#include <algorithm>
#include <memory>
+#include <vector>
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
+class GPUTimers {
+public:
+ void print();
+ pair<GLuint, GLuint> begin_timer(const string &name, int level);
+
+private:
+ struct Timer {
+ string name;
+ int level;
+ pair<GLuint, GLuint> query;
+ };
+ vector<Timer> timers;
+};
+
+pair<GLuint, GLuint> 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) {
+ // NOTE: This makes the CPU wait for the GPU.
+ GLuint64 time_start, time_end;
+ glGetQueryObjectui64v(timer.query.first, GL_QUERY_RESULT, &time_start);
+ glGetQueryObjectui64v(timer.query.second, GL_QUERY_RESULT, &time_end);
+ //fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
+ for (int i = 0; i < timer.level * 2; ++i) {
+ fprintf(stderr, " ");
+ }
+ fprintf(stderr, "%-30s %4.1f ms\n", timer.name.c_str(), (time_end - time_start) / 1e6);
+ }
+}
+
+// A simple RAII class for timing until the end of the scope.
+class ScopedTimer {
+public:
+ ScopedTimer(const string &name, GPUTimers *timers)
+ : timers(timers), level(0)
+ {
+ query = timers->begin_timer(name, level);
+ }
+
+ ScopedTimer(const string &name, ScopedTimer *parent_timer)
+ : timers(parent_timer->timers),
+ level(parent_timer->level + 1)
+ {
+ query = timers->begin_timer(name, level);
+ }
+
+ ~ScopedTimer()
+ {
+ end();
+ }
+
+ void end()
+ {
+ if (!ended) {
+ glQueryCounter(query.second, GL_TIMESTAMP);
+ ended = true;
+ }
+ }
+
+private:
+ GPUTimers *timers;
+ int level;
+ pair<GLuint, GLuint> query;
+ bool ended = false;
+};
+
int main(void)
{
if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
glGenQueries(1, &query);
glBeginQuery(GL_TIME_ELAPSED, query);
+ GPUTimers timers;
+
+ ScopedTimer total_timer("Total", &timers);
for (int level = coarsest_level; level >= int(finest_level); --level) {
+ char timer_name[256];
+ snprintf(timer_name, sizeof(timer_name), "Level %d", level);
+ ScopedTimer level_timer(timer_name, &total_timer);
+
int level_width = WIDTH >> level;
int level_height = HEIGHT >> level;
float patch_spacing_pixels = patch_size_pixels * (1.0f - patch_overlap_ratio);
glTextureStorage2D(grad0_tex, 1, GL_RG16F, level_width, level_height);
// Find the derivative.
- sobel.exec(tex0_view, grad0_tex, level_width, level_height);
+ {
+ ScopedTimer timer("Sobel", &level_timer);
+ sobel.exec(tex0_view, grad0_tex, level_width, level_height);
+ }
// 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.
glTextureStorage2D(flow_out_tex, 1, GL_RGB16F, width_patches, height_patches);
// And draw.
- motion_search.exec(tex0_view, tex1_view, grad0_tex, prev_level_flow_tex, flow_out_tex, level_width, level_height, width_patches, height_patches);
+ {
+ 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, width_patches, height_patches);
+ }
// Densification.
glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
// And draw.
- densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches);
+ {
+ 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);
+ }
// Everything below here in the loop belongs to variational refinement.
- // It is not done yet.
+ ScopedTimer varref_timer("Variational refinement", &level_timer);
// Prewarping; create I and I_t.
GLuint I_tex, I_t_tex;
glCreateTextures(GL_TEXTURE_2D, 1, &I_t_tex);
glTextureStorage2D(I_tex, 1, GL_R16F, level_width, level_height);
glTextureStorage2D(I_t_tex, 1, GL_R16F, level_width, level_height);
- prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, level_width, level_height);
+ {
+ ScopedTimer timer("Prewarping", &varref_timer);
+ prewarp.exec(tex0_view, tex1_view, dense_flow_tex, I_tex, I_t_tex, level_width, level_height);
+ }
// 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
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);
- derivatives.exec(I_tex, I_x_y_tex, beta_0_tex, 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);
+ }
// 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.
for (int outer_idx = 0; outer_idx < level + 1; ++outer_idx) {
// Calculate the smoothness terms between the neighboring pixels,
// both in x and y direction.
- compute_smoothness.exec(dense_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+ {
+ ScopedTimer timer("Compute smoothness", &varref_timer);
+ compute_smoothness.exec(dense_flow_tex, du_dv_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height);
+ }
// Set up the 2x2 equation system for each pixel.
- setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, dense_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
+ {
+ ScopedTimer timer("Set up equations", &varref_timer);
+ setup_equations.exec(I_x_y_tex, I_t_tex, du_dv_tex, dense_flow_tex, beta_0_tex, smoothness_x_tex, smoothness_y_tex, equation_tex, level_width, level_height);
+ }
// Run a few SOR (or quasi-SOR, since we're not really Jacobi) iterations.
// Note that these are to/from the same texture.
- sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5);
+ {
+ ScopedTimer timer("SOR", &varref_timer);
+ sor.exec(du_dv_tex, equation_tex, smoothness_x_tex, smoothness_y_tex, level_width, level_height, 5);
+ }
}
// 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.
- add_base_flow.exec(dense_flow_tex, du_dv_tex, level_width, level_height);
+ {
+ ScopedTimer timer("Add differential flow", &varref_timer);
+ add_base_flow.exec(dense_flow_tex, du_dv_tex, level_width, level_height);
+ }
prev_level_flow_tex = du_dv_tex;
}
- glEndQuery(GL_TIME_ELAPSED);
-
- GLint available;
- do {
- glGetQueryObjectiv(query, GL_QUERY_RESULT_AVAILABLE, &available);
- usleep(1000);
- } while (!available);
- GLuint64 time_elapsed;
- glGetQueryObjectui64v(query, GL_QUERY_RESULT, &time_elapsed);
- fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
+ total_timer.end();
+
+ timers.print();
int level_width = WIDTH >> finest_level;
int level_height = HEIGHT >> finest_level;