RemoteSensingFrank/UAVProduct

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UAVProduct/SiftGPU/ProgramCG.cpp

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//////////////////////////////////////////////////////////////////////////////
//    File:        ProgramCG.cpp
//    Author:        Changchang Wu
//    Description :    implementation of cg related class.
//        class ProgramCG            A simple wrapper of Cg programs
//        class ShaderBagCG        cg shaders for SIFT
//        class FilterCGGL        cg gaussian filters for SIFT
//
//    Copyright (c) 2007 University of North Carolina at Chapel Hill
//    All Rights Reserved
//
//    Permission to use, copy, modify and distribute this software and its
//    documentation for educational, research and non-profit purposes, without
//    fee, and without a written agreement is hereby granted, provided that the
//    above copyright notice and the following paragraph appear in all copies.
//    
//    The University of North Carolina at Chapel Hill make no representations
//    about the suitability of this software for any purpose. It is provided
//    'as is' without express or implied warranty. 
//
//    Please send BUG REPORTS to ccwu@cs.unc.edu
//
////////////////////////////////////////////////////////////////////////////

#if defined(CG_SIFTGPU_ENABLED) 

#include "GL/glew.h"

#include <iostream>
#include <iomanip>
#include <vector>
#include <strstream>
#include <algorithm>
#include <stdlib.h>
#include <math.h>
#include <string.h>
using namespace std;

#include "GlobalUtil.h"
#include "ProgramCG.h"
#include "GLTexImage.h"
#include "ShaderMan.h"
#include "FrameBufferObject.h"



#if  defined(_WIN32) 
    #pragma comment (lib, "../../lib/cg.lib")
    #pragma comment (lib, "../../lib/cggl.lib")
#endif

CGcontext    ProgramCG::_Context    =0;
CGprofile    ProgramCG::_FProfile;

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

ProgramCG::ProgramCG()
{
    _programID = NULL;
}

ProgramCG::~ProgramCG()
{
    if(_programID) cgDestroyProgram(_programID);
}

ProgramCG::ProgramCG(const char *code, const char** cg_compile_args, CGprofile profile)
{
    _valid = 0;
    _profile = profile;
    GLint epos;
    const char* ati_args[] = {"-po", "ATI_draw_buffers",0}; 
    const char* fp40_args[] = {"-ifcvt", "none","-unroll", "all", GlobalUtil::_UseFastMath? "-fastmath" : 0, 0};
    if(cg_compile_args == NULL) cg_compile_args = GlobalUtil::_IsNvidia? (GlobalUtil::_SupportFP40? fp40_args:NULL) : ati_args;
    _programID = ::cgCreateProgram(_Context, CG_SOURCE, code, profile, NULL, cg_compile_args);
    if(_programID)
    {
        cgGLLoadProgram(_programID );
        //_texParamID = cgGetNamedParameter(_programID, "tex");

        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &epos);
        if(epos >=0)
        {
            std::cout<<cgGetProgramString(_programID, CG_COMPILED_PROGRAM)<<endl;
            std::cerr<<glGetString(GL_PROGRAM_ERROR_STRING_ARB)<<endl;
        }else
        {
            _valid = 1;
        }
    }else
    {
        std::cerr<<code<<endl;
        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &epos);
        if(epos >=0)
        {
            std::cout<<cgGetProgramString(_programID, CG_COMPILED_PROGRAM)<<endl;
            std::cerr<<glGetString(GL_PROGRAM_ERROR_STRING_ARB)<<endl;
        }else
        {
            std::cout<<glGetString(GL_PROGRAM_ERROR_STRING_ARB)<<endl;
        }
    }

}

void ProgramCG::ErrorCallback()
{
    CGerror err = cgGetError();
    if(err)
    {
        std::cerr<< cgGetErrorString(err)<<endl;
    }
}


void ProgramCG::InitContext()
{
    if(_Context == 0)
    {
        _Context    = cgCreateContext();
 
        /////////////
        _FProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
        cgGLSetOptimalOptions(_FProfile);

        if(GlobalUtil::_verbose) std::cout<<"Shader Profile: "<<cgGetProfileString(_FProfile)<<endl;

        cgSetErrorCallback(ErrorCallback);
    }
}

void ProgramCG::DestroyContext()
{
    cgDestroyContext(_Context);
}

ShaderBagCG::ShaderBagCG()
{
    ProgramCG::InitContext();
}


int ProgramCG::UseProgram()
{
    if(_programID)
    {
        cgGLEnableProfile(_profile);
        cgGLBindProgram(_programID);

        return 1;
    }else
    {
        return 0;
    }
}

void ShaderBagCG::UnloadProgram()
{

    cgGLUnbindProgram(ProgramCG::_FProfile);
    cgGLDisableProfile(ProgramCG::_FProfile);
}


void ShaderBagCG::LoadFixedShaders()
{
//    s_debug = new ProgramCG( "void main(float4 TexCoord0:TEXCOORD0, out float4 FragColor:COLOR0,"
//        "uniform samplerRECT tex){ gl_FragColor.rg =  gl_TexCoord[0].st;}");

    s_gray = new ProgramCG( 
    "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "float intensity = dot(float3(0.299, 0.587, 0.114), texRECT(tex,TexCoord0.xy ).rgb);\n"
    "FragColor= float4(intensity, intensity, intensity, 1.0);}"    );


    s_sampling = new ProgramCG(
    "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "float4 cc = texRECT(tex, TexCoord0.xy);    FragColor = float4(cc.rg, 0.0, 0.0);    }"    );


    s_zero_pass = new ProgramCG("void main(out float4 FragColor : COLOR0){FragColor = 0;}");


    ProgramCG * program;
    s_margin_copy = program = new ProgramCG(
    "void main(float4 texCoord0: TEXCOORD0, out float4 FragColor: COLOR0, \n"
    "uniform samplerRECT tex, uniform float2 truncate){\n"
    "FragColor = texRECT(tex, min(texCoord0.xy, truncate)); }");

    _param_margin_copy_truncate = cgGetNamedParameter(*program, "truncate");


    s_grad_pass = new ProgramCG(
    "void main (\n"
    "float4 TexCC : TEXCOORD0, float4 TexLC : TEXCOORD1,\n"
    "float4 TexRC : TEXCOORD2, float4 TexCD : TEXCOORD3, float4 TexCU : TEXCOORD4,\n"
    "out float4 FragData0 : COLOR0, uniform samplerRECT tex)\n"
    "{\n"
    "    float4 v1, v2, gg;\n"
    "    float4 cc  = texRECT(tex, TexCC.xy);\n"
    "    gg.x = texRECT(tex, TexLC.xy).r;\n"
    "    gg.y = texRECT(tex, TexRC.xy).r;\n"
    "    gg.z = texRECT(tex, TexCD.xy).r;\n"
    "    gg.w = texRECT(tex, TexCU.xy).r;\n"
    "    float2 dxdy = (gg.yw - gg.xz); \n"
    "    float grad = 0.5*length(dxdy);\n"
    "    float theta = grad==0? 0: atan2(dxdy.y, dxdy.x);\n"
    "    FragData0 = float4(cc.rg, grad, theta);\n"
    "}\n\0");


    if(GlobalUtil::_SupportFP40)
    {
        //use the packing mode for cpu list reshape and two orientations
        if(GlobalUtil::_MaxOrientation != 2) GlobalUtil::_OrientationPack2 = 0;

        LoadOrientationShader();


        if(GlobalUtil::_DescriptorPPT)        LoadDescriptorShader();

