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// Three-lobed Lanczos, the most common choice.
// Note that if you change this, the accuracy for LANCZOS_TABLE_SIZE
// needs to be recomputed.
#define LANCZOS_RADIUS 3.0f
#include <epoxy/gl.h>
#include <assert.h>
#include <limits.h>
#include <math.h>
#include <stdio.h>
#include <algorithm>
#include <mutex>
#include <Eigen/Sparse>
#include <Eigen/SparseQR>
#include <Eigen/OrderingMethods>
#include "effect_chain.h"
#include "effect_util.h"
#include "fp16.h"
#include "init.h"
#include "resample_effect.h"
#include "util.h"
using namespace Eigen;
using namespace std;
namespace movit {
namespace {
float sinc(float x)
{
if (fabs(x) < 1e-6) {
return 1.0f - fabs(x);
} else {
return sin(x) / x;
}
}
float lanczos_weight(float x)
{
if (fabs(x) > LANCZOS_RADIUS) {
return 0.0f;
} else {
return sinc(M_PI * x) * sinc((M_PI / LANCZOS_RADIUS) * x);
}
}
// The weight function can be expensive to compute over and over again
// (which will happen during e.g. a zoom), but it is also easy to interpolate
// linearly. We compute the right half of the function (in the range of
// 0..LANCZOS_RADIUS), with two guard elements for easier interpolation, and
// linearly interpolate to get our function.
//
// We want to scale the table so that the maximum error is always smaller
// than 1e-6. As per http://www-solar.mcs.st-andrews.ac.uk/~clare/Lectures/num-analysis/Numan_chap3.pdf,
// the error for interpolating a function linearly between points [a,b] is
//
// e = 1/2 (x-a)(x-b) f''(u_x)
//
// for some point u_x in [a,b] (where f(x) is our Lanczos function; we're
// assuming LANCZOS_RADIUS=3 from here on). Obviously this is bounded by
// f''(x) over the entire range. Numeric optimization shows the maximum of
// |f''(x)| to be in x=1.09369819474562880, with the value 2.40067758733152381.
// So if the steps between consecutive values are called d, we get
//
// |e| <= 1/2 (d/2)^2 2.4007
// |e| <= 0.1367 d^2
//
// Solve for e = 1e-6 yields a step size of 0.0027, which to cover the range
// 0..3 needs 1109 steps. We round up to the next power of two, just to be sure.
//
// You need to call lanczos_table_init_done before the first call to
// lanczos_weight_cached.
#define LANCZOS_TABLE_SIZE 2048
static once_flag lanczos_table_init_done;
float lanczos_table[LANCZOS_TABLE_SIZE + 2];
void init_lanczos_table()
{
for (unsigned i = 0; i < LANCZOS_TABLE_SIZE + 2; ++i) {
lanczos_table[i] = lanczos_weight(float(i) * (LANCZOS_RADIUS / LANCZOS_TABLE_SIZE));
}
}
float lanczos_weight_cached(float x)
{
x = fabs(x);
if (x > LANCZOS_RADIUS) {
return 0.0f;
}
float table_pos = x * (LANCZOS_TABLE_SIZE / LANCZOS_RADIUS);
unsigned table_pos_int = int(table_pos); // Truncate towards zero.
float table_pos_frac = table_pos - table_pos_int;
assert(table_pos < LANCZOS_TABLE_SIZE + 2);
return lanczos_table[table_pos_int] +
table_pos_frac * (lanczos_table[table_pos_int + 1] - lanczos_table[table_pos_int]);
}
// Euclid's algorithm, from Wikipedia.
unsigned gcd(unsigned a, unsigned b)
{
while (b != 0) {
unsigned t = b;
b = a % b;
a = t;
}
return a;
}
template<class DestFloat>
unsigned combine_samples(const Tap<float> *src, Tap<DestFloat> *dst, float num_subtexels, float inv_num_subtexels, unsigned num_src_samples, unsigned max_samples_saved, float pos1_pos2_diff, float inv_pos1_pos2_diff)
{
// Cut off near-zero values at both sides.
