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[Bug 705952] Re: Nona crashs when using GPU for remapping

 

** Tags added: gpu nona

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https://bugs.launchpad.net/bugs/705952

Title:
  Nona crashs when using GPU for remapping

Status in Hugin - Panorama Tools GUI:
  Incomplete

Bug description:
  ===========================================================================
  ***************  Panorama makefile generated by Hugin       ***************
  ===========================================================================
  System information
  ===========================================================================
  Operating System: Windows 7 (6.1 )
  Architecture: x86
  Number of logical processors: 2
  Physical memory: 4192760 kiB (37% occupied)
  Free space on disc: 24137 MiB
  Active codepage: 1252 (Western European Windows)
  ===========================================================================
  Output options
  ===========================================================================
  Hugin Version: 2010.4.0.854952d82c8f built by Matthew Petroff
  Project file: C:\Users\web-seb\AppData\Local\Temp\hug2C53.tmp
  Output prefix: DSC_2356-DSC_2360
  Projection: Cylindrical (1)
  Field of view: 90 x 29
  Canvas dimensions: 11207 x 3736
  Crop area: (39,105) - (11207,2238)
  Output exposure value: 13.51
  Selected outputs
  Normal panorama
  * Blended panorama
  Using GPU for remapping
  ===========================================================================
  Input images
  ===========================================================================
  Number of images in project file: 5
  Number of active images: 4
  Image 0: F:\Bilder\2010\Winter 2010\Ponatest\DSC_2356.jpg
  Image 0: Size 3872x2592, Exposure: 13.30
  Image 1: F:\Bilder\2010\Winter 2010\Ponatest\DSC_2357.jpg
  Image 1: Size 3872x2592, Exposure: 13.28
  Image 2: F:\Bilder\2010\Winter 2010\Ponatest\DSC_2358.jpg
  Image 2: Size 3872x2592, Exposure: 13.55
  Image 4: F:\Bilder\2010\Winter 2010\Ponatest\DSC_2360.jpg
  Image 4: Size 3872x2592, Exposure: 13.74
  ===========================================================================
  Testing programs
  ===========================================================================
  Checking nona...
  nona is ok 
  Checking enblend...
  enblend is ok 
  Checking enfuse...
  enfuse is ok 
  Checking hugin_hdrmerge...
  hugin_hdrmerge is ok 
  Checking exiftool...
  exiftool is ok 
  ===========================================================================
  Stitching panorama
  ===========================================================================
  "C:/Program Files/Hugin/bin/nona" -g  -z LZW -r ldr -m TIFF_m -o "DSC_2356-DSC_2360" -i 0 "C:/Users/web-seb/AppData/Local/Temp/hug2C53.tmp"
  nona: using graphics card: NVIDIA Corporation GeForce 6600 LE/PCI/SSE2
  destStart=[7845, 105]
  destEnd=[11213, 2238]
  destSize=[(3368, 2133)]
  srcSize=[(3872, 2592)]
  srcBuffer=070C0020
  srcAlphaBuffer=00000000
  destBuffer=08D80020
  destAlphaBuffer=0A210020
  destGLInternalFormat=GL_RGBA8
  destGLFormat=GL_RGB
  destGLType=GL_UNSIGNED_BYTE
  srcGLInternalFormat=GL_RGBA8
  srcGLFormat=GL_RGB
  srcGLType=GL_UNSIGNED_BYTE
  srcAlphaGLType=GL_BYTE
  destAlphaGLType=GL_UNSIGNED_BYTE
  warparound=0
  needsAtanWorkaround=0
  maxTextureSize=4096
  Source chunks:
      [(0, 0) to (3872, 2592) = (3872x2592)]
  Dest chunks:
      [(0, 0) to (1684, 1067) = (1684x1067)]
      [(1684, 0) to (3368, 1067) = (1684x1067)]
      [(0, 1067) to (1684, 2133) = (1684x1066)]
      [(1684, 1067) to (3368, 2133) = (1684x1066)]
  Total GPU memory used: 149314000
  Interpolator chunks:
      [(0, 0) to (4, 4) = (4x4)]
  #version 110
  #extension GL_ARB_texture_rectangle : enable
  uniform sampler2DRect SrcTexture;
  float sinh(in float x) { return (exp(x) - exp(-x)) / 2.0; }
  float cosh(in float x) { return (exp(x) + exp(-x)) / 2.0; }
  float atan2_xge0(const in float y, const in float x) {
      return atan(y, x);
  }
  float atan2_safe(const in float y, const in float x) {
      return atan(y, x);
  }
  float atan_safe(const in float yx) {
      return atan(yx);
  }
  void main(void)
  {
      float discardA = 1.0;
      float discardB = 0.0;
      vec2 src = gl_TexCoord[0].st;
      src -= vec2(5603.5000000000000000, 1868.0000000000000000);