    }else
    {
        s_orientation = program =  new ProgramCG(
        "void main(out float4 FragColor : COLOR0, \n"
    "    uniform samplerRECT fTex, uniform samplerRECT oTex, \n"
    "    uniform float size, \n"
    "    in float2 tpos : TEXCOORD0){\n"
    "    float4 cc = texRECT(fTex, tpos);\n"
    "    float4 oo = texRECT(oTex, cc.rg);\n"
    "    FragColor = float4(cc.rg, oo.a, size);}");  
        _param_orientation_gtex= cgGetNamedParameter(*program, "oTex");
        _param_orientation_size= cgGetNamedParameter(*program, "size");


        ///
        GlobalUtil::_FullSupported = 0;
        GlobalUtil::_MaxOrientation = 0;  //0 for simplified version
        GlobalUtil::_DescriptorPPT = 0;
        std::cerr<<"Orientation simplified on this hardware"<<endl;
        std::cerr<<"Descriptor ignored on this hardware"<<endl;
    }


}

void ShaderBagCG::LoadDisplayShaders()
{
    s_copy_key = new ProgramCG(
    "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "FragColor.rg= texRECT(tex, TexCoord0.xy).rg; FragColor.ba = float2(0,1);    }");

    //shader used to write a vertex buffer object
    //which is used to draw the quads of each feature
    ProgramCG * program;
    s_vertex_list = program = new ProgramCG(
    "void main(in float4 TexCoord0: TEXCOORD0,\n"
    "uniform float4 sizes, \n"
    "uniform samplerRECT tex, \n"
    "out float4 FragColor: COLOR0){\n"
    "float fwidth = sizes.y; \n"
    "float twidth = sizes.z; \n"
    "float rwidth = sizes.w; \n"
    "float index = 0.1*(fwidth*floor(TexCoord0.y) + TexCoord0.x);\n"
    "float px = fmod(index, twidth);\n"
    "float2 tpos= floor(float2(px, index*rwidth))+0.5;\n"
    "float4 cc = texRECT(tex, tpos );\n"
    "float size = cc.a * 3.0f;//sizes.x;// \n"
    "FragColor.zw = float2(0.0, 1.0);\n"
    "if(any(cc.xy <=0)) {FragColor.xy = cc.xy;}else \n"
    "{\n"
    "    float type = frac(px);\n"
    "    float2 dxy; float s, c;\n"
    "    dxy.x = type < 0.1 ? 0 : ((type <0.5 || type > 0.9)? size : -size);\n"
    "    dxy.y = type < 0.2 ? 0 : ((type < 0.3 || type > 0.7 )? -size :size); \n"
    "    sincos(cc.b, s, c);\n"
    "    FragColor.x = cc.x + c*dxy.x-s*dxy.y;\n"
    "    FragColor.y = cc.y + c*dxy.y+s*dxy.x;}\n"
    "}\n\0");
    /*FragColor = float4(tpos, 0.0, 1.0);}\n\0");*/

    _param_genvbo_size = cgGetNamedParameter(*program, "sizes");


    s_display_gaussian =  new ProgramCG(
    "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "float r = texRECT(tex, TexCoord0.xy).r;\n"
    "FragColor = float4(r, r, r, 1.0);}");


    s_display_dog =  new ProgramCG(
    "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "float g = (0.5+20.0*texRECT(tex, TexCoord0.xy).g);\n"
    "FragColor = float4(g, g, g, 1.0);}" );


    s_display_grad = new ProgramCG(
    "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "float4 cc = texRECT(tex, TexCoord0.xy); FragColor = float4(5.0 * cc.bbb, 1.0); }");


    s_display_keys= new ProgramCG(
    "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "float4 cc = texRECT(tex, TexCoord0.xy);\n"
    "if(cc.r ==1.0) FragColor = float4(1.0, 0, 0,1.0); \n"
    "else {if (cc.r ==0.5) FragColor = float4(0.0,1.0,0.0,1.0);    else discard;}}");    

}

void ShaderBagCG::SetMarginCopyParam(int xmax, int ymax)
{
    float truncate[2] = {xmax - 0.5f , ymax - 0.5f};
    cgGLSetParameter2fv(_param_margin_copy_truncate, truncate);
}


int ShaderBagCG::LoadKeypointShaderMR(float threshold, float edge_threshold)
{
    char buffer[10240];
    float threshold0 = threshold * 0.8f;
    float threshold1 = threshold;
    float threshold2 = (edge_threshold+1)*(edge_threshold+1)/edge_threshold;
    int   max_refine = max(2, GlobalUtil::_SubpixelLocalization);
    ostrstream out(buffer, 10240);