unsigned num_samples_saved = 0;
while (num_samples_saved < max_samples_saved &&
num_src_samples > 0 &&
fabs(src[0].weight) < 1e-6) {
++src;
--num_src_samples;
++num_samples_saved;
}
while (num_samples_saved < max_samples_saved &&
num_src_samples > 0 &&
fabs(src[num_src_samples - 1].weight) < 1e-6) {
--num_src_samples;
++num_samples_saved;
}
for (unsigned i = 0, j = 0; i < num_src_samples; ++i, ++j) {
// Copy the sample directly; it will be overwritten later if we can combine.
if (dst != nullptr) {
dst[j].weight = convert_float<float, DestFloat>(src[i].weight);
dst[j].pos = convert_float<float, DestFloat>(src[i].pos);
}
if (i == num_src_samples - 1) {
// Last sample; cannot combine.
continue;
}
assert(num_samples_saved <= max_samples_saved);
if (num_samples_saved == max_samples_saved) {
// We could maybe save more here, but other rows can't, so don't bother.
continue;
}
float w1 = src[i].weight;
float w2 = src[i + 1].weight;
if (w1 * w2 < 0.0f) {
// Differing signs; cannot combine.
continue;
}
float pos1 = src[i].pos;
float pos2 = src[i + 1].pos;
assert(pos2 > pos1);
DestFloat pos, total_weight;
float sum_sq_error;
combine_two_samples(w1, w2, pos1, pos1_pos2_diff, inv_pos1_pos2_diff, num_subtexels, inv_num_subtexels, &pos, &total_weight, &sum_sq_error);
// If the interpolation error is larger than that of about sqrt(2) of
// a level at 8-bit precision, don't combine. (You'd think 1.0 was enough,
// but since the artifacts are not really random, they can get quite
// visible. On the other hand, going to 0.25f, I can see no change at
// all with 8-bit output, so it would not seem to be worth it.)
if (sum_sq_error > 0.5f / (255.0f * 255.0f)) {
continue;
}
// OK, we can combine this and the next sample.
if (dst != nullptr) {
dst[j].weight = total_weight;
dst[j].pos = pos;
}
++i; // Skip the next sample.
++num_samples_saved;
}
return num_samples_saved;
}
// Normalize so that the sum becomes one. Note that we do it twice;
// this sometimes helps a tiny little bit when we have many samples.
template<class T>
void normalize_sum(Tap<T>* vals, unsigned num)
{
for (int normalize_pass = 0; normalize_pass < 2; ++normalize_pass) {
float sum = 0.0;
for (unsigned i = 0; i < num; ++i) {
sum += to_fp32(vals[i].weight);
}
float inv_sum = 1.0 / sum;
for (unsigned i = 0; i < num; ++i) {
vals[i].weight = from_fp32<T>(to_fp32(vals[i].weight) * inv_sum);
}
}
}
// Make use of the bilinear filtering in the GPU to reduce the number of samples
// we need to make. This is a bit more complex than BlurEffect since we cannot combine
// two neighboring samples if their weights have differing signs, so we first need to
// figure out the maximum number of samples. Then, we downconvert all the weights to
// that number -- we could have gone for a variable-length system, but this is simpler,
// and the gains would probably be offset by the extra cost of checking when to stop.
