using namespace std;
+SDL_Window *window;
+
// Operating point 3 (10 Hz on CPU, excluding preprocessing).
constexpr float patch_overlap_ratio = 0.75f;
constexpr unsigned coarsest_level = 5;
bool enable_timing = true;
bool enable_variational_refinement = true; // Just for debugging.
+bool enable_interpolation = false;
// Some global OpenGL objects.
// TODO: These should really be part of DISComputeFlow.
return obj;
}
-GLuint load_texture(const char *filename, unsigned *width_ret, unsigned *height_ret)
+enum MipmapPolicy {
+ WITHOUT_MIPMAPS,
+ WITH_MIPMAPS
+};
+
+GLuint load_texture(const char *filename, unsigned *width_ret, unsigned *height_ret, MipmapPolicy mipmaps)
{
SDL_Surface *surf = IMG_Load(filename);
if (surf == nullptr) {
}
SDL_FreeSurface(rgb_surf);
+ int num_levels = (mipmaps == WITH_MIPMAPS) ? find_num_levels(width, height) : 1;
+
GLuint tex;
glCreateTextures(GL_TEXTURE_2D, 1, &tex);
- glTextureStorage2D(tex, 1, GL_RGBA8, width, height);
+ glTextureStorage2D(tex, num_levels, GL_RGBA8, width, height);
glTextureSubImage2D(tex, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pix.get());
+ if (mipmaps == WITH_MIPMAPS) {
+ glGenerateTextureMipmap(tex);
+ }
+
*width_ret = width;
*height_ret = height;
public:
DISComputeFlow(int width, int height);
+ enum ResizeStrategy {
+ DO_NOT_RESIZE_FLOW,
+ RESIZE_FLOW_TO_FULL_SIZE
+ };
+
// Returns a texture that must be released with release_texture()
// after use.
- GLuint exec(GLuint tex0, GLuint tex1);
+ GLuint exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy);
void release_texture(GLuint tex) {
pool.release_texture(tex);
glClearTexImage(initial_flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
}
-GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1)
+GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy)
{
int prev_level_width = 1, prev_level_height = 1;
GLuint prev_level_flow_tex = initial_flow_tex;
timers.print();
// Scale up the flow to the final size (if needed).
- if (finest_level == 0) {
+ 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);
}
}
+// Forward-warp the flow half-way (or rather, by alpha). A non-zero “splatting”
+// radius fills most of the holes.
+class Splat {
+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);
+
+private:
+ PersistentFBOSet<2> fbos;
+
+ GLuint splat_vs_obj;
+ GLuint splat_fs_obj;
+ GLuint splat_program;
+ GLuint splat_vao;
+
+ GLuint uniform_invert_flow, uniform_splat_size, uniform_alpha;
+ GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
+ GLuint uniform_inv_flow_size;
+};
+
+Splat::Splat()
+{
+ splat_vs_obj = compile_shader(read_file("splat.vert"), GL_VERTEX_SHADER);
+ splat_fs_obj = compile_shader(read_file("splat.frag"), GL_FRAGMENT_SHADER);
+ splat_program = link_program(splat_vs_obj, splat_fs_obj);
+
+ // Set up the VAO containing all the required position/texcoord data.
+ glCreateVertexArrays(1, &splat_vao);
+ glBindVertexArray(splat_vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+ GLint position_attrib = glGetAttribLocation(splat_program, "position");
+ glEnableVertexArrayAttrib(splat_vao, position_attrib);
+ glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+ 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_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)
+{
+ 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);
+
+ // FIXME: This is set to 1.0 right now so not to trigger Haswell's “PMA stall”.
+ // Move to 2.0 later.
+ float splat_size = 1.0f; // 4x4 splat means 16x overdraw, 2x2 splat means 4x overdraw.
+ glProgramUniform2f(splat_program, uniform_splat_size, splat_size / width, splat_size / height);
+ glProgramUniform1f(splat_program, uniform_alpha, alpha);
+ glProgramUniform2f(splat_program, uniform_inv_flow_size, 1.0f / width, 1.0f / height);
+
+ glViewport(0, 0, width, height);
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS); // We store the difference between I_0 and I_1, where less difference is good. (Default is effectively +inf, which always loses.)
+ glBindVertexArray(splat_vao);
+
+ // FIXME: Get this into FBOSet, so we can reuse FBOs across frames.