    out <<    "#define THRESHOLD0 " << threshold0 << "\n"
            "#define THRESHOLD1 " << threshold1 << "\n"
            "#define THRESHOLD2 " << threshold2 << "\n"
            "#define MAX_REFINE " << max_refine << "\n";
    out<<
    "void main (\n"
    "float4 TexCC : TEXCOORD0, float4 TexLC : TEXCOORD1,\n"
    "float4 TexRC : TEXCOORD2, float4 TexCD : TEXCOORD3, \n"
    "float4 TexCU : TEXCOORD4, float4 TexLD : TEXCOORD5, \n"
    "float4 TexLU : TEXCOORD6, float4 TexRD : TEXCOORD7,\n"
    "out float4 FragData0 : COLOR0, out float4 FragData1 : COLOR1, \n"
    "uniform samplerRECT tex, uniform samplerRECT texU, uniform samplerRECT texD)\n"
    "{\n"
    "    float4 v1, v2, gg;\n"
    "    float2 TexRU = float2(TexRC.x, TexCU.y); \n"
    "    float4 cc  = texRECT(tex, TexCC.xy);\n"
    "    v1.x = texRECT(tex, TexLC.xy).g;\n"
    "    gg.x = texRECT(tex, TexLC.xy).r;\n"
    "    v1.y = texRECT(tex, TexRC.xy).g;\n"
    "    gg.y = texRECT(tex, TexRC.xy).r;\n"
    "    v1.z = texRECT(tex, TexCD.xy).g;\n"
    "    gg.z = texRECT(tex, TexCD.xy).r;\n"
    "    v1.w = texRECT(tex, TexCU.xy).g;\n"
    "    gg.w = texRECT(tex, TexCU.xy).r;\n"
    "    v2.x = texRECT(tex, TexLD.xy).g;\n"
    "    v2.y = texRECT(tex, TexLU.xy).g;\n"
    "    v2.z = texRECT(tex, TexRD.xy).g;\n"
    "    v2.w = texRECT(tex, TexRU.xy).g;\n"
    "    float2 dxdy = 0.5*(gg.yw - gg.xz); \n"
    "    float grad = length(dxdy);\n"
    "    float theta = grad==0? 0: atan2(dxdy.y, dxdy.x);\n"
    "    FragData0 = float4(cc.rg, grad, theta);\n"
    <<
    "    float dog = 0.0; \n"
    "    FragData1 = float4(0, 0, 0, 0); \n"
    "    float2 v3; float4 v4, v5, v6;\n"
    <<
    "    if( cc.g > THRESHOLD0 && all(cc.gggg > max(v1, v2)))\n"
    "    {\n"
    "        v3.x = texRECT(texU, TexCC.xy).g;\n"
    "        v4.x = texRECT(texU, TexLC.xy).g;\n"
    "        v4.y = texRECT(texU, TexRC.xy).g;\n"
    "        v4.z = texRECT(texU, TexCD.xy).g;\n"
    "        v4.w = texRECT(texU, TexCU.xy).g;\n"
    "        v6.x = texRECT(texU, TexLD.xy).g;\n"
    "        v6.y = texRECT(texU, TexLU.xy).g;\n"
    "        v6.z = texRECT(texU, TexRD.xy).g;\n"
    "        v6.w = texRECT(texU, TexRU.xy).g;\n"
    "        if(cc.g < v3.x || any(cc.gggg<v4.xyzw || cc.gggg<v6.xyzw))return; \n"
    "        v3.y = texRECT(texD, TexCC.xy).g;\n"
    "        v5.x = texRECT(texD, TexLC.xy).g;\n"
    "        v5.y = texRECT(texD, TexRC.xy).g;\n"
    "        v5.z = texRECT(texD, TexCD.xy).g;\n"
    "        v5.w = texRECT(texD, TexCU.xy).g;\n"
    "        v6.x = texRECT(texD, TexLD.xy).g;\n"
    "        v6.y = texRECT(texD, TexLU.xy).g;\n"
    "        v6.z = texRECT(texD, TexRD.xy).g;\n"
    "        v6.w = texRECT(texD, TexRU.xy).g;\n"
    "        if(cc.g < v3.y || any(cc.gggg<v5.xyzw || cc.gggg<v6.xyzw))return; \n"
    "        dog = 1.0; \n"
    "    }\n"
    //the minimum case
    <<
    "  else if(cc.g < -THRESHOLD0 && all(cc.gggg < min(v1, v2)))\n"
    "  {\n"
    "        v3.x = texRECT(texU, TexCC.xy).g;\n"
    "        v4.x = texRECT(texU, TexLC.xy).g;\n"
    "        v4.y = texRECT(texU, TexRC.xy).g;\n"
    "        v4.z = texRECT(texU, TexCD.xy).g;\n"
    "        v4.w = texRECT(texU, TexCU.xy).g;\n"
    "        v6.x = texRECT(texU, TexLD.xy).g;\n"
    "        v6.y = texRECT(texU, TexLU.xy).g;\n"
    "        v6.z = texRECT(texU, TexRD.xy).g;\n"
    "        v6.w = texRECT(texU, TexRU.xy).g;\n"
    "        if(cc.g > v3.x || any(cc.gggg>v4.xyzw || cc.gggg>v6.xyzw))return; \n"
    "        v3.y = texRECT(texD, TexCC.xy).g;\n"
    "        v5.x = texRECT(texD, TexLC.xy).g;\n"
    "        v5.y = texRECT(texD, TexRC.xy).g;\n"
    "        v5.z = texRECT(texD, TexCD.xy).g;\n"
    "        v5.w = texRECT(texD, TexCU.xy).g;\n"
    "        v6.x = texRECT(texD, TexLD.xy).g;\n"
    "        v6.y = texRECT(texD, TexLU.xy).g;\n"
    "        v6.z = texRECT(texD, TexRD.xy).g;\n"
    "        v6.w = texRECT(texD, TexRU.xy).g;\n"
    "        if(cc.g > v3.y || any(cc.gggg>v5.xyzw || cc.gggg>v6.xyzw))return; \n"
    "        dog = 0.5 ; \n"
    "    }\n"
    "    else\n"
    "        return;\n"
    <<
    "  int i = 0; \n"
    "  float2 offset = float2(0, 0);\n"
    "  float2 offsets = float2(0, 0);\n"
    "  float3 dxys;        bool key_moved;    \n"
    "  float fx, fy, fs; \n"
    "  float fxx, fyy, fxy; \n"
    "  float fxs, fys, fss; \n"
    "  do\n"
    "  {\n"
    "    dxys = float3(0, 0, 0);\n"
    "    offset = float2(0, 0);\n"
    "    float4 D2 = v1.xyzw - cc.gggg;\n"
    "    fxx = D2.x + D2.y;\n"
    "    fyy = D2.z + D2.w;\n"
    "    float2 D4 = v2.xw - v2.yz;\n"
    "    fxy = 0.25*(D4.x + D4.y);\n"
    "    float2 D5 = 0.5*(v1.yw-v1.xz); \n"
    "    fx = D5.x;\n"
    "    fy = D5.y ; \n"
    "    fs = 0.5*( v3.x - v3.y ); \n"
    "    fss = v3.x + v3.y - cc.g - cc.g;\n"
    "    fxs = 0.25 * ( v4.y + v5.x - v4.x - v5.y);\n"
    "    fys = 0.25 * ( v4.w + v5.z - v4.z - v5.w);\n"
    "    float4 A0, A1, A2 ;            \n"
    "    A0 = float4(fxx, fxy, fxs, -fx);    \n"
    "    A1 = float4(fxy, fyy, fys, -fy);    \n"
    "    A2 = float4(fxs, fys, fss, -fs);    \n"
    "    float3 x3 = abs(float3(fxx, fxy, fxs));        \n"
    "    float maxa = max(max(x3.x, x3.y), x3.z);    \n"
    "    if(maxa > 1e-10 )                            \n"
    "    {\n"
    "        if(x3.y ==maxa )                            \n"
    "        {                                            \n"
    "            float4 TEMP = A1; A1 = A0; A0 = TEMP;    \n"
    "        }else if( x3.z == maxa )                    \n"
    "        {                                            \n"
    "            float4 TEMP = A2; A2 = A0; A0 = TEMP;    \n"
    "        }                                            \n"
    "        A0 /= A0.x;                                    \n"
    "        A1 -= A1.x * A0;                            \n"
    "        A2 -= A2.x * A0;                            \n"
    "        float2 x2 = abs(float2(A1.y, A2.y));        \n"
    "        if( x2.y > x2.x )                            \n"
    "        {                                            \n"
    "            float3 TEMP = A2.yzw;                    \n"
    "            A2.yzw = A1.yzw;                        \n"
    "            A1.yzw = TEMP;                            \n"
    "            x2.x = x2.y;                            \n"
    "        }                                            \n"
    "        if(x2.x > 1e-10)                            \n"
    "        {\n"
    "            A1.yzw /= A1.y;                            \n"
    "            A2.yzw -= A2.y * A1.yzw;                \n"
    "            if(abs(A2.z) > 1e-10)                    \n"
    "            {\n"
    // compute dx, dy, ds: 
    <<
    "                dxys.z = A2.w /A2.z;                        \n"
    "                dxys.y = A1.w - dxys.z*A1.z;                \n"
    "                dxys.x = A0.w - dxys.z*A0.z - dxys.y*A0.y;    \n"
    "            }\n"
    "        }\n"
    "    }\n"
    "    offset.x = dxys.x > 0.6 ? 1 : 0 + dxys.x < -0.6 ? -1 : 0;\n"
    "    offset.y = dxys.y > 0.6 ? 1 : 0 + dxys.y < - 0.6? -1 : 0;\n"
    "    i++; key_moved = i < MAX_REFINE && any(abs(offset)>0) ;    \n"
    "    if(key_moved)\n"
    "    {\n"
    "        offsets += offset; \n"
    "        cc  =  texRECT(tex, TexCC.xy  + offsets);\n"
    "        v1.x = texRECT(tex , TexLC.xy + offsets).g;\n"
    "        v1.y = texRECT(tex , TexRC.xy + offsets).g;\n"
    "        v1.z = texRECT(tex , TexCD.xy + offsets).g;\n"
    "        v1.w = texRECT(tex , TexCU.xy + offsets).g;\n"
    "        v2.x = texRECT(tex , TexLD.xy + offsets).g;\n"
    "        v2.y = texRECT(tex , TexLU.xy + offsets).g;\n"
    "        v2.z = texRECT(tex , TexRD.xy + offsets).g;\n"
    "        v2.w = texRECT(tex , TexRU.xy + offsets).g;\n"
    "        v3.x = texRECT(texU, TexCC.xy + offsets).g;\n"
    "        v4.x = texRECT(texU, TexLC.xy + offsets).g;\n"
    "        v4.y = texRECT(texU, TexRC.xy + offsets).g;\n"
    "        v4.z = texRECT(texU, TexCD.xy + offsets).g;\n"
    "        v4.w = texRECT(texU, TexCU.xy + offsets).g;\n"
    "        v3.y = texRECT(texD, TexCC.xy + offsets).g;\n"
    "        v5.x = texRECT(texD, TexLC.xy + offsets).g;\n"
    "        v5.y = texRECT(texD, TexRC.xy + offsets).g;\n"
    "        v5.z = texRECT(texD, TexCD.xy + offsets).g;\n"
    "        v5.w = texRECT(texD, TexCU.xy + offsets).g;\n"
    "    }\n"
    "  }while(key_moved);\n"
      <<
    "  bool test1 = (abs(cc.g + 0.5*dot(float3(fx, fy, fs), dxys ))> THRESHOLD1) ;\n"
    "  float test2_v1= fxx*fyy - fxy *fxy; \n"
    "  float test2_v2 = (fxx+fyy); \n"
    "  test2_v2 = test2_v2*test2_v2;\n"
    "  bool test2 = test2_v1>0 && test2_v2 < THRESHOLD2 * test2_v1; \n "
    //keep the point when the offset is less than 1
    <<
    "  FragData1 = test1 && test2 && all( abs(dxys) < 1)? float4( dog, dxys.xy+offsets, dxys.z) : float4(0, 0, 0, 0); \n"
    "}\n"    
    <<'\0';

