nona returns 234
I was trying to generate a panorama on hugin version 2013.0.0, but nona keeps returning 234. I tried to dig where the problem is, but all I could do is to run the nona command hugin generates:
$ nona -g -r ldr -m TIFF_m -o IMG_3830-IMG_3846 -i 0 /mnt/library/
nona: using graphics card: ATI Technologies Inc. AMD Radeon HD 6320 Graphics
destStart=[140, 406]
destEnd=[2140, 3053]
destSize=[(2000, 2647)]
srcSize=[(4272, 2848)]
srcBuffer=
srcAlphaBuffer=0
destBuffer=
destAlphaBuffer
destGLInternalF
destGLFormat=GL_RGB
destGLType=
srcGLInternalFo
srcGLFormat=GL_RGB
srcGLType=
srcAlphaGLType=
destAlphaGLType
warparound=0
needsAtanWorkar
maxTextureSize=
Source chunks:
[(0, 0) to (4272, 2848) = (4272x2848)]
Dest chunks:
[(0, 0) to (2000, 1324) = (2000x1324)]
[(0, 1324) to (2000, 2647) = (2000x1323)]
Total GPU memory used: 201678592
Interpolator chunks:
[(0, 0) to (4, 4) = (4x4)]
#version 110
#extension GL_ARB_
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) {
if (abs(y) > x) {
return sign(y) * (1.570796326794
} else {
return atan(y, x);
}
}
float atan2_safe(const in float y, const in float x) {
if (x >= 0.0) return atan2_xge0(y, x);
else return (sign(y) * 3.1415926535897
}
float atan_safe(const in float yx) {
if (abs(yx) > 1.0) {
return sign(yx) * (1.570796326794
} else {
return atan(yx);
}
}
void main(void)
{
float discardA = 1.0;
float discardB = 0.0;
vec2 src = gl_TexCoord[0].st;
src -= vec2(6017.
// erect_pano(
src.t = 2453.9313396439
// rotate_
{
src.s += 5011.0142348754
float w = (abs(src.s) > 7709.2526690391
float n = (src.s < 0.0) ? 0.5 : -0.5;
src.s += w * -15418.
}
// sphere_
{
float phi = src.s / 2453.9313396439
float theta = -src.t / 2453.9313396439
if (theta < 0.0) {
theta = -theta;
phi += 3.1415926535897
}
if (theta > 3.1415926535897
theta = 3.1415926535897
phi += 3.1415926535897
}
float s = sin(theta);
vec2 v = vec2(s * sin(phi), cos(theta));
float r = length(v);
theta = 2453.9313396439
src = v * (theta / r);
}
// persp_sphere(
{
mat3 m = mat3(-0.
float r = length(src);
float theta = r / 2453.9313396439
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 = 2453.9313396439
src = theta * u.st;
}
// rect_sphere_
{
float r = length(src);
float theta = r / 2453.9313396439
float rho = 0.0;
if (theta >= 1.5707963267948
else if (theta == 0.0) rho = 1.0;
else rho = tan(theta) / theta;
src *= rho;
}
// resize(
src *= vec2(1.
// radial(
{
float r = length(src) / 1424.0000000000
float scale = 1000.0;
if (r < 4.5921576618644
scale = ((0.00000000000
}
src *= scale;
}
// vert(-0.
src.t += -0.828565178280
// horiz(-
src.s += -110.8661010302
src += vec2(2135.
