vec4 GpuParrallelReductionApp::findMindMax()
{
	// init the programs, fbo and texture used for the parrallel reduction
	static gl::FboRef sReductionFbo, sReadFbo;
	static gl::Texture2dRef sReductionTexture0;
	static gl::GlslProgRef sReductionProg, sCopyProg;
	auto startingSize		= mFbo->getSize() / 2;
	if( !sReductionFbo || sReductionFbo->getSize() != startingSize ) {
		sReductionTexture0	= gl::Texture2d::create( startingSize.x, startingSize.y, gl::Texture2d::Format().minFilter( GL_NEAREST_MIPMAP_NEAREST ).magFilter( GL_NEAREST ).mipmap().immutableStorage() );
		sReductionFbo		= gl::Fbo::create( startingSize.x, startingSize.y, gl::Fbo::Format()
											  .attachment( GL_COLOR_ATTACHMENT0, sReductionTexture0 )
											  .disableDepth() );
		sReductionProg		= gl::GlslProg::create( loadAsset( "minMax.vert" ), loadAsset( "minMax.frag" ) );
	}
	// start reduction profiling
	static auto sTimer0 = gl::QueryTimeSwapped::create();
	sTimer0->begin();
	
	// attach the main level of the texture
	gl::ScopedFramebuffer scopedFbo( sReductionFbo );
	glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sReductionTexture0->getId(), 0 );
	
	// start by blitting the main fbo into the reduction one
	mFbo->blitTo( sReductionFbo, mFbo->getBounds(), sReductionFbo->getBounds(), GL_NEAREST );
	
	
	// bind the reduction program and texture and disable blending
	gl::ScopedMatrices scopedMatrices;
	gl::ScopedGlslProg scopedGlsl( sReductionProg );
	gl::ScopedBlend scopedBlend( false );
	gl::ScopedTextureBind scopedTexBind0( sReductionTexture0, 0 );
	sReductionProg->uniform( "uTex0", 0 );
	
	// iterate trough each mipmap level
	int numMipMaps = gl::Texture2d::requiredMipLevels( startingSize.x, startingSize.y, 0 );
	for( int level = 1;	level < numMipMaps; ++level ) {
		// attach the current mipmap level to the framebuffer and limit texture sampling to the previous level
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level - 1 );
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level - 1 );
		glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sReductionTexture0->getId(), level );
		
		// get the current mipmap size and update uniforms
		vec2 size = gl::Texture2d::calcMipLevelSize( level, sReductionFbo->getWidth(), sReductionFbo->getHeight() );
		sReductionProg->uniform( "uInvSize", vec2( 1.0f ) / vec2( size ) );
		
		// render a fullscreen quad
		gl::ScopedViewport scopedViewport( ivec2( 0 ), size );
		gl::setMatricesWindow( size.x, size.y );
		gl::drawSolidRect( Rectf( vec2( 0.0f ), vec2( size ) ) );
	}
	// stop reduction profiling
	sTimer0->end();
	mReductionTime = sTimer0->getElapsedMilliseconds();
	
	// start readback profiling
	static auto sTimer1 = gl::QueryTimeSwapped::create();
	sTimer1->begin();
	
	// read back to the cpu and find the max value
	vec4 max( 0.0f );
	ivec2 readSize = gl::Texture2d::calcMipLevelSize( numMipMaps - 1, startingSize.x, startingSize.y );
	Surface8u surface( readSize.x, readSize.y, true );
	glGetTexImage( sReductionTexture0->getTarget(), numMipMaps - 1, GL_RGBA, GL_UNSIGNED_BYTE, surface.getData() );
	auto it = surface.getIter();
	while( it.line() ) { while( it.pixel() ) {
		max = glm::max( max, vec4( it.r(), it.g(), it.b(), it.a() ) );
	} }
	
	// stop readback profiling
	sTimer1->end();
	mReadBackTime = sTimer1->getElapsedMilliseconds();
	
	return max;
}
예제 #2
0
void PTWeekend::cleanup()
{
    GLuint textureName = imgTex->getId();
    glDeleteTextures(1, &textureName);
}