GLuint num_layers) { for (Texture &tex : textures) { - if (!tex.in_use && tex.format == format && + if (!tex.in_use && !tex.is_renderbuffer && tex.format == format && + tex.width == width && tex.height == height && tex.num_layers == num_layers) { + tex.in_use = true; + return tex.tex_num; + } + } + + Texture tex; + if (num_layers == 0) { + glCreateTextures(GL_TEXTURE_2D, 1, &tex.tex_num); + glTextureStorage2D(tex.tex_num, 1, format, width, height); + } else { + glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &tex.tex_num); + glTextureStorage3D(tex.tex_num, 1, format, width, height, num_layers); + } + tex.format = format; + tex.width = width; + tex.height = height; + tex.num_layers = num_layers; + tex.in_use = true; + tex.is_renderbuffer = false; + textures.push_back(tex); + return tex.tex_num; +} + +GLuint TexturePool::get_renderbuffer(GLenum format, GLuint width, GLuint height) +{ + for (Texture &tex : textures) { + if (!tex.in_use && tex.is_renderbuffer && tex.format == format && tex.width == width && tex.height == height) { tex.in_use = true; return tex.tex_num; @@ -1572,12 +1600,14 @@ GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height) } Texture tex; - glCreateTextures(GL_TEXTURE_2D, 1, &tex.tex_num); - glTextureStorage2D(tex.tex_num, 1, format, width, height); + glCreateRenderbuffers(1, &tex.tex_num); + glNamedRenderbufferStorage(tex.tex_num, format, width, height); + tex.format = format; tex.width = width; tex.height = height; tex.in_use = true; + tex.is_renderbuffer = true; textures.push_back(tex); return tex.tex_num; } @@ -1585,7 +1615,7 @@ GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height) void TexturePool::release_texture(GLuint tex_num) { for (Texture &tex : textures) { - if (tex.tex_num == tex_num) { + if (!tex.is_renderbuffer && tex.tex_num == tex_num) { assert(tex.in_use); tex.in_use = false; return; @@ -1594,6 +1624,18 @@ void TexturePool::release_texture(GLuint tex_num) assert(false); } +void TexturePool::release_renderbuffer(GLuint tex_num) +{ + for (Texture &tex : textures) { + if (tex.is_renderbuffer && tex.tex_num == tex_num) { + assert(tex.in_use); + tex.in_use = false; + return; + } + } + //assert(false); +} + // OpenGL uses a bottom-left coordinate system, .flo files use a top-left coordinate system. void flip_coordinate_system(float *dense_flow, unsigned width, unsigned height) { @@ -1736,32 +1778,47 @@ void compute_flow_only(int argc, char **argv, int optind) exit(1); } + // Move them into an array texture, since that's how the rest of the code + // would like them. + GLuint image_tex; + glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &image_tex); + glTextureStorage3D(image_tex, 1, GL_RGBA8, width1, height1, 2); + glCopyImageSubData(tex0, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width1, height1, 1); + glCopyImageSubData(tex1, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width1, height1, 1); + glDeleteTextures(1, &tex0); + glDeleteTextures(1, &tex1); + // Set up some PBOs to do asynchronous readback. GLuint pbos[5]; glCreateBuffers(5, pbos); for (int i = 0; i < 5; ++i) { - glNamedBufferData(pbos[i], width1 * height1 * 2 * sizeof(float), nullptr, GL_STREAM_READ); + glNamedBufferData(pbos[i], width1 * height1 * 2 * 2 * sizeof(float), nullptr, GL_STREAM_READ); spare_pbos.push(pbos[i]); } int levels = find_num_levels(width1, height1); - GLuint tex0_gray, tex1_gray; - glCreateTextures(GL_TEXTURE_2D, 1, &tex0_gray); - glCreateTextures(GL_TEXTURE_2D, 1, &tex1_gray); - glTextureStorage2D(tex0_gray, levels, GL_R8, width1, height1); - glTextureStorage2D(tex1_gray, levels, GL_R8, width1, height1); - GrayscaleConversion gray; - gray.exec(tex0, tex0_gray, width1, height1); - glDeleteTextures(1, &tex0); - glGenerateTextureMipmap(tex0_gray); + GLuint tex_gray; + glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &tex_gray); + glTextureStorage3D(tex_gray, levels, GL_R8, width1, height1, 2); - gray.exec(tex1, tex1_gray, width1, height1); - glDeleteTextures(1, &tex1); - glGenerateTextureMipmap(tex1_gray); + GrayscaleConversion gray; + gray.exec(image_tex, tex_gray, width1, height1, /*num_layers=*/2); + glGenerateTextureMipmap(tex_gray); DISComputeFlow compute_flow(width1, height1); - GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE); + + if (enable_warmup) { + in_warmup = true; + for (int i = 0; i < 10; ++i) { + GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE); + compute_flow.release_texture(final_tex); + } + in_warmup = false; + } + + GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE); + //GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD_AND_BACKWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE); schedule_read(final_tex, width1, height1, filename0, filename1, flow_filename, "flow.ppm"); compute_flow.release_texture(final_tex); @@ -1780,8 +1837,7 @@ void compute_flow_only(int argc, char **argv, int