    ProgramCG * program; 
    s_keypoint = program = new ProgramCG(buffer);
    //parameter
    _param_dog_texu = cgGetNamedParameter(*program, "texU");
    _param_dog_texd = cgGetNamedParameter(*program, "texD");

    return 1;

}

//keypoint detection shader
//1. compare with 26 neighbours
//2. sub-pixel sub-scale localization
//3. output: [dog, offset(x,y,s)]

void ShaderBagCG:: LoadKeypointShader(float threshold, float edge_threshold)
{
    char buffer[10240];
    float threshold0 = threshold* (GlobalUtil::_SubpixelLocalization?0.8f:1.0f);
    float threshold1 = threshold;
    float threshold2 = (edge_threshold+1)*(edge_threshold+1)/edge_threshold;
    ostrstream out(buffer, 10240);
    out<<setprecision(8);
    streampos pos;
    //tex(X)(Y)
    //X: (CLR) (CENTER 0, LEFT -1, RIGHT +1)  
    //Y: (CDU) (CENTER 0, DOWN -1, UP    +1) 

    out <<    "#define THRESHOLD0 " << threshold0 << "\n"
            "#define THRESHOLD1 " << threshold1 << "\n"
            "#define THRESHOLD2 " << threshold2 << "\n";
    out<<
    "void main (\n"
    "float4 TexCC : TEXCOORD0, float4 TexLC : TEXCOORD1,\n"
    "float4 TexRC : TEXCOORD2, float4 TexCD : TEXCOORD3, \n"
    "float4 TexCU : TEXCOORD4, float4 TexLD : TEXCOORD5, \n"
    "float4 TexLU : TEXCOORD6, float4 TexRD : TEXCOORD7,\n"
    "out float4 FragData0 : COLOR0, out float4 FragData1 : COLOR1, \n"
    "uniform samplerRECT tex, uniform samplerRECT texU, uniform samplerRECT texD)\n"
    "{\n"
    "    float4 v1, v2, gg;\n"
    "    float2 TexRU = float2(TexRC.x, TexCU.y); \n"
    "    float4 cc  = texRECT(tex, TexCC.xy);\n"
    "    v1.x = texRECT(tex, TexLC.xy).g;\n"
    "    gg.x = texRECT(tex, TexLC.xy).r;\n"
    "    v1.y = texRECT(tex, TexRC.xy).g;\n"
    "    gg.y = texRECT(tex, TexRC.xy).r;\n"
    "    v1.z = texRECT(tex, TexCD.xy).g;\n"
    "    gg.z = texRECT(tex, TexCD.xy).r;\n"
    "    v1.w = texRECT(tex, TexCU.xy).g;\n"
    "    gg.w = texRECT(tex, TexCU.xy).r;\n"
    "    v2.x = texRECT(tex, TexLD.xy).g;\n"
    "    v2.y = texRECT(tex, TexLU.xy).g;\n"
    "    v2.z = texRECT(tex, TexRD.xy).g;\n"
    "    v2.w = texRECT(tex, TexRU.xy).g;\n"
    "    float2 dxdy = (gg.yw - gg.xz); \n"
    "    float grad = 0.5*length(dxdy);\n"
    "    float theta = grad==0? 0: atan2(dxdy.y, dxdy.x);\n"
    "    FragData0 = float4(cc.rg, grad, theta);\n"

    //test against 8 neighbours
    //use variable to identify type of extremum
    //1.0 for local maximum and 0.5 for minimum
    <<
    "    float dog = 0.0; \n"
    "    FragData1 = float4(0, 0, 0, 0); \n"
    "    dog = cc.g > THRESHOLD0 && all(cc.gggg > max(v1, v2))?1.0: 0.0;\n"
    "    dog = cc.g < -THRESHOLD0 && all(cc.gggg < min(v1, v2))?0.5: dog;\n";

    pos = out.tellp();
    //do edge supression first.. 
    //vector v1 is < (-1, 0), (1, 0), (0,-1), (0, 1)>
    //vector v2 is < (-1,-1), (-1,1), (1,-1), (1, 1)>