+ GLuint fbo;
+ glCreateFramebuffers(1, &fbo);
+ glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, flow_tex, 0);
+ glNamedFramebufferTexture(fbo, GL_DEPTH_ATTACHMENT, depth_tex, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ // 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);
+
+ glDisable(GL_DEPTH_TEST);
+
+ glDeleteFramebuffers(1, &fbo);
+}
+
+class Blend {
+public:
+ Blend();
+ void exec(GLuint tex0, GLuint tex1, GLuint flow_tex, GLuint output_tex, int width, int height, float alpha);
+
+private:
+ PersistentFBOSet<1> fbos;
+ GLuint blend_vs_obj;
+ GLuint blend_fs_obj;
+ GLuint blend_program;
+ GLuint blend_vao;
+
+ GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
+ GLuint uniform_alpha, uniform_flow_consistency_tolerance;
+};
+
+Blend::Blend()
+{
+ blend_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+ blend_fs_obj = compile_shader(read_file("blend.frag"), GL_FRAGMENT_SHADER);
+ blend_program = link_program(blend_vs_obj, blend_fs_obj);
+
+ // Set up the VAO containing all the required position/texcoord data.
+ glCreateVertexArrays(1, &blend_vao);
+ glBindVertexArray(blend_vao);
+
+ GLint position_attrib = glGetAttribLocation(blend_program, "position");
+ glEnableVertexArrayAttrib(blend_vao, position_attrib);
+ glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+
+ uniform_image0_tex = glGetUniformLocation(blend_program, "image0_tex");
+ uniform_image1_tex = glGetUniformLocation(blend_program, "image1_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)
+{
+ 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.
+ glProgramUniform1f(blend_program, uniform_alpha, alpha);
+ //glProgramUniform1f(blend_program, uniform_flow_consistency_tolerance, 1.0f /
+
+ glViewport(0, 0, level_width, level_height);
+ fbos.render_to(output_tex);
+ glBindVertexArray(blend_vao);
+ glUseProgram(blend_program);
+ glDisable(GL_BLEND); // A bit ironic, perhaps.
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
+class Interpolate {
+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
+ // (unless flow_level == 0).
+ GLuint exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha);
+
+ void release_texture(GLuint tex) {
+ pool.release_texture(tex);
+ }
+
+private:
+ int width, height, flow_level;
+ TexturePool pool;
+ Splat splat;
+ Blend blend;
+};
+
+Interpolate::Interpolate(int width, int height, int flow_level)
+ : width(width), height(height), flow_level(flow_level) {}
+
+GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha)
+{
+ GPUTimers timers;
+
+ ScopedTimer total_timer("Total", &timers);
+
+ // 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);
+
+ 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.
+ {
+ ScopedTimer timer("Clear", &total_timer);
+ glClearTexImage(flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
+ float infinity = 1000000.0f;
+ glClearTexImage(depth_tex, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &infinity);
+ }
+
+ //SDL_GL_SwapWindow(window);
+ {
+ 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);
+ }
+ //SDL_GL_SwapWindow(window);
+ pool.release_texture(depth_tex);
+ glDeleteTextures(1, &tex0_view);
+ glDeleteTextures(1, &tex1_view);
+
+ GLuint output_tex = pool.get_texture(GL_RGB8, width, height);
+ {
+ ScopedTimer timer("Blend", &total_timer);
+ blend.exec(tex0, tex1, flow_tex, output_tex, width, height, alpha);
+ }
+ total_timer.end();
+ timers.print();
+
+ return output_tex;
+}
+
GLuint TexturePool::get_texture(GLenum format, GLuint width, GLuint height)
{
for (Texture &tex : textures) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
-int main(int argc, char **argv)
+void compute_flow_only(int argc, char **argv, int optind)
{
- static const option long_options[] = {
- { "smoothness-relative-weight", required_argument, 0, 's' }, // alpha.
- { "intensity-relative-weight", required_argument, 0, 'i' }, // delta.
- { "gradient-relative-weight", required_argument, 0, 'g' }, // gamma.
- { "disable-timing", no_argument, 0, 1000 },
- { "ignore-variational-refinement", no_argument, 0, 1001 } // Still calculates it, just doesn't apply it.