optind) filename0, width, height, width1, height1); exit(1); } - gray.exec(tex0, tex0_gray, width, height); - glGenerateTextureMipmap(tex0_gray); + glCopyImageSubData(tex0, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width1, height1, 1); glDeleteTextures(1, &tex0); GLuint tex1 = load_texture(filename1, &width, &height, WITHOUT_MIPMAPS); @@ -1790,17 +1846,18 @@ void compute_flow_only(int argc, char **argv, int optind) filename1, width, height, width1, height1); exit(1); } - gray.exec(tex1, tex1_gray, width, height); - glGenerateTextureMipmap(tex1_gray); + glCopyImageSubData(tex1, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width1, height1, 1); glDeleteTextures(1, &tex1); - GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE); + gray.exec(image_tex, tex_gray, width1, height1, /*num_layers=*/2); + glGenerateTextureMipmap(tex_gray); + + GLuint final_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE); schedule_read(final_tex, width1, height1, filename0, filename1, flow_filename, ""); compute_flow.release_texture(final_tex); } - glDeleteTextures(1, &tex0_gray); - glDeleteTextures(1, &tex1_gray); + glDeleteTextures(1, &tex_gray); while (!reads_in_progress.empty()) { finish_one_read(width1, height1); @@ -1830,6 +1887,18 @@ void interpolate_image(int argc, char **argv, int optind) exit(1); } + // Move them into an array texture, since that's how the rest of the code + // would like them. + int levels = find_num_levels(width1, height1); + GLuint image_tex; + glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &image_tex); + glTextureStorage3D(image_tex, levels, GL_RGBA8, width1, height1, 2); + glCopyImageSubData(tex0, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width1, height1, 1); + glCopyImageSubData(tex1, GL_TEXTURE_2D, 0, 0, 0, 0, image_tex, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width1, height1, 1); + glDeleteTextures(1, &tex0); + glDeleteTextures(1, &tex1); + glGenerateTextureMipmap(image_tex); + // Set up some PBOs to do asynchronous readback. GLuint pbos[5]; glCreateBuffers(5, pbos); @@ -1842,28 +1911,31 @@ void interpolate_image(int argc, char **argv, int optind) GrayscaleConversion gray; Interpolate interpolate(width1, height1, finest_level); - int levels = find_num_levels(width1, height1); - GLuint tex0_gray, tex1_gray; - glCreateTextures(GL_TEXTURE_2D, 1, &tex0_gray); - glCreateTextures(GL_TEXTURE_2D, 1, &tex1_gray); - glTextureStorage2D(tex0_gray, levels, GL_R8, width1, height1); - glTextureStorage2D(tex1_gray, levels, GL_R8, width1, height1); - - gray.exec(tex0, tex0_gray, width1, height1); - glGenerateTextureMipmap(tex0_gray); - - gray.exec(tex1, tex1_gray, width1, height1); - glGenerateTextureMipmap(tex1_gray); + GLuint tex_gray; + glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &tex_gray); + glTextureStorage3D(tex_gray, levels, GL_R8, width1, height1, 2); + gray.exec(image_tex, tex_gray, width1, height1, /*num_layers=*/2); + glGenerateTextureMipmap(tex_gray); + + if (enable_warmup) { + in_warmup = true; + for (int i = 0; i < 10; ++i) { + GLuint bidirectional_flow_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD_AND_BACKWARD, DISComputeFlow::DO_NOT_RESIZE_FLOW); + GLuint interpolated_tex = interpolate.exec(image_tex, bidirectional_flow_tex, width1, height1, 0.5f); + compute_flow.release_texture(bidirectional_flow_tex); + interpolate.release_texture(interpolated_tex); + } + in_warmup = false; + } - GLuint forward_flow_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW); - GLuint backward_flow_tex = compute_flow.exec(tex1_gray, tex0_gray, DISComputeFlow::DO_NOT_RESIZE_FLOW); + GLuint bidirectional_flow_tex = compute_flow.exec(tex_gray, DISComputeFlow::FORWARD_AND_BACKWARD, DISComputeFlow::DO_NOT_RESIZE_FLOW); for (int frameno = 1; frameno < 60; ++frameno) { char ppm_filename[256]; snprintf(ppm_filename, sizeof(ppm_filename), "interp%04d.ppm", frameno); float alpha = frameno / 60.0f; - GLuint interpolated_tex = interpolate.exec(tex0, tex1, forward_flow_tex, backward_flow_tex, width1, height1, alpha); + GLuint interpolated_tex = interpolate.exec(image_tex, bidirectional_flow_tex, width1, height1, alpha); schedule_read(interpolated_tex, width1, height1, filename0, filename1, "", ppm_filename); interpolate.release_texture(interpolated_tex); @@ -1883,7 +1955,8 @@ int main(int argc, char **argv) { "disable-timing", no_argument, 0, 1000 }, { "detailed-timing", no_argument, 0, 1003 }, { "ignore-variational-refinement", no_argument, 0, 1001 }, // Still calculates it, just doesn't apply it. - { "interpolate", no_argument, 0, 1002 } + { "interpolate", no_argument, 0, 1002 }, + { "warmup", no_argument, 0, 1004 } }; for ( ;; ) { @@ -1915,6 +1988,9 @@ int main(int argc, char **argv) case 1003: detailed_timing = true; break; + case 1004: + enable_warmup = true; + break; default: fprintf(stderr, "Unknown option '%s'\n", argv[option_index]); exit(1);