//
// The greedy strategy for combining samples is optimal.
template<class DestFloat>
unsigned combine_many_samples(const Tap<float> *weights, unsigned src_size, unsigned src_samples, unsigned dst_samples, unique_ptr<Tap<DestFloat>[]> *bilinear_weights)
{
float num_subtexels = src_size / movit_texel_subpixel_precision;
float inv_num_subtexels = movit_texel_subpixel_precision / src_size;
float pos1_pos2_diff = 1.0f / src_size;
float inv_pos1_pos2_diff = src_size;
unsigned max_samples_saved = UINT_MAX;
for (unsigned y = 0; y < dst_samples && max_samples_saved > 0; ++y) {
unsigned num_samples_saved = combine_samples<DestFloat>(weights + y * src_samples, nullptr, num_subtexels, inv_num_subtexels, src_samples, max_samples_saved, pos1_pos2_diff, inv_pos1_pos2_diff);
max_samples_saved = min(max_samples_saved, num_samples_saved);
}
// Now that we know the right width, actually combine the samples.
unsigned src_bilinear_samples = src_samples - max_samples_saved;
bilinear_weights->reset(new Tap<DestFloat>[dst_samples * src_bilinear_samples]);
for (unsigned y = 0; y < dst_samples; ++y) {
Tap<DestFloat> *bilinear_weights_ptr = bilinear_weights->get() + y * src_bilinear_samples;
unsigned num_samples_saved = combine_samples(
weights + y * src_samples,
bilinear_weights_ptr,
num_subtexels,
inv_num_subtexels,
src_samples,
max_samples_saved,
pos1_pos2_diff,
inv_pos1_pos2_diff);
assert(num_samples_saved == max_samples_saved);
normalize_sum(bilinear_weights_ptr, src_bilinear_samples);
}
return src_bilinear_samples;
}
// Compute the sum of squared errors between the ideal weights (which are
// assumed to fall exactly on pixel centers) and the weights that result
// from sampling at <bilinear_weights>. The primary reason for the difference
// is inaccuracy in the sampling positions, both due to limited precision
// in storing them (already inherent in sending them in as fp16_int_t)
// and in subtexel sampling precision (which we calculate in this function).
template<class T>
double compute_sum_sq_error(const Tap<float>* weights, unsigned num_weights,
const Tap<T>* bilinear_weights, unsigned num_bilinear_weights,
unsigned size)
{
// Find the effective range of the bilinear-optimized kernel.
// Due to rounding of the positions, this is not necessarily the same
// as the intended range (ie., the range of the original weights).
int lower_pos = int(floor(to_fp32(bilinear_weights[0].pos) * size - 0.5f));
int upper_pos = int(ceil(to_fp32(bilinear_weights[num_bilinear_weights - 1].pos) * size - 0.5f)) + 2;
lower_pos = min<int>(lower_pos, lrintf(weights[0].pos * size - 0.5f));
upper_pos = max<int>(upper_pos, lrintf(weights[num_weights - 1].pos * size - 0.5f) + 1);
float* effective_weights = new float[upper_pos - lower_pos];
for (int i = 0; i < upper_pos - lower_pos; ++i) {
effective_weights[i] = 0.0f;
}
// Now find the effective weights that result from this sampling.
for (unsigned i = 0; i < num_bilinear_weights; ++i) {
const float pixel_pos = to_fp32(bilinear_weights[i].pos) * size - 0.5f;
const int x0 = int(floor(pixel_pos)) - lower_pos;
const int x1 = x0 + 1;
const float f = lrintf((pixel_pos - (x0 + lower_pos)) / movit_texel_subpixel_precision) * movit_texel_subpixel_precision;
assert(x0 >= 0);
assert(x1 >= 0);
assert(x0 < upper_pos - lower_pos);
assert(x1 < upper_pos - lower_pos);
effective_weights[x0] += to_fp32(bilinear_weights[i].weight) * (1.0f - f);
effective_weights[x1] += to_fp32(bilinear_weights[i].weight) * f;
}
// Subtract the desired weights to get the error.