    out<<
    "    if(dog == 0.0) return;\n"
    "    float fxx, fyy, fxy; \n"
    "    float4 D2 = v1.xyzw - cc.gggg;\n"
    "    float2 D4 = v2.xw - v2.yz;\n"
    "    fxx = D2.x + D2.y;\n"
    "    fyy = D2.z + D2.w;\n"
    "    fxy = 0.25*(D4.x + D4.y);\n"
    "    float fxx_plus_fyy = fxx + fyy;\n"
    "    float score_up = fxx_plus_fyy*fxx_plus_fyy; \n"
    "    float score_down = (fxx*fyy - fxy*fxy);\n"
    "    if( score_down <= 0 || score_up > THRESHOLD2 * score_down)return;\n"
    //...
    <<
    "    float2 D5 = 0.5*(v1.yw-v1.xz); \n"
    "    float fx = D5.x, fy = D5.y ; \n"
    "    float fs, fss , fxs, fys ; \n"
    "    float2 v3; float4 v4, v5, v6;\n"
    //read 9 pixels of upper level
    <<
    "    v3.x = texRECT(texU, TexCC.xy).g;\n"
    "    v4.x = texRECT(texU, TexLC.xy).g;\n"
    "    v4.y = texRECT(texU, TexRC.xy).g;\n"
    "    v4.z = texRECT(texU, TexCD.xy).g;\n"
    "    v4.w = texRECT(texU, TexCU.xy).g;\n"
    "    v6.x = texRECT(texU, TexLD.xy).g;\n"
    "    v6.y = texRECT(texU, TexLU.xy).g;\n"
    "    v6.z = texRECT(texU, TexRD.xy).g;\n"
    "    v6.w = texRECT(texU, TexRU.xy).g;\n"
    //compare with 9 pixels of upper level
    //read and compare with 9 pixels of lower level
    //the maximum case
    <<
    "    if(dog == 1.0)\n"
    "    {\n"
    "        bool4 test = cc.gggg < max(v4, v6); \n"
    "        if(cc.g < v3.x || any(test.xy||test.zw))return; \n"
    "        v3.y = texRECT(texD, TexCC.xy).g;\n"
    "        v5.x = texRECT(texD, TexLC.xy).g;\n"
    "        v5.y = texRECT(texD, TexRC.xy).g;\n"
    "        v5.z = texRECT(texD, TexCD.xy).g;\n"
    "        v5.w = texRECT(texD, TexCU.xy).g;\n"
    "        v6.x = texRECT(texD, TexLD.xy).g;\n"
    "        v6.y = texRECT(texD, TexLU.xy).g;\n"
    "        v6.z = texRECT(texD, TexRD.xy).g;\n"
    "        v6.w = texRECT(texD, TexRU.xy).g;\n"
    "        test = cc.gggg<max(v5, v6); \n"
    "        if(cc.g < v3.y || any(test.xy||test.zw))return; \n"
    "    }\n"
    //the minimum case
    <<
    "    else{\n"
    "        bool4 test = cc.gggg>min(v4, v6); \n"
    "        if(cc.g > v3.x || any(test.xy||test.zw))return; \n"
    "        v3.y = texRECT(texD, TexCC.xy).g;\n"
    "        v5.x = texRECT(texD, TexLC.xy).g;\n"
    "        v5.y = texRECT(texD, TexRC.xy).g;\n"
    "        v5.z = texRECT(texD, TexCD.xy).g;\n"
    "        v5.w = texRECT(texD, TexCU.xy).g;\n"
    "        v6.x = texRECT(texD, TexLD.xy).g;\n"
    "        v6.y = texRECT(texD, TexLU.xy).g;\n"
    "        v6.z = texRECT(texD, TexRD.xy).g;\n"
    "        v6.w = texRECT(texD, TexRU.xy).g;\n"
    "        test = cc.gggg>min(v5, v6); \n"
    "        if(cc.g > v3.y || any(test.xy||test.zw))return; \n"
    "    }\n";

    if(GlobalUtil::_SubpixelLocalization)

    // sub-pixel localization FragData1 = float4(dog, 0, 0, 0); return;
    out <<
    "    fs = 0.5*( v3.x - v3.y ); //bug fix 9/12/2007 \n"
    "    fss = v3.x + v3.y - cc.g - cc.g;\n"
    "    fxs = 0.25 * ( v4.y + v5.x - v4.x - v5.y);\n"
    "    fys = 0.25 * ( v4.w + v5.z - v4.z - v5.w);\n"
    
    ///////////////////////////////////////////////////////////////// 
    // let dog difference be quatratic function  of dx, dy, ds; 
    // df(dx, dy, ds) = fx * dx + fy*dy + fs * ds + 
    //                  + 0.5 * ( fxx * dx * dx + fyy * dy * dy + fss * ds * ds)
    //                  + (fxy * dx * dy + fxs * dx * ds + fys * dy * ds)
    // (fx, fy, fs, fxx, fyy, fss, fxy, fxs, fys are the derivatives)
    
    //the local extremum satisfies
    // df/dx = 0, df/dy = 0, df/dz = 0
    
    //that is 
    // |-fx|     | fxx fxy fxs |   |dx|
    // |-fy|  =  | fxy fyy fys | * |dy|
    // |-fs|     | fxs fys fss |   |ds|
    // need to solve dx, dy, ds

    // Use Gauss elimination to solve the linear system
    <<
    "    float3 dxys = float3(0.0);            \n"
    "    float4 A0, A1, A2 ;            \n"
    "    A0 = float4(fxx, fxy, fxs, -fx);    \n"
    "    A1 = float4(fxy, fyy, fys, -fy);    \n"
    "    A2 = float4(fxs, fys, fss, -fs);    \n"
    "    float3 x3 = abs(float3(fxx, fxy, fxs));        \n"
    "    float maxa = max(max(x3.x, x3.y), x3.z);    \n"
    "    if(maxa >= 1e-10 ) {                        \n"
    "    if(x3.y ==maxa )                            \n"
    "    {                                            \n"
    "        float4 TEMP = A1; A1 = A0; A0 = TEMP;    \n"
    "    }else if( x3.z == maxa )                    \n"
    "    {                                            \n"
    "        float4 TEMP = A2; A2 = A0; A0 = TEMP;    \n"
    "    }                                            \n"
    "    A0 /= A0.x;                                    \n"
    "    A1 -= A1.x * A0;                            \n"
    "    A2 -= A2.x * A0;                            \n"
    "    float2 x2 = abs(float2(A1.y, A2.y));        \n"
    "    if( x2.y > x2.x )                            \n"
    "    {                                            \n"
    "        float3 TEMP = A2.yzw;                    \n"
    "        A2.yzw = A1.yzw;                        \n"
    "        A1.yzw = TEMP;                            \n"
    "        x2.x = x2.y;                            \n"
    "    }                                            \n"
    "    if(x2.x >= 1e-10) {                        \n"
    "    A1.yzw /= A1.y;                                \n"
    "    A2.yzw -= A2.y * A1.yzw;                    \n"
    "    if(abs(A2.z) >= 1e-10) {                \n"
    // compute dx, dy, ds: 
    <<
    "    dxys.z = A2.w /A2.z;                    \n"
    "    dxys.y = A1.w - dxys.z*A1.z;                \n"
    "    dxys.x = A0.w - dxys.z*A0.z - dxys.y*A0.y;    \n"

    //one more threshold which I forgot in  versions prior to 286
    <<
    "    bool bugfix_test = (abs(cc.g + 0.5*dot(float3(fx, fy, fs), dxys )) < THRESHOLD1) ;\n"
    "    if(bugfix_test || any(abs(dxys) >= 1.0)) dog = 0; \n"
    "    }}}\n"
    //keep the point when the offset is less than 1
    <<
    "    FragData1 = float4( dog, dxys); \n"
    "}\n"    <<'\0';

    else        out<<
    "    FragData1 =  float4( dog, 0, 0, 0) ;    \n"
    "}\n"    <<'\0';

    ProgramCG * program; 
    s_keypoint = program = new ProgramCG(buffer);
    if(!program->IsValidProgram())
    {
        delete program;
        out.seekp(pos);
        out << 
    "    FragData1 =  float4( fabs(cc.g) > 2.0 * THRESHOLD0? dog : 0, 0, 0, 0) ;    \n"
    "}\n" <<'\0';
        s_keypoint = program = new ProgramCG(buffer);
        GlobalUtil::_SubpixelLocalization = 0;
        std::cerr<<"Detection simplified on this hardware"<<endl;
    }
    //parameter
    _param_dog_texu = cgGetNamedParameter(*program, "texU");
    _param_dog_texd = cgGetNamedParameter(*program, "texD");




}


void ShaderBagCG::SetDogTexParam(int texU, int texD)
{
    cgGLSetTextureParameter(_param_dog_texu, texU);
    cgGLEnableTextureParameter(_param_dog_texu);
    cgGLSetTextureParameter(_param_dog_texd, texD);
    cgGLEnableTextureParameter(_param_dog_texd);
}

void ShaderBagCG::SetGenListStepParam(int tex, int tex0)
{
    cgGLSetTextureParameter(_param_genlist_step_tex, tex);
    cgGLEnableTextureParameter(_param_genlist_step_tex);
    cgGLSetTextureParameter(_param_genlist_step_tex0, tex0);
    cgGLEnableTextureParameter(_param_genlist_step_tex0);
}

void ShaderBagCG::SetGenVBOParam(float width, float fwidth, float size)
{
    float sizes[4] = {size*3.0f, fwidth, width, 1.0f/width};
    cgGLSetParameter4fv(_param_genvbo_size, sizes);
}


