template<size_t num_elements>
class PersistentFBOSetWithDepth {
public:
- void render_to(GLuint depth_tex, const array<GLuint, num_elements> &textures);
+ void render_to(GLuint depth_rb, const array<GLuint, num_elements> &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:
};
template<size_t num_elements>
-void PersistentFBOSetWithDepth<num_elements>::render_to(GLuint depth_tex, const array<GLuint, num_elements> &textures)
+void PersistentFBOSetWithDepth<num_elements>::render_to(GLuint depth_rb, const array<GLuint, num_elements> &textures)
{
- auto key = make_pair(depth_tex, textures);
+ auto key = make_pair(depth_rb, textures);
auto it = fbos.find(key);
if (it != fbos.end()) {
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;
public:
GLuint get_texture(GLenum format, GLuint width, GLuint height);
void release_texture(GLuint tex_num);
+ GLuint get_renderbuffer(GLenum format, GLuint width, GLuint height);
+ void release_renderbuffer(GLuint tex_num);
private:
struct Texture {
GLenum format;
GLuint width, height;
bool in_use = false;
+ bool is_renderbuffer = false;
};
vector<Texture> textures;
};
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 tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_rb, int width, int height, float alpha);
private:
PersistentFBOSetWithDepth<1> fbos;
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 tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint flow_tex, GLuint depth_rb, int width, int height, float alpha)
{
glUseProgram(splat_program);
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.
// 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;
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);
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) {
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;
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);
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);
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_COMPONENT32F, 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(tex0_view, tex1_view, forward_flow_tex, backward_flow_tex, flow_tex, depth_rb, flow_width, flow_height, alpha);
}
glDeleteTextures(1, &tex0_view);
glDeleteTextures(1, &tex1_view);
{
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);
{
GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height)
{
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.in_use = true;
return tex.tex_num;
tex.width = width;
tex.height = height;
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;
+ }
+ }
+
+ Texture tex;
+ 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;
}
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;
+ }
+ }
+ 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;