for (unsigned i = 0; i < num_weights; ++i) {
const int x = lrintf(weights[i].pos * size - 0.5f) - lower_pos;
assert(x >= 0);
assert(x < upper_pos - lower_pos);
effective_weights[x] -= weights[i].weight;
}
double sum_sq_error = 0.0;
for (unsigned i = 0; i < num_weights; ++i) {
sum_sq_error += effective_weights[i] * effective_weights[i];
}
delete[] effective_weights;
return sum_sq_error;
}
} // namespace
ResampleEffect::ResampleEffect()
: input_width(1280),
input_height(720),
offset_x(0.0f), offset_y(0.0f),
zoom_x(1.0f), zoom_y(1.0f),
zoom_center_x(0.5f), zoom_center_y(0.5f)
{
register_int("width", &output_width);
register_int("height", &output_height);
// The first blur pass will forward resolution information to us.
hpass_owner.reset(new SingleResamplePassEffect(this));
hpass = hpass_owner.get();
CHECK(hpass->set_int("direction", SingleResamplePassEffect::HORIZONTAL));
vpass_owner.reset(new SingleResamplePassEffect(this));
vpass = vpass_owner.get();
CHECK(vpass->set_int("direction", SingleResamplePassEffect::VERTICAL));
update_size();
}
ResampleEffect::~ResampleEffect()
{
}
void ResampleEffect::rewrite_graph(EffectChain *graph, Node *self)
{
Node *hpass_node = graph->add_node(hpass_owner.release());
Node *vpass_node = graph->add_node(vpass_owner.release());
graph->connect_nodes(hpass_node, vpass_node);
graph->replace_receiver(self, hpass_node);
graph->replace_sender(self, vpass_node);
self->disabled = true;
}
// We get this information forwarded from the first blur pass,
// since we are not part of the chain ourselves.
void ResampleEffect::inform_input_size(unsigned input_num, unsigned width, unsigned height)
{
assert(input_num == 0);
assert(width != 0);
assert(height != 0);
input_width = width;
input_height = height;
update_size();
}
void ResampleEffect::update_size()
{
bool ok = true;
ok |= hpass->set_int("input_width", input_width);
ok |= hpass->set_int("input_height", input_height);
ok |= hpass->set_int("output_width", output_width);
ok |= hpass->set_int("output_height", input_height);
ok |= vpass->set_int("input_width", output_width);
ok |= vpass->set_int("input_height", input_height);
ok |= vpass->set_int("output_width", output_width);
ok |= vpass->set_int("output_height", output_height);
assert(ok);
// The offset added due to zoom may have changed with the size.
update_offset_and_zoom();
}
void ResampleEffect::update_offset_and_zoom()
{
bool ok = true;
// Zoom from the right origin. (zoom_center is given in normalized coordinates,
// i.e. 0..1.)
float extra_offset_x = zoom_center_x * (1.0f - 1.0f / zoom_x) * input_width;
float extra_offset_y = (1.0f - zoom_center_y) * (1.0f - 1.0f / zoom_y) * input_height;
ok |= hpass->set_float("offset", extra_offset_x + offset_x);
ok |= vpass->set_float("offset", extra_offset_y - offset_y); // Compensate for the bottom-left origin.
ok |= hpass->set_float("zoom", zoom_x);
ok |= vpass->set_float("zoom", zoom_y);
assert(ok);
}
bool ResampleEffect::set_float(const string &key, float value) {
if (key == "width") {
output_width = value;
update_size();
return true;
}
if (key == "height") {
output_height = value;
update_size();
return true;
}
if (key == "top") {
offset_y = value;
update_offset_and_zoom();
return true;
}
if (key == "left") {
offset_x = value;
update_offset_and_zoom();
return true;
}
if (key == "zoom_x") {
if (value <= 0.0f) {
return false;
}
zoom_x = value;
update_offset_and_zoom();
return true;
}
if (key == "zoom_y") {
if (value <= 0.0f) {
return false;
}
zoom_y = value;
update_offset_and_zoom();
return true;
}
if (key == "zoom_center_x") {
zoom_center_x = value;
update_offset_and_zoom();
return true;
}
if (key == "zoom_center_y") {
zoom_center_y = value;
update_offset_and_zoom();
return true;
}
return false;
}
SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent)
: parent(parent),
direction(HORIZONTAL),
input_width(1280),
input_height(720),
offset(0.0),
zoom(1.0),
last_input_width(-1),
last_input_height(-1),
last_output_width(-1),
last_output_height(-1),
last_offset(0.0 / 0.0), // NaN.
last_zoom(0.0 / 0.0) // NaN.
