X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=util.h;h=e102f2115612ede741798f86e58fec3a718622a4;hb=bf5dbd5c67579899840a969d6a3ff81ff61cd0c7;hp=6def56d87614a68454a45d45182e577cf612246f;hpb=926348692a4138e9c88f49ef43657dedb5f36897;p=movit
diff --git a/util.h b/util.h
index 6def56d..e102f21 100644
--- a/util.h
+++ b/util.h
@@ -24,6 +24,10 @@ void hsv2rgb_normalized(float h, float s, float v, float *r, float *g, float *b)
// Dies if the file does not exist.
std::string read_file(const std::string &filename);
+// Reads ., .130. or .300es. and
+// returns its contents, depending on .
+std::string read_version_dependent_file(const std::string &base, const std::string &extension);
+
// Compile the given GLSL shader (typically a vertex or fragment shader)
// and return the object number.
GLuint compile_shader(const std::string &shader_src, GLenum type);
@@ -34,17 +38,38 @@ void print_3x3_matrix(const Eigen::Matrix3d &m);
// Output a GLSL 3x3 matrix declaration.
std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m);
+// Output GLSL scalar, 2-length and 3-length vector declarations.
+std::string output_glsl_float(const std::string &name, float x);
+std::string output_glsl_vec2(const std::string &name, float x, float y);
+std::string output_glsl_vec3(const std::string &name, float x, float y, float z);
+
// Calculate a / b, rounding up. Does not handle overflow correctly.
unsigned div_round_up(unsigned a, unsigned b);
+enum CombineRoundingBehavior {
+ COMBINE_DO_NOT_ROUND = 0,
+ COMBINE_ROUND_TO_FP16 = 1,
+};
+
// Calculate where to sample, and with what weight, if one wants to use
-// the GPU's bilinear hardware to sample w1 * x[0] + w2 * x[1].
+// the GPU's bilinear hardware to sample w1 * x[pos1] + w2 * x[pos2],
+// where pos1 and pos2 must be normalized coordinates describing neighboring
+// pixels in the mipmap level at which you sample, and the total number of
+// pixels (in given mipmap level) is .
//
// Note that since the GPU might have limited precision in its linear
// interpolation, the effective weights might be different from the ones you
// asked for. sum_sq_error, if not NULL, will contain the sum of the
// (estimated) squared errors of the two weights.
-void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error);
+//
+// The answer, in "offset", comes as a normalized coordinate,
+// so if e.g. w2 = 0, you have simply offset = pos1. If
+// is COMBINE_ROUND_TO_FP16, the coordinate is assumed to be stored as a
+// rounded fp16 value. This enables more precise calculation of total_weight
+// and sum_sq_error.
+template
+void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size,
+ DestFloat *offset, DestFloat *total_weight, float *sum_sq_error);
// Create a VBO with the given data, and bind it to the vertex attribute
// with name . Returns the VBO number.