X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=motion_search.frag;h=9ef607c3fae79146b3b5ab97ab5298d8456b9faa;hb=d55856fef7b51604230ab3480f2930155d830ca8;hp=f67cbba51cc3cb06869bbebc2cb037189404d04d;hpb=200cfe3a0b9633d785a4ca5fb51147f937278448;p=nageru diff --git a/motion_search.frag b/motion_search.frag index f67cbba..9ef607c 100644 --- a/motion_search.frag +++ b/motion_search.frag @@ -36,17 +36,44 @@ */ const uint patch_size = 12; -const uint num_iterations = 16; +const uint num_iterations = 8; in vec2 flow_tc; in vec2 patch_center; out vec3 out_flow; -uniform sampler2D flow_tex, grad0_tex, image0_tex, image1_tex; -uniform vec2 image_size, inv_image_size, inv_prev_level_size; +uniform sampler2D flow_tex, image1_tex; +uniform usampler2D grad0_tex; // Also contains image0. +uniform vec2 inv_image_size, inv_prev_level_size; + +vec3 unpack_gradients(uint v) +{ + uint vi = v & 0xff; + uint xi = (v >> 8) & 0xfff; + uint yi = v >> 20; + vec3 r = vec3(xi * (1.0f / 4095.0f) - 0.5f, yi * (1.0f / 4095.0f) - 0.5f, vi * (1.0f / 255.0f)); + return r; +} + +// Note: The third variable is the actual pixel value. +vec3 get_gradients(vec2 tc) +{ + vec3 grad = unpack_gradients(texture(grad0_tex, tc).x); + + // Zero gradients outside the image. (We'd do this with a sampler, + // but we want the repeat behavior for the actual texels, in the + // z channel.) + if (any(lessThan(tc, vec2(0.0f))) || any(greaterThan(tc, vec2(1.0f)))) { + grad.xy = vec2(0.0f); + } + + return grad; +} void main() { + vec2 image_size = textureSize(grad0_tex, 0); + // Lock the patch center to an integer, so that we never get // any bilinear artifacts for the gradient. (NOTE: This assumes an // even patch size.) Then calculate the bottom-left texel of the patch. @@ -69,13 +96,13 @@ void main() for (uint y = 0; y < patch_size; ++y) { for (uint x = 0; x < patch_size; ++x) { vec2 tc = base + uvec2(x, y) * inv_image_size; - vec2 grad = texture(grad0_tex, tc).xy; + vec3 grad = get_gradients(tc); H[0][0] += grad.x * grad.x; H[1][1] += grad.y * grad.y; H[0][1] += grad.x * grad.y; - template_sum += texture(image0_tex, tc).x; - grad_sum += grad; + template_sum += grad.z; // The actual template pixel value. + grad_sum += grad.xy; } } H[1][0] = H[0][1]; @@ -103,10 +130,10 @@ void main() for (uint y = 0; y < patch_size; ++y) { for (uint x = 0; x < patch_size; ++x) { vec2 tc = base + uvec2(x, y) * inv_image_size; - vec2 grad = texture(grad0_tex, tc).xy; - float t = texture(image0_tex, tc).x; + vec3 grad = get_gradients(tc); + float t = grad.z; float warped = texture(image1_tex, tc + u_norm).x; - du += grad * (warped - t); + du += grad.xy * (warped - t); warped_sum += warped; } } @@ -122,7 +149,7 @@ void main() // sum(S^T * (x - y)) = [what we calculated] - (µ1 - µ2) sum(S^T) // // so we can just subtract away the mean difference here. - mean_diff = (warped_sum - template_sum) * (1.0 / (patch_size * patch_size)); + mean_diff = (warped_sum - template_sum) * (1.0 / float(patch_size * patch_size)); du -= grad_sum * mean_diff; if (i == 0) {