- };
-
- for ( ;; ) {
- int option_index = 0;
- int c = getopt_long(argc, argv, "s:i:g:", long_options, &option_index);
-
- if (c == -1) {
- break;
- }
- switch (c) {
- case 's':
- vr_alpha = atof(optarg);
- break;
- case 'i':
- vr_delta = atof(optarg);
- break;
- case 'g':
- vr_gamma = atof(optarg);
- break;
- case 1000:
- enable_timing = false;
- break;
- case 1001:
- enable_variational_refinement = false;
- break;
- default:
- fprintf(stderr, "Unknown option '%s'\n", argv[option_index]);
- exit(1);
- };
- }
-
- if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
- fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
- exit(1);
- }
- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
- // SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
- SDL_Window *window = SDL_CreateWindow("OpenGL window",
- SDL_WINDOWPOS_UNDEFINED,
- SDL_WINDOWPOS_UNDEFINED,
- 64, 64,
- SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
- SDL_GLContext context = SDL_GL_CreateContext(window);
- assert(context != nullptr);
-
const char *filename0 = argc >= (optind + 1) ? argv[optind] : "test1499.png";
const char *filename1 = argc >= (optind + 2) ? argv[optind + 1] : "test1500.png";
const char *flow_filename = argc >= (optind + 3) ? argv[optind + 2] : "flow.flo";
// Load pictures.
unsigned width1, height1, width2, height2;
- GLuint tex0 = load_texture(filename0, &width1, &height1);
- GLuint tex1 = load_texture(filename1, &width2, &height2);
+ GLuint tex0 = load_texture(filename0, &width1, &height1, WITHOUT_MIPMAPS);
+ GLuint tex1 = load_texture(filename1, &width2, &height2, WITHOUT_MIPMAPS);
if (width1 != width2 || height1 != height2) {
fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
// Set up some PBOs to do asynchronous readback.
GLuint pbos[5];
- glCreateBuffers(5, pbos);
+ glCreateBuffers(5, pbos);
for (int i = 0; i < 5; ++i) {
glNamedBufferData(pbos[i], width1 * height1 * 2 * sizeof(float), nullptr, GL_STREAM_READ);
spare_pbos.push(pbos[i]);
}
- // FIXME: Should be part of DISComputeFlow (but needs to be initialized
- // before all the render passes).
- float vertices[] = {
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 1.0f, 0.0f,
- };
- glCreateBuffers(1, &vertex_vbo);
- glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
int levels = find_num_levels(width1, height1);
GLuint tex0_gray, tex1_gray;
glCreateTextures(GL_TEXTURE_2D, 1, &tex0_gray);
glGenerateTextureMipmap(tex1_gray);
DISComputeFlow compute_flow(width1, height1);
- GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray);
+ GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
schedule_read(final_tex, width1, height1, filename0, filename1, flow_filename, "flow.ppm");
compute_flow.release_texture(final_tex);
const char *filename1 = argv[optind + i * 3 + 1];
const char *flow_filename = argv[optind + i * 3 + 2];
GLuint width, height;
- GLuint tex0 = load_texture(filename0, &width, &height);
+ GLuint tex0 = load_texture(filename0, &width, &height, WITHOUT_MIPMAPS);
if (width != width1 || height != height1) {
fprintf(stderr, "%s: Image dimensions don't match (%dx%d versus %dx%d)\n",
filename0, width, height, width1, height1);
glGenerateTextureMipmap(tex0_gray);
glDeleteTextures(1, &tex0);
- GLuint tex1 = load_texture(filename1, &width, &height);
+ GLuint tex1 = load_texture(filename1, &width, &height, WITHOUT_MIPMAPS);
if (width != width1 || height != height1) {
fprintf(stderr, "%s: Image dimensions don't match (%dx%d versus %dx%d)\n",
filename1, width, height, width1, height1);
glGenerateTextureMipmap(tex1_gray);
glDeleteTextures(1, &tex1);
- GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray);
+ GLuint final_tex = compute_flow.exec(tex0_gray, tex1_gray, DISComputeFlow::RESIZE_FLOW_TO_FULL_SIZE);
schedule_read(final_tex, width1, height1, filename0, filename1, flow_filename, "");
compute_flow.release_texture(final_tex);
finish_one_read(width1, height1);
}
}
+
+// Interpolate images based on
+//
+// Herbst, Seitz, Baker: “Occlusion Reasoning for Temporal Interpolation
+// Using Optical Flow”
+//
+// or at least a reasonable subset thereof. Unfinished.