ProgramGPU* FilterGLCG::CreateFilterH(float kernel[], float offset[], int width)
{


    char buffer[10240];
    ostrstream out(buffer, 10240);

    out<<setprecision(8);

    if(GlobalUtil::_BetaFilter)
    {
        out<< "void main(uniform samplerRECT tex,";
        out<<"\n\tin float4 TexCoord0: TEXCOORD0,";
        out<<"\n\tout float4 FragColor : COLOR0 )";
        out<<"\n{\n\tfloat4 intensity4 = float4(0, 0, 0, 0), data;\n";
        out<<"float or = texRECT(tex, TexCoord0.xy).r, intensity;\n";

        for(int i = 0; i< width; i+=4)
        {
            out <<"data = float4(";
            for(int j = i; j < i + 4; j++)
            {
                if(j != i) out <<", \n";
                if(j >= width)
                {
                    out<<"0";
                }else if(offset[j]==0.0)
                {
                    out<<"or";
                }else
                {
                    out<<"texRECT(tex, TexCoord0.xy + float2(float("<<offset[j] <<") , 0)).r";
                }
            }
            out << ");\n";
            out << "intensity4 += data * float4(";
            for(int k = i; k < i + 4; k++)
            {
                if(k != i) out <<", ";
                if(k >= width)    out<<"0";
                else            out<<kernel[k];
            }
            out << ");\n";

         }
        out << "intensity4.xy += intensity4.zw;\n";
        out << "intensity = intensity4.x + intensity4.y;\n";
    }else
    {
        out<< "void main(uniform samplerRECT tex,";
        out<<"\n\tin float4 TexCoord0: TEXCOORD0,";
        out<<"\n\tout float4 FragColor : COLOR0 )";
        out<<"\n{\n\tfloat intensity = 0.0 ;  float2 pos;\n";

        for(int i = 0; i< width; i++)
        {
            if(offset[i]==0.0)
            {
                out<<"float or = texRECT(tex, TexCoord0.xy).r;\n";
                out<<"intensity+= or * "<<kernel[i]<<";\n";

            }else
            {
                out<<"pos = TexCoord0.xy + float2(float("<<offset[i] <<") , 0);\n";
                out<<"intensity+= "<<kernel[i]<<"*texRECT(tex, pos).r;\n";
            }
        }
    }
    //copy original data to red channel
    out<<"FragColor.r = or;\n"; 
    out<<"FragColor.b  = intensity;}\n"<<'\0';

    return new ProgramCG( buffer);
}


ProgramGPU* FilterGLCG::CreateFilterV(float kernel[], float offset[], int height)
{
    char buffer[10240];
    ostrstream out(buffer, 10240);
    out<<setprecision(8);

    if(GlobalUtil::_BetaFilter)
    {
        out<< "void main(uniform samplerRECT tex,";
        out<<"\n\tin float4 TexCoord0: TEXCOORD0,";
        out<<"\n\tout float4 FragColor : COLOR0 )";
        out<<"\n{\n\tfloat4 intensity4 = float4(0, 0, 0, 0), data;\n";
        out<<"float2 orb = texRECT(tex, TexCoord0.xy).rb; float intensity;\n";

        for(int i = 0; i< height; i+=4)
        {
            out <<"data = float4(";
            for(int j = i; j < i + 4; j++)
            {
                if(j != i) out <<", \n";
                if(j >= height)
                {
                    out<<"0";
                }else if(offset[j]==0.0)
                {
                    out<<"orb.y";
                }else
                {
                    out<<"texRECT(tex, TexCoord0.xy + float2(0, float("<<offset[j] <<"))).b";
                }
            }
            out << ");\n";
            out << "intensity4 += data * float4(";
            for(int k = i; k < i + 4; k++)
            {
                if(k != i) out <<", ";
                if(k >= height)    out<<"0";
                else            out<<kernel[k];
            }
            out << ");\n";

         }
        out << "intensity4.xy += intensity4.zw;\n";
        out << "intensity = intensity4.x + intensity4.y;\n";
    }else
    {
        out<< "void main(uniform samplerRECT tex,";
        out<<"\n\tin float4 TexCoord0: TEXCOORD0,";
        out<<"\n\tout float4 FragColor : COLOR0 )";
        out<<"\n{\n\tfloat intensity = 0.0 ;  float2 pos;\n";

        for(int i = 0; i< height; i++)
        {
            if(offset[i]==0.0)
            {
                out<<"float2 orb = texRECT(tex, TexCoord0.xy).rb;\n";
                out<<"intensity+= orb.y * "<<kernel[i]<<";\n";

            }else
            {
                out<<"pos = TexCoord0.xy + float2(0, float("<<offset[i] <<"));\n";
                out<<"intensity+= "<<kernel[i]<<"*texRECT(tex, pos).b;\n";
            }
        }
    }
    out<<"FragColor.b = orb.y;\n";
    out<<"FragColor.g = intensity - orb.x;\n"; // difference of gaussian..
    out<<"FragColor.r = intensity;}\n"<<'\0';
    
    return new ProgramCG( buffer);
}


ProgramGPU* FilterGLCG::CreateFilterHPK(float kernel[], float offset[], int width)
{
    //both h and v are packed...
    int i, j , xw, xwn;
    int halfwidth  = width >>1;
    float * pf = kernel + halfwidth;
    int nhpixel = (halfwidth+1)>>1;    //how many neighbour pixels need to be looked up
    int npixel  = (nhpixel<<1)+1;//
    char buffer[10240];
    float weight[3];
    ostrstream out(buffer, 10240);
    out<<setprecision(8);

    out<< "void main(uniform samplerRECT tex, float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0 ){\n";
    out<< "float4 result = float4(0, 0, 0, 0); \nfloat4 pc; float2 coord; \n";
    ///use multi texture coordinate because nhpixels can be at most 3
    for( i = 0 ; i < npixel ; i++)
    {

        out<<"coord = TexCoord0.xy + float2(float("<<i-nhpixel<<"),0);\n";
        out<<"pc=texRECT(tex, coord);\n";
        if(GlobalUtil::_PreciseBorder)        out<<"if(coord.x < 0) pc = pc.rrbb;\n";

        //for each sub-pixel j  in center, the weight of sub-pixel k 
        xw = (i - nhpixel)*2;
        for( j = 0; j < 3; j++)
        {
            xwn = xw  + j  -1;
            weight[j] = xwn < -halfwidth || xwn > halfwidth? 0 : pf[xwn];
        }
        //if(weight[1]!=0.0)    out<<"FragColor += "<<weight[1]<<"*pc;\n";
        //out<<"FragColor += float4("<<weight[2]<<","<<weight[0]<<","<<weight[2]<<","<<weight[0]<<")*pc.grab;\n";

        if(weight[1] == 0.0)
        {
            out<<"result += float4("<<weight[2]<<","<<weight[0]<<","<<weight[2]<<","<<weight[0]<<")*pc.grab;\n";
        }
        else
        {
            out<<"result += float4("<<weight[1]<<", "<<weight[0]<<", "<<weight[1]<<", "<<weight[0]<<")*pc.rrbb;\n";
            out<<"result += float4("<<weight[2]<<", "<<weight[1]<<", "<<weight[2]<<", "<<weight[1]<<")*pc.ggaa;\n";
        }

    }
    out<<
    "     FragColor = result; }\n"<<'\0';
    return new ProgramCG( buffer);
}