      // erect_pano(7134.5977889234846000)
      src.t = 7134.5977889234846000 * atan_safe(src.t / 7134.5977889234846000);

      // rotate_erect(22414.000000000000000, -3983.4964056761296000)
      {
          src.s += -3983.4964056761296000;
          float w = (abs(src.s) > 22414.000000000000000) ? 1.0 : 0.0;
          float n = (src.s < 0.0) ? 0.5 : -0.5;
          src.s += w * -44828.000000000000000 * ceil(src.s / 44828.000000000000000 + n);
      }

      // sphere_tp_erect(7134.5977889234846000)
      {
          float phi = src.s / 7134.5977889234846000;
          float theta = -src.t / 7134.5977889234846000 + 1.5707963267948966000;
          if (theta < 0.0) {
              theta = -theta;
              phi += 3.1415926535897931000;
          }
          if (theta > 3.1415926535897931000) {
              theta = 3.1415926535897931000 - (theta - 3.1415926535897931000);
              phi += 3.1415926535897931000;
          }
          float s = sin(theta);
          vec2 v = vec2(s * sin(phi), cos(theta));
          float r = length(v);
          theta = 7134.5977889234846000 * atan2_safe(r, s * cos(phi));
          src = v * (theta / r);
      }

      // persp_sphere(7134.5977889234846000)
      {
          mat3 m = mat3(0.99999422706089558000, -0.0033808989395205978000, -0.00033965753742419075000,
                        0.0033979177273707746000, 0.99498566270847988000, 0.099959917765498105000,
                        0.00000000000000000000, -0.099960494831347613000, 0.99499140673328035000);
          float r = length(src);
          float theta = r / 7134.5977889234846000;
          float s = 0.0;
          if (r != 0.0) s = sin(theta) / r;
          vec3 v = vec3(s * src.s, s * src.t, cos(theta));
          vec3 u = v * m;
          r = length(u.st);
          theta = 0.0;
          if (r != 0.0) theta = 7134.5977889234846000 * atan2_safe(r, u.p) / r;
          src = theta * u.st;
      }

      // rect_sphere_tp(7134.5977889234846000)
      {
          float r = length(src);
          float theta = r / 7134.5977889234846000;
          float rho = 0.0;
          if (theta >= 1.5707963267948966000) rho = 1.6e16;
          else if (theta == 0.0) rho = 1.0;
          else rho = tan(theta) / theta;
          src *= rho;
      }

      // resize(1.1320803173325249000, 1.1320803173325249000)
      src *= vec2(1.1320803173325249000, 1.1320803173325249000);

      // radial(0.99106007558674070000, 0.00000000000000000000, 0.0089399244132592603000, 0.00000000000000000000, 1296.0000000000000000, 1000.0000000000000000)
      {
          float r = length(src) / 1296.0000000000000000;
          float scale = 1000.0; 
          if (r < 1000.0000000000000000) {
              scale = ((0.00000000000000000000 * r + 0.0089399244132592603000) * r + 0.00000000000000000000) * r + 0.99106007558674070000;
          }
          src *= scale;
      }

      src += vec2(1935.5000000000000000, 1295.5000000000000000);

      src = src * discardA + vec2(-1000.0, -1000.0) * discardB;
      gl_FragColor = vec4(src.s, 0.0, 0.0, src.t);
  }
  #version 110
  #extension GL_ARB_texture_rectangle : enable
  uniform sampler2DRect CoordTexture;
  uniform sampler2DRect SrcTexture;
  uniform sampler2DRect AccumTexture;
  uniform vec2 SrcUL;
  uniform vec2 SrcLR;
  uniform vec2 KernelUL;
  uniform vec2 KernelWH;
  float w(const in float i, const in float f) {
      float A = -0.75000000000000000000;
      float c = abs(i - 1.0);
      float m = (i > 1.0) ? -1.0 : 1.0;
      float p = c + m * f;
      if (i == 1.0 || i == 2.0) {
          return (( A + 2.0 )*p - ( A + 3.0 ))*p*p + 1.0;
      } else {
          return (( A * p - 5.0 * A ) * p + 8.0 * A ) * p - 4.0 * A;
      }
  }
  void main(void)
  {
      vec2 src = texture2DRect(CoordTexture, gl_TexCoord[0].st).sq;
      vec4 accum = texture2DRect(AccumTexture, gl_TexCoord[0].st);