{
register_int("direction", (int *)&direction);
register_int("input_width", &input_width);
register_int("input_height", &input_height);
register_int("output_width", &output_width);
register_int("output_height", &output_height);
register_float("offset", &offset);
register_float("zoom", &zoom);
register_uniform_sampler2d("sample_tex", &uniform_sample_tex);
register_uniform_int("num_samples", &uniform_num_samples);
register_uniform_float("num_loops", &uniform_num_loops);
register_uniform_float("slice_height", &uniform_slice_height);
register_uniform_float("sample_x_scale", &uniform_sample_x_scale);
register_uniform_float("sample_x_offset", &uniform_sample_x_offset);
register_uniform_float("whole_pixel_offset", &uniform_whole_pixel_offset);
call_once(lanczos_table_init_done, init_lanczos_table);
}
SingleResamplePassEffect::~SingleResamplePassEffect()
{
}
string SingleResamplePassEffect::output_fragment_shader()
{
char buf[256];
sprintf(buf, "#define DIRECTION_VERTICAL %d\n", (direction == VERTICAL));
return buf + read_file("resample_effect.frag");
}
// Using vertical scaling as an example:
//
// Generally out[y] = w0 * in[yi] + w1 * in[yi + 1] + w2 * in[yi + 2] + ...
//
// Obviously, yi will depend on y (in a not-quite-linear way), but so will
// the weights w0, w1, w2, etc.. The easiest way of doing this is to encode,
// for each sample, the weight and the yi value, e.g. <yi, w0>, <yi + 1, w1>,
// and so on. For each y, we encode these along the x-axis (since that is spare),
// so out[0] will read from parameters <x,y> = <0,0>, <1,0>, <2,0> and so on.
//
// For horizontal scaling, we fill in the exact same texture;
// the shader just interprets it differently.
void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
{
unsigned src_size, dst_size;
if (direction == SingleResamplePassEffect::HORIZONTAL) {
assert(input_height == output_height);
src_size = input_width;
dst_size = output_width;
} else if (direction == SingleResamplePassEffect::VERTICAL) {
assert(input_width == output_width);
src_size = input_height;
dst_size = output_height;
} else {
assert(false);
}
ScalingWeights weights = calculate_bilinear_scaling_weights(src_size, dst_size, zoom, offset);
src_bilinear_samples = weights.src_bilinear_samples;
num_loops = weights.num_loops;
slice_height = 1.0f / weights.num_loops;
// Encode as a two-component texture. Note the GL_REPEAT.
glActiveTexture(GL_TEXTURE0 + *sampler_num);
check_error();
glBindTexture(GL_TEXTURE_2D, tex.get_texnum());
check_error();
GLenum type, internal_format;
void *pixels;
assert((weights.bilinear_weights_fp16 == nullptr) != (weights.bilinear_weights_fp32 == nullptr));
if (weights.bilinear_weights_fp32 != nullptr) {
type = GL_FLOAT;
internal_format = GL_RG32F;
pixels = weights.bilinear_weights_fp32.get();
} else {
type = GL_HALF_FLOAT;
internal_format = GL_RG16F;
pixels = weights.bilinear_weights_fp16.get();
}
tex.update(weights.src_bilinear_samples, weights.dst_samples, internal_format, GL_RG, type, pixels);
}
namespace {
ScalingWeights calculate_scaling_weights(unsigned src_size, unsigned dst_size, float zoom, float offset)
{
// Only needed if run from outside ResampleEffect.
call_once(lanczos_table_init_done, init_lanczos_table);
// 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.
float scaling_factor;
int num_loops;
if (fabs(zoom - 1.0f) < 1e-6) {
num_loops = gcd(src_size, dst_size);
scaling_factor = float(dst_size) / float(src_size);
} else {
// If zooming is enabled (ie., zoom != 1), we turn off the looping.