ProgramGPU* FilterGLCG::CreateFilterVPK(float kernel[], float offset[], int height)
{

    //both h and v are packed...
    int i, j , yw, ywn;
    int halfh  = height >>1;
    float * pf = kernel + halfh;
    int nhpixel = (halfh+1)>>1;    //how many neighbour pixels need to be looked up
    int npixel  = (nhpixel<<1)+1;//
    char buffer[10240];
    float weight[3];
    ostrstream out(buffer, 10240);
    out<<setprecision(8);

    out<< "void main(uniform samplerRECT tex, float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0 ){\n";
    out<< "float4 result = float4(0, 0, 0, 0);\nfloat4 pc; float2 coord;\n";
    ///use multi texture coordinate because nhpixels can be at most 3

    for( i = 0 ; i < npixel ; i++)
    {

        out<<"coord = TexCoord0.xy + float2(0, float("<<i-nhpixel<<"));\n";
        out<<"pc=texRECT(tex, coord);\n";
        if(GlobalUtil::_PreciseBorder)    out<<"if(coord.y < 0) pc = pc.rgrg;\n";
        //for each sub-pixel j  in center, the weight of sub-pixel k 
        yw = (i - nhpixel)*2;
        for( j = 0; j < 3; j++)
        {
            ywn = yw + j  -1;
            weight[j] = ywn < -halfh || ywn > halfh? 0 : pf[ywn];
        }
        //if(weight[1]!=0.0)    out<<"FragColor += "<<weight[1]<<"*pc;\n";
        //out<<"FragColor += float4("<<weight[2]<<","<<weight[2]<<","<<weight[0]<<","<<weight[0]<<")*pc.barg;\n";
        if(weight[1] == 0.0)
        {
            out<<"result += float4("<<weight[2]<<","<<weight[2]<<","<<weight[0]<<","<<weight[0]<<")*pc.barg;\n";
        }else
        {
            out<<"result += float4("<<weight[1]<<","<<weight[1]<<","<<weight[0]<<","<<weight[0]<<")*pc.rgrg;\n";
            out<<"result += float4("<<weight[2]<<","<<weight[2]<<","<<weight[1]<<","<<weight[1]<<")*pc.baba;\n";
        }
    }
    out<<
    "     FragColor = result; }\n"<<'\0';
    return new ProgramCG( buffer);
}


void ShaderBagCG::LoadGenListShader(int ndoglev, int nlev)
{
    ProgramCG * program;

    s_genlist_init_tight = new ProgramCG(
    "void main (\n"
    "uniform samplerRECT tex, in float4 TexCoord0 : TEXCOORD0,\n"
    "in float4 TexCoord1 : TEXCOORD1, in float4 TexCoord2 : TEXCOORD2, in float4 TexCoord3 : TEXCOORD3,\n"
    "out float4 FragColor : COLOR0){\n"
    "float4 helper = float4( texRECT(tex, TexCoord0.xy).r,  texRECT(tex, TexCoord1.xy).r,\n"
    "texRECT(tex, TexCoord2.xy).r, texRECT(tex, TexCoord3.xy).r);\n"
    "FragColor = float4(helper>0.0);\n"
    "}");

    s_genlist_init_ex = program = new ProgramCG(
    "void main (uniform float2 bbox, \n"
    "uniform samplerRECT tex, \n"
    "in float4 TexCoord0 : TEXCOORD0,\n"
    "in float4 TexCoord1 : TEXCOORD1, \n"
    "in float4 TexCoord2 : TEXCOORD2, \n"
    "in float4 TexCoord3 : TEXCOORD3,\n"
    "out float4 FragColor : COLOR0){\n"
    "float4 helper = float4( \n"
    "texRECT(tex, TexCoord0.xy).r, texRECT(tex, TexCoord1.xy).r,\n"
    "texRECT(tex, TexCoord2.xy).r, texRECT(tex, TexCoord3.xy).r);\n"
    "bool4 helper4 = bool4(TexCoord0.xy < bbox, TexCoord3.xy < bbox); \n"
    "bool4 helper2 = helper4.xzxz && helper4.yyww; \n"
    "FragColor = float4(helper2 && (helper>0.0 ));\n"
    "}");
    _param_genlist_init_bbox = cgGetNamedParameter( *program, "bbox");


    //reduction ...
    s_genlist_histo = new ProgramCG(
    "void main (\n"
    "uniform samplerRECT tex, in float2 TexCoord0 : TEXCOORD0,\n"
    "in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, in float2 TexCoord3 : TEXCOORD3,\n"
    "out float4 FragColor : COLOR0){\n"
    "float4 helper; float4 helper2; \n"
    "helper = texRECT(tex, TexCoord0); helper2.xy = helper.xy + helper.zw; \n"
    "helper = texRECT(tex, TexCoord1); helper2.zw = helper.xy + helper.zw; \n"
    "FragColor.rg = helper2.xz + helper2.yw;\n"
    "helper = texRECT(tex, TexCoord2); helper2.xy = helper.xy + helper.zw; \n"
    "helper = texRECT(tex, TexCoord3); helper2.zw = helper.xy + helper.zw; \n"
    "FragColor.ba= helper2.xz+helper2.yw;\n"
    "}");


    //read of the first part, which generates tex coordinates 

    s_genlist_start= program =  LoadGenListStepShader(1, 1);
    _param_ftex_width= cgGetNamedParameter(*program, "width");
    _param_genlist_start_tex0 = cgGetNamedParameter(*program, "tex0");
    //stepping
    s_genlist_step = program = LoadGenListStepShader(0, 1);
    _param_genlist_step_tex= cgGetNamedParameter(*program, "tex");
    _param_genlist_step_tex0= cgGetNamedParameter(*program, "tex0");


}

ProgramCG* ShaderBagCG::LoadGenListStepShader(int start, int step)
{
    int i;
    char buffer[10240];
    //char chanels[5] = "rgba";
    ostrstream out(buffer, 10240);
    out<<"void main(out float4 FragColor : COLOR0, \n";

    for(i = 0; i < step; i++) out<<"uniform samplerRECT tex"<<i<<",\n";

    if(start)
    {
        out<<"uniform float width, \nin float2 tpos : TEXCOORD0){\n";
        out<<"float  index = floor(tpos.y) * width + floor(tpos.x) + 0.0001;\n";
        out<<"float2 pos = float2(0.5, 0.5);\n";
    }else
    {
        out<<"uniform samplerRECT tex, in float2 tpos: TEXCOORD0 ){\n";
        out<<"float4 tc = texRECT( tex, tpos);\n";
        out<<"float2 pos = tc.rg; float index = tc.b;\n";
    }
    out<<"float2 sum;     float4 cc;\n";



    if(step>0)
    {
        out<<"float2 cpos = float2(-0.5, 0.5);\t float2 opos;\n";
        for(i = 0; i < step; i++)
        {
//#define SETP_CODE_2

#ifndef SETP_CODE_2
/*            out<<"cc = texRECT(tex"<<i<<", pos);\n";
            out<<"float sum3[3] = {cc.r, cc.r + cc.g, cc.r + cc.g + cc.b};\n";
            out<<"float3 cmp = float3(index > float3(sum3[0], sum3[1], sum3[2]));\n";
            out<<"opos.y = -0.5 + cmp.y; opos.x = -0.5 + cmp.x + (cmp.z - cmp.y);\n";
            out<<"index -= dot(cmp, cc.rgb);\n";
            out<<"pos = (pos + pos + opos);\n";*/

            out<<"cc = texRECT(tex"<<i<<", pos); sum.x = cc.r + cc.g;\n";
            out<<"if (index < sum.x){ if(index < cc.r) opos = cpos.xx; else {opos = cpos.yx; index -= cc.r;}}\n";
            out<<"else {index -= sum.x; if(index < cc.b) opos = cpos.xy; else{opos = cpos.yy; index -= cc.b;}}";
            out<<"pos = (pos + pos + opos);\n";