      src -= SrcUL;
      vec2 t = floor(src) + -0.50000000000000000000;
      vec2 f = fract(src);
      vec2 k = vec2(0.0, 0.0);

      for (float ky = 0.0; ky < 4.0000000000000000000; ky += 1.0) {
          k.t = ky + KernelUL.t;
          float wy = w(k.t, f.t);
          for (float kx = 0.0; kx < 4.0000000000000000000; kx += 1.0) {
              k.s = kx + KernelUL.s;
              float wx = w(k.s, f.s);
              vec2 ix = t + k;
              vec4 sp = texture2DRect(SrcTexture, ix);
              float weight = wx * wy * sp.a;
              accum += sp * weight;
          }
      }

      gl_FragColor = accum;
  }

  #version 120
  #extension GL_ARB_texture_rectangle : enable
  uniform sampler2DRect NormTexture;
  uniform sampler2DRect CoordTexture;
  uniform sampler2DRect InvLutTexture;
  uniform sampler2DRect DestLutTexture;
  void main(void)
  {
      // Normalization
      vec4 n = texture2DRect(NormTexture, gl_TexCoord[0].st);
      vec4 p = vec4(0.0, 0.0, 0.0, 0.0);
      if (n.a >= 0.2) p = n / n.a;

      // Photometric
      // invLutSize = 256.00000000000000000
      // pixelMax = 255.00000000000000000
      // destLutSize = 1024.0000000000000000
      // destExposure = 8.5940637232047938000e-005
      // srcExposure = 9.9186669759203930000e-005
      // whiteBalanceRed = 1.0000000000000000000
      // whiteBalanceBlue = 1.0000000000000000000
      p.rgb = p.rgb * 255.00000000000000000;
      vec2 invR = texture2DRect(InvLutTexture, vec2(p.r, 0.0)).sq;
      vec2 invG = texture2DRect(InvLutTexture, vec2(p.g, 0.0)).sq;
      vec2 invB = texture2DRect(InvLutTexture, vec2(p.b, 0.0)).sq;
      vec3 invX = vec3(invR.x, invG.x, invB.x);
      vec3 invY = vec3(invR.y, invG.y, invB.y);
      vec3 invA = fract(p.rgb);
      p.rgb = mix(invX, invY, invA);
      // VigCorrMode=VIGCORR_RADIAL
      float vig = 1.0;
      {
          vec2 vigCorrCenter = vec2(1935.5000000000000000, 1295.5000000000000000);
          float radiusScale=0.00042923151604752391000;
          float radialVigCorrCoeff0 = 1.0000000000000000000;
          float radialVigCorrCoeff1 = -0.10335922565331300000;
          float radialVigCorrCoeff2 = -0.017016817010169698000;
          float radialVigCorrCoeff3 = 0.00047396845014202599000;
          vec2 src = texture2DRect(CoordTexture, gl_TexCoord[0].st).sq;
          vec2 d = src - vigCorrCenter;
          d *= radiusScale;
          vig = radialVigCorrCoeff0;
          float r2 = dot(d, d);
          float r = r2;
          vig += radialVigCorrCoeff1 * r;
          r *= r2;
          vig += radialVigCorrCoeff2 * r;
          r *= r2;
          vig += radialVigCorrCoeff3 * r;
      }
      vec3 exposure_whitebalance = vec3(0.86645350066381432000, 0.86645350066381432000, 0.86645350066381432000);
      p.rgb = (p.rgb * exposure_whitebalance) / vig;
      p.rgb = p.rgb * 1023.0000000000000000;
      vec2 destR = texture2DRect(DestLutTexture, vec2(p.r, 0.0)).sq;
      vec2 destG = texture2DRect(DestLutTexture, vec2(p.g, 0.0)).sq;
      vec2 destB = texture2DRect(DestLutTexture, vec2(p.b, 0.0)).sq;
      vec3 destX = vec3(destR.x, destG.x, destB.x);
      vec3 destY = vec3(destR.y, destG.y, destB.y);
      vec3 destA = fract(p.rgb);
      p.rgb = mix(destX, destY, destA);

      gl_FragColor = p;
  }

  gpu shader program compile time = 0.125
  nona: GL error: Framebuffer incomplete, incomplete attachment in: ..\..\..\hugin-2010.4.0_rc3\src\hugin_base\vigra_ext\ImageTransformsGPU.cpp:713
  make: *** [DSC_2356-DSC_23600000.tif] Error 1





References