// We _could_ perhaps do it for rational zoom levels (especially
// things like 2:1), but it doesn't seem to be worth it, given that
// the most common use case would seem to be varying the zoom
// from frame to frame.
num_loops = 1;
scaling_factor = zoom * float(dst_size) / float(src_size);
}
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:
//
// *
// / \ |
// / \ |
// / \ |
// x---x---x x x---x---x---x
//
// Scaling up (in this case, 2x) means sampling more densely:
//
// *
// / \ |
// / \ |
// / \ |
// x-x-x-x-x-x x x x-x-x-x-x-x-x-x
//
// When scaling up, any destination pixel will only be influenced by a few
// (in this case, two) neighboring pixels, and more importantly, the number
// will not be influenced by the scaling factor. (Note, however, that the
// pixel centers have moved, due to OpenGL's center-pixel convention.)
// The only thing that changes is the weights themselves, as the sampling
// points are at different distances from the original pixels.
//
// Scaling down is a different story:
//
// *
// / \ |
// / \ |
// / \ |
// --x------ x --x-------x--
//
// Again, the pixel centers have moved in a maybe unintuitive fashion,
// although when you consider that there are multiple source pixels around,
// it's not so bad as at first look:
//
// * * * *
// / \ / \ / \ / \ |
// / X X X \ |
// / / \ / \ / \ \ |
// --x-------x-------x-------x--
//
// As you can see, the new pixels become averages of the two neighboring old
// ones (the situation for Lanczos is of course more complex).
//
// Anyhow, in this case we clearly need to look at more source pixels
// to compute the destination pixel, and how many depend on the scaling factor.
// Thus, the kernel width will vary with how much we scale.
float radius_scaling_factor = min(scaling_factor, 1.0f);
const int int_radius = lrintf(LANCZOS_RADIUS / radius_scaling_factor);
const int src_samples = int_radius * 2 + 1;
unique_ptr<Tap<float>[]> weights(new Tap<float>[dst_samples * src_samples]);
float subpixel_offset = offset - lrintf(offset); // The part not covered by whole_pixel_offset.
assert(subpixel_offset >= -0.5f && subpixel_offset <= 0.5f);
float inv_scaling_factor = 1.0f / scaling_factor;
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) * inv_scaling_factor - 0.5f;
int base_src_y = lrintf(center_src_y);
// Now sample <int_radius> pixels on each side around that point.
float inv_src_size = 1.0 / float(src_size);
for (int i = 0; i < src_samples; ++i) {
int src_y = base_src_y + i - int_radius;
float weight = lanczos_weight_cached(radius_scaling_factor * (src_y - center_src_y - subpixel_offset));
weights[y * src_samples + i].weight = weight * radius_scaling_factor;
weights[y * src_samples + i].pos = (src_y + 0.5f) * inv_src_size;
}
}
ScalingWeights ret;
ret.src_bilinear_samples = src_samples;
ret.dst_samples = dst_samples;
ret.num_loops = num_loops;
ret.bilinear_weights_fp16 = nullptr;
ret.bilinear_weights_fp32 = move(weights);
return ret;
}
} // namespace
ScalingWeights calculate_bilinear_scaling_weights(unsigned src_size, unsigned dst_size, float zoom, float offset)
{
ScalingWeights ret = calculate_scaling_weights(src_size, dst_size, zoom, offset);
unique_ptr<Tap<float>[]> weights = move(ret.bilinear_weights_fp32);
const int src_samples = ret.src_bilinear_samples;
// Now make use of the bilinear filtering in the GPU to reduce the number of samples
// we need to make. Try fp16 first; if it's not accurate enough, we go to fp32.
