X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resample_effect.cpp;fp=resample_effect.cpp;h=5b016861fafac36d0c55c4133323f1a6315b1846;hp=c0e82f1cb7c757088e2036b78a8d2ea1a34637c2;hb=61f2d34b4b34791d346f3a9954975e4e67229f05;hpb=fb92a4e217a92ecf83b7812cc6933f6f3048b752 diff --git a/resample_effect.cpp b/resample_effect.cpp index c0e82f1..5b01686 100644 --- a/resample_effect.cpp +++ b/resample_effect.cpp @@ -29,6 +29,17 @@ float lanczos_weight(float x, float a) } } +// Euclid's algorithm, from Wikipedia. +unsigned gcd(unsigned a, unsigned b) +{ + while (b != 0) { + unsigned t = b; + b = a % b; + a = t; + } + return a; +} + } // namespace ResampleEffect::ResampleEffect() @@ -143,7 +154,6 @@ std::string SingleResamplePassEffect::output_fragment_shader() // For horizontal scaling, we fill in the exact same texture; // the shader just interprets is differently. // -// TODO: Support optimization of wrapping the sample texture. // TODO: Support optimization using free linear sampling, like in BlurEffect. void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) { @@ -160,6 +170,16 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std assert(false); } + + // For many resamplings (e.g. 640 -> 1280), we will end up with the same + // set of samples over and over again in a loop. Thus, we can compute only + // the first such loop, and then ask the card to repeat the texture for us. + // This is both easier on the texture cache and lowers our CPU cost for + // generating the kernel somewhat. + num_loops = gcd(src_size, dst_size); + slice_height = 1.0f / num_loops; + unsigned dst_samples = dst_size / num_loops; + // Sample the kernel in the right place. A diagram with a triangular kernel // (corresponding to linear filtering, and obviously with radius 1) // for easier ASCII art drawing: @@ -212,8 +232,8 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std float radius_scaling_factor = std::min(float(dst_size) / float(src_size), 1.0f); int int_radius = lrintf(LANCZOS_RADIUS / radius_scaling_factor); src_samples = int_radius * 2 + 1; - float *weights = new float[dst_size * src_samples * 2]; - for (unsigned y = 0; y < dst_size; ++y) { + float *weights = new float[dst_samples * src_samples * 2]; + for (unsigned y = 0; y < dst_samples; ++y) { // Find the point around which we want to sample the source image, // compensating for differing pixel centers as the scale changes. float center_src_y = (y + 0.5f) * float(src_size) / float(dst_size) - 0.5f; @@ -228,8 +248,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std } } - // Encode as a two-component texture. Note the GL_REPEAT, which is not relevant - // right now, but will be later. + // Encode as a two-component texture. Note the GL_REPEAT. glActiveTexture(GL_TEXTURE0 + *sampler_num); check_error(); glBindTexture(GL_TEXTURE_2D, texnum); @@ -240,11 +259,10 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, src_samples, dst_size, 0, GL_RG, GL_FLOAT, weights); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, src_samples, dst_samples, 0, GL_RG, GL_FLOAT, weights); check_error(); delete[] weights; - } void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) @@ -270,6 +288,8 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const std:: set_uniform_int(glsl_program_num, prefix, "sample_tex", *sampler_num); ++sampler_num; set_uniform_int(glsl_program_num, prefix, "num_samples", src_samples); + set_uniform_float(glsl_program_num, prefix, "num_loops", num_loops); + set_uniform_float(glsl_program_num, prefix, "slice_height", slice_height); // Instructions for how to convert integer sample numbers to positions in the weight texture. set_uniform_float(glsl_program_num, prefix, "sample_x_scale", 1.0f / src_samples);