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_
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 = -0.750000000000
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(
vec4 accum = texture2DRect(
src -= SrcUL;
vec2 t = floor(src) + -0.500000000000
vec2 f = fract(src);
vec2 k = vec2(0.0, 0.0);
for (float ky = 0.0; ky < 4.0000000000000
k.t = ky + KernelUL.t;
float wy = w(k.t, f.t);
for (float kx = 0.0; kx < 4.0000000000000
k.s = kx + KernelUL.s;
float wx = w(k.s, f.s);
vec2 ix = t + k;
vec4 sp = texture2DRect(
float weight = wx * wy * sp.a;
accum += sp * weight;
}
}
gl_FragColor = accum;
}
#version 120
#extension GL_ARB_
uniform sampler2DRect NormTexture;
uniform sampler2DRect CoordTexture;
uniform sampler2DRect InvLutTexture;
uniform sampler2DRect DestLutTexture;
void main(void)
{
// Normalization
vec4 n = texture2DRect(
vec4 p = vec4(0.0, 0.0, 0.0, 0.0);
if (n.a >= 0.2) p = n / n.a;
// Photometric
// invLutSize = 256.00000000000
// pixelMax = 255.00000000000
// destLutSize = 1024.0000000000
// destExposure = 0.0031229171262
// srcExposure = 0.0032653060494
// whiteBalanceRed = 1.0000000000000
// whiteBalanceBlue = 1.0000000000000
p.rgb = p.rgb * 255.00000000000
vec2 invR = texture2DRect(
vec2 invG = texture2DRect(
vec2 invB = texture2DRect(
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=
float vig = 1.0;
{
vec2 vigCorrCenter = vec2(2135.
float radiusScale=
float radialVigCorrCoeff0 = 1.0000000000000
float radialVigCorrCoeff1 = -0.591938271679
float radialVigCorrCoeff2 = 0.5593203808584
float radialVigCorrCoeff3 = -0.374382281307
vec2 src = texture2DRect(
vec2 d = src - vigCorrCenter;
d *= radiusScale;
vig = radialVigCorrCo
float r2 = dot(d, d);
float r = r2;
vig += radialVigCorrCoeff1 * r;
r *= r2;
vig += radialVigCorrCoeff2 * r;
r *= r2;
vig += radialVigCorrCoeff3 * r;
}
vec3 exposure_
p.rgb = (p.rgb * exposure_
p.rgb = p.rgb * 1023.0000000000
vec2 destR = texture2DRect(
vec2 destG = texture2DRect(
vec2 destB = texture2DRect(
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 = 0.554
gpu shader texture/framebuffer setup time = 0.056
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] coord image render time = 0.052
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] source chunk=[(0, 0) to (4272, 2848) = (4272x2848)] src upload = 0.091
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] source chunk=[(0, 0) to (4272, 2848) = (4272x2848)] src render = 0.026
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] source chunk=[(0, 0) to (4272, 2848) = (4272x2848)] interpolation chunk=[(0, 0) to (4, 4) = (4x4)] setup = 0.008
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] source chunk=[(0, 0) to (4272, 2848) = (4272x2848)] interpolation chunk=[(0, 0) to (4, 4) = (4x4)] render = 0.05
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] normalization setup = 0.018
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] normalization render = 0.018
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] dest rgb disassembly setup = 0.007
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] dest rgb disassembly render = 0.012
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] rgb readback = 0.054
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] dest alpha disassembly setup = 0.001
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] dest alpha disassembly render = 0.006
gpu dest chunk=[(0, 0) to (2000, 1324) = (2000x1324)] alpha readback = 0.03
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] coord image render time = 0.043
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] source chunk=[(0, 0) to (4272, 2848) = (4272x2848)] interpolation chunk=[(0, 0) to (4, 4) = (4x4)] setup = 0.006
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] source chunk=[(0, 0) to (4272, 2848) = (4272x2848)] interpolation chunk=[(0, 0) to (4, 4) = (4x4)] render = 0.069
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] normalization setup = 0.006
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] normalization render = 0.022
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] dest rgb disassembly setup = 0.008
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] dest rgb disassembly render = 0.022
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] rgb readback = 0.03
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] dest alpha disassembly setup = 0.004
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] dest alpha disassembly render = 0.007
gpu dest chunk=[(0, 1324) to (2000, 2647) = (2000x1323)] alpha readback = 0.02
gpu destruct time = 0.002
gpu total time = 1.272
$ echo $?
234
Any clue?
Thanks,
Rafael
Question information
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- English Edit question
- Status:
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- For:
- Hugin Edit question
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