// Our tolerance level for total error is a bit higher than the one for invididual
// samples, since one would assume overall errors in the shape don't matter as much.
const float max_error = 2.0f / (255.0f * 255.0f);
unique_ptr<Tap<fp16_int_t>[]> bilinear_weights_fp16;
int src_bilinear_samples = combine_many_samples(weights.get(), src_size, src_samples, ret.dst_samples, &bilinear_weights_fp16);
unique_ptr<Tap<float>[]> bilinear_weights_fp32 = nullptr;
double max_sum_sq_error_fp16 = 0.0;
for (unsigned y = 0; y < ret.dst_samples; ++y) {
double sum_sq_error_fp16 = compute_sum_sq_error(
weights.get() + y * src_samples, src_samples,
bilinear_weights_fp16.get() + y * src_bilinear_samples, src_bilinear_samples,
src_size);
max_sum_sq_error_fp16 = std::max(max_sum_sq_error_fp16, sum_sq_error_fp16);
if (max_sum_sq_error_fp16 > max_error) {
break;
}
}
if (max_sum_sq_error_fp16 > max_error) {
bilinear_weights_fp16.reset();
src_bilinear_samples = combine_many_samples(weights.get(), src_size, src_samples, ret.dst_samples, &bilinear_weights_fp32);
}
ret.src_bilinear_samples = src_bilinear_samples;
ret.bilinear_weights_fp16 = move(bilinear_weights_fp16);
ret.bilinear_weights_fp32 = move(bilinear_weights_fp32);
return ret;
}
void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
assert(input_width > 0);
assert(input_height > 0);
assert(output_width > 0);
assert(output_height > 0);
if (input_width != last_input_width ||
input_height != last_input_height ||
output_width != last_output_width ||
output_height != last_output_height ||
offset != last_offset ||
zoom != last_zoom) {
update_texture(glsl_program_num, prefix, sampler_num);
last_input_width = input_width;
last_input_height = input_height;
last_output_width = output_width;
last_output_height = output_height;
last_offset = offset;
last_zoom = zoom;
}
glActiveTexture(GL_TEXTURE0 + *sampler_num);
check_error();
glBindTexture(GL_TEXTURE_2D, tex.get_texnum());
check_error();
uniform_sample_tex = *sampler_num;
++*sampler_num;
uniform_num_samples = src_bilinear_samples;
uniform_num_loops = num_loops;
uniform_slice_height = slice_height;
// Instructions for how to convert integer sample numbers to positions in the weight texture.
uniform_sample_x_scale = 1.0f / src_bilinear_samples;
uniform_sample_x_offset = 0.5f / src_bilinear_samples;
if (direction == SingleResamplePassEffect::VERTICAL) {
uniform_whole_pixel_offset = lrintf(offset) / float(input_height);
} else {
uniform_whole_pixel_offset = lrintf(offset) / float(input_width);
}
}
Support2DTexture::Support2DTexture()
{
glGenTextures(1, &texnum);
check_error();
glBindTexture(GL_TEXTURE_2D, texnum);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
check_error();
}
Support2DTexture::~Support2DTexture()
{
glDeleteTextures(1, &texnum);
check_error();
}
void Support2DTexture::update(GLint width, GLint height, GLenum internal_format, GLenum format, GLenum type, const GLvoid * data)
{
glBindTexture(GL_TEXTURE_2D, texnum);
check_error();
if (width == last_texture_width &&
height == last_texture_height &&
internal_format == last_texture_internal_format) {
// Texture dimensions and type are unchanged; it is more efficient
// to just update it rather than making an entirely new texture.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, data);
check_error();
} else {
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, data);
check_error();
last_texture_width = width;
last_texture_height = height;
last_texture_internal_format = internal_format;
}
}
} // namespace movit
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