+void interpolate_image(int argc, char **argv, int optind)
+{
+ const char *filename0 = argc >= (optind + 1) ? argv[optind] : "test1499.png";
+ const char *filename1 = argc >= (optind + 2) ? argv[optind + 1] : "test1500.png";
+ //const char *out_filename = argc >= (optind + 3) ? argv[optind + 2] : "interpolated.png";
+
+ // Load pictures.
+ unsigned width1, height1, width2, height2;
+ GLuint tex0 = load_texture(filename0, &width1, &height1, WITH_MIPMAPS);
+ GLuint tex1 = load_texture(filename1, &width2, &height2, WITH_MIPMAPS);
+
+ if (width1 != width2 || height1 != height2) {
+ fprintf(stderr, "Image dimensions don't match (%dx%d versus %dx%d)\n",
+ width1, height1, width2, height2);
+ exit(1);
+ }
+
+ // 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);
+ spare_pbos.push(pbos[i]);
+ }
+
+ DISComputeFlow compute_flow(width1, height1);
+ GrayscaleConversion gray;
+ Interpolate interpolate(width1, height1, finest_level);
+ //Interpolate interpolate(width1, height1, 0);
+
+ 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 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);
+
+ for (int frameno = 1; frameno < 60; ++frameno) {
+ float alpha = frameno / 60.0f;
+ GLuint interpolated_tex = interpolate.exec(tex0, tex1, forward_flow_tex, backward_flow_tex, width1, height1, alpha);
+
+ unique_ptr<uint8_t[]> rgb(new uint8_t[width1 * height1 * 3]);
+ glGetTextureImage(interpolated_tex, 0, GL_RGB, GL_UNSIGNED_BYTE, width1 * height1 * 3, rgb.get());
+
+ char buf[256];
+ snprintf(buf, sizeof(buf), "interp%04d.ppm", frameno);
+ FILE *fp = fopen(buf, "wb");
+ fprintf(fp, "P6\n%d %d\n255\n", width1, height1);
+ for (unsigned y = 0; y < height1; ++y) {
+ unsigned y2 = height1 - 1 - y;
+ fwrite(rgb.get() + y2 * width1 * 3, width1 * 3, 1, fp);
+ }
+ fclose(fp);
+ }
+
+ //schedule_read(interpolated_tex, width1, height1, filename0, filename1, "", "halfflow.ppm");
+ //interpolate.release_texture(interpolated_tex);
+ //finish_one_read(width1, height1);
+}
+
+int main(int argc, char **argv)
+{
+ static const option long_options[] = {
+ { "smoothness-relative-weight", required_argument, 0, 's' }, // alpha.
+ { "intensity-relative-weight", required_argument, 0, 'i' }, // delta.
+ { "gradient-relative-weight", required_argument, 0, 'g' }, // gamma.
+ { "disable-timing", no_argument, 0, 1000 },
+ { "ignore-variational-refinement", no_argument, 0, 1001 }, // Still calculates it, just doesn't apply it.
+ { "interpolate", no_argument, 0, 1002 }
+ };
+
+ for ( ;; ) {
+ int option_index = 0;
+ int c = getopt_long(argc, argv, "s:i:g:", long_options, &option_index);
+
+ if (c == -1) {
+ break;
+ }
+ switch (c) {
+ case 's':
+ vr_alpha = atof(optarg);
+ break;
+ case 'i':
+ vr_delta = atof(optarg);
+ break;
+ case 'g':
+ vr_gamma = atof(optarg);
+ break;
+ case 1000:
+ enable_timing = false;
+ break;
+ case 1001:
+ enable_variational_refinement = false;
+ break;
+ case 1002:
+ enable_interpolation = true;
+ break;
+ default:
+ fprintf(stderr, "Unknown option '%s'\n", argv[option_index]);
+ exit(1);
+ };
+ }
+
+ if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
+ fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
+ exit(1);
+ }
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
+ // SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
+ window = SDL_CreateWindow("OpenGL window",
+ SDL_WINDOWPOS_UNDEFINED,
+ SDL_WINDOWPOS_UNDEFINED,
+ 64, 64,
+ SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
+ SDL_GLContext context = SDL_GL_CreateContext(window);
+ assert(context != nullptr);
+
+ // FIXME: Should be part of DISComputeFlow (but needs to be initialized
+ // before all the render passes).
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f,
+ };
+ glCreateBuffers(1, &vertex_vbo);
+ glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+ if (enable_interpolation) {
+ interpolate_image(argc, argv, optind);
+ } else {
+ compute_flow_only(argc, argv, optind);
+ }
+}