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fft_input.cpp
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#include <string.h>
#include <assert.h>
#include <epoxy/gl.h>
#include <fftw3.h>
#include "effect_util.h"
#include "fp16.h"
#include "fft_input.h"
#include "resource_pool.h"
#include "util.h"
using namespace std;
namespace movit {
FFTInput::FFTInput(unsigned width, unsigned height)
: texture_num(0),
fft_width(width),
fft_height(height),
convolve_width(width),
convolve_height(height),
pixel_data(nullptr)
{
register_int("fft_width", &fft_width);
register_int("fft_height", &fft_height);
register_uniform_sampler2d("tex", &uniform_tex);
}
FFTInput::~FFTInput()
{
if (texture_num != 0) {
resource_pool->release_2d_texture(texture_num);
}
}
void FFTInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
{
glActiveTexture(GL_TEXTURE0 + *sampler_num);
check_error();
if (texture_num == 0) {
assert(pixel_data != nullptr);
// Do the FFT. Our FFTs should typically be small enough and
// the data changed often enough that FFTW_ESTIMATE should be
// quite OK. Otherwise, we'd need to worry about caching these
// plans (possibly including FFTW wisdom).
fftw_complex *in = (fftw_complex *)fftw_malloc(sizeof(fftw_complex) * fft_width * fft_height);
fftw_complex *out = (fftw_complex *)fftw_malloc(sizeof(fftw_complex) * fft_width * fft_height);
fftw_plan p = fftw_plan_dft_2d(fft_height, fft_width, in, out, FFTW_FORWARD, FFTW_ESTIMATE);
// Zero pad.
for (int i = 0; i < fft_height * fft_width; ++i) {
in[i][0] = 0.0;
in[i][1] = 0.0;
}
for (unsigned y = 0; y < convolve_height; ++y) {
for (unsigned x = 0; x < convolve_width; ++x) {
int i = y * fft_width + x;
in[i][0] = pixel_data[y * convolve_width + x];
in[i][1] = 0.0;
}
}
fftw_execute(p);
// Convert to fp16.
fp16_int_t *kernel = new fp16_int_t[fft_width * fft_height * 2];
for (int i = 0; i < fft_width * fft_height; ++i) {
kernel[i * 2 + 0] = fp32_to_fp16(out[i][0]);
kernel[i * 2 + 1] = fp32_to_fp16(out[i][1]);
}
// (Re-)upload the texture.
texture_num = resource_pool->create_2d_texture(GL_RG16F, fft_width, fft_height);
glBindTexture(GL_TEXTURE_2D, texture_num);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
check_error();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
check_error();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fft_width, fft_height, GL_RG, GL_HALF_FLOAT, kernel);
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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();
fftw_free(in);
fftw_free(out);
delete[] kernel;
} else {
glBindTexture(GL_TEXTURE_2D, texture_num);
check_error();
}
// Bind it to a sampler.
uniform_tex = *sampler_num;
++*sampler_num;
}
string FFTInput::output_fragment_shader()
{
return string("#define FIXUP_SWAP_RB 0\n#define FIXUP_RED_TO_GRAYSCALE 0\n") +
read_file("flat_input.frag");
}
void FFTInput::invalidate_pixel_data()
{
if (texture_num != 0) {
resource_pool->release_2d_texture(texture_num);
texture_num = 0;
}
}
bool FFTInput::set_int(const std::string& key, int value)
{
if (key == "needs_mipmaps") {
// We cannot supply mipmaps; it would not make any sense for FFT data.
return (value == 0);
}
if (key == "fft_width") {
if (value < int(convolve_width)) {
return false;
}
invalidate_pixel_data();
}
if (key == "fft_height") {
if (value < int(convolve_height)) {
return false;
}
invalidate_pixel_data();
}
return Effect::set_int(key, value);
}
} // namespace movit