/*            out<<"cc = texRECT(tex"<<i<<", pos);\n";
            out<<"if (index <cc.r){ opos = cpos.xx;}\n";
            out<<"else{sum.x = cc.r + cc.g;";
                    out<<"if(index < sum.x ) {opos = cpos.yx; index -= cc.r;}\n";
                    out<<"else{sum.y = sum.x + cc.b;";
                            out<<"if(index < sum.y ) {opos = cpos.xy; index -= sum.x;}\n";
                            out<<"else {opos = cpos.yy; index -= sum.y;}}}\n";
            out<<"pos = (pos + pos + opos);\n";*/

#else
            out<<"cc = texRECT(tex"<<i<<", pos);\n";
            out<<"if (index < cc.r) opos = cpos.xx;\n";
            out<<"else if (index < cc.r + cc.g){opos = cpos.yx; index -= cc.r;}\n";
            out<<"else if (index < cc.r + cc.g + cc.b){opos = cpos.xy; index -= (cc.r + cc.g);}\n";
            out<<"else {opos = cpos.yy; index -= (cc.r + cc.g + cc.b);}\n";
            out<<"pos = (pos + pos + opos);\n";
#endif
        }
    }
    out<<"FragColor = float4(pos, index, 1);\n";
    out<<"}\n"<<'\0';
    return new ProgramCG(buffer);
}

void ShaderBagCG::SetGenListInitParam(int w, int h)
{
    float bbox[2] = {w -1.0f, h - 1.0f};
    cgGLSetParameter2fv(_param_genlist_init_bbox, bbox);
}

void ShaderBagCG::SetGenListStartParam(float width, int tex0)
{
    cgGLSetParameter1f(_param_ftex_width, width);

    if(_param_genlist_start_tex0)
    {
        cgGLSetTextureParameter(_param_genlist_start_tex0, tex0);
        cgGLEnableTextureParameter(_param_genlist_start_tex0);
    }
}

void ShaderBagCG::LoadDescriptorShaderF2()
{
    //one shader outpout 128/8 = 16 , each fragout encodes 4
    //const double twopi = 2.0*3.14159265358979323846;
    //const double rpi  = 8.0/twopi;
    char buffer[10240];
    ostrstream out(buffer, 10240);

    out<<setprecision(8);

    out<<"\n"
    "#define M_PI 3.14159265358979323846\n"
    "#define TWO_PI (2.0*M_PI)\n"
    "#define RPI 1.2732395447351626861510701069801\n"
    "#define WF size.z\n"
    "void main(uniform samplerRECT tex,        \n"
    "uniform    samplerRECT gradTex,            \n"
    "uniform float4        dsize,                \n"
    "uniform float3        size,                \n"
    "in        float2    TexCoord0 : TEXCOORD0,    \n"
    "out        float4  FragData0:COLOR0,        \n"
    "out        float4    FragData1:COLOR1)        \n"
    "{\n"
    "    float2 dim    = size.xy;    //image size            \n"
    "    float index = dsize.x * floor(TexCoord0.y * 0.5) + TexCoord0.x;\n"
    "    float idx = 8.0 * frac(index * 0.125) + 8.0 * floor(2.0 * frac(TexCoord0.y * 0.5));        \n"
    "    index = floor(index*0.125) + 0.49;  \n"
    "    float2 coord = floor( float2( fmod(index, dsize.z), index*dsize.w)) + 0.5 ;\n"
    "    float2 pos = texRECT(tex, coord).xy;        \n"
    "    if(any(pos.xy <= 1) || any(pos.xy >=dim-1)) "
    "    //discard;    \n"
    "    { FragData0 = FragData1 = float4(0.0); return; }\n"
    "    float  anglef = texRECT(tex, coord).z;\n"
    "    if(anglef > M_PI) anglef -= TWO_PI;\n"
    "    float sigma = texRECT(tex, coord).w; \n"
    "    float spt  = abs(sigma * WF);    //default to be 3*sigma    \n";

    //rotation
    out<<
    "    float4 cscs, rots;                                \n"
    "    sincos(anglef, cscs.y, cscs.x);                    \n"
    "    cscs.zw = - cscs.xy;                            \n"
    "    rots = cscs /spt;                                \n"
    "    cscs *= spt; \n";

    //here cscs is actually (cos, sin, -cos, -sin) * (factor: 3)*sigma
    //and rots is  (cos, sin, -cos, -sin ) /(factor*sigma)
    //devide the 4x4 sift grid into 16 1x1 block, and each corresponds to a shader thread
    //To use linear interoplation, 1x1 is increased to 2x2, by adding 0.5 to each side
    out<<
    "    float4 temp; float2 pt, offsetpt;                \n"
    "    /*the fraction part of idx is .5*/            \n"
    "    offsetpt.x = 4.0 * frac(idx*0.25) - 2.0;                \n"
    "    offsetpt.y = floor(idx*0.25) - 1.5;            \n"
    "    temp = cscs.xwyx*offsetpt.xyxy;                \n"
    "    pt = pos + temp.xz + temp.yw;                \n";
    
    //get a horizontal bounding box of the rotated rectangle
    out<<
    "    float2 bwin = abs(cscs.xy);                    \n"
    "    float bsz = bwin.x + bwin.y;                    \n"
    "    float4 sz;    float2 spos;                    \n"
    "    sz.xy = max(pt - bsz, float2(1,1));\n"
    "    sz.zw = min(pt + bsz, dim - 2);        \n"
    "    sz = floor(sz)+0.5;"; //move sample point to pixel center

    //get voting for two box
    out<<"\n"
    "    float4 DA, DB;            \n"
    "    DA = DB  = float4(0, 0, 0, 0);        \n"
    "    for(spos.y = sz.y; spos.y <= sz.w;    spos.y+=1.0)                \n"
    "    {                                                                \n"
    "        for(spos.x = sz.x; spos.x <= sz.z;    spos.x+=1.0)            \n"
    "        {                                                            \n"
    "            float2 diff = spos - pt;                                \n"
    "            temp = rots.xywx * diff.xyxy;                            \n"
    "            float2 nxy = (temp.xz + temp.yw);                        \n"
    "            float2 nxyn = abs(nxy);                                    \n"
    "            if(all(nxyn < float2(1.0)))\n"
    "            {\n"
    "                float4 cc = texRECT(gradTex, spos);                        \n"
    "                float mod = cc.b;    float angle = cc.a;                    \n"
    "                float theta0 = (anglef - angle)*RPI;                \n"
    "                float theta = theta0 < 0? theta0 + 8.0 : theta0; // fmod(theta0 + 8.0, 8.0); \n"
    "                diff = nxy + offsetpt.xy;                                \n"
    "                float ww = exp(-0.125*dot(diff, diff));\n"
    "                float2 weights = 1 - nxyn;\n"
    "                float weight = weights.x * weights.y *mod*ww; \n"
    "                float theta1 = floor(theta); \n"
    "                float weight2 = (theta - theta1) * weight; \n"
    "                float weight1 = weight - weight2;\n"
    "                DA += float4(theta1 == float4(0, 1, 2, 3))*weight1; \n"
    "                DA += float4(theta1 == float4(7, 0, 1, 2))*weight2; \n"
    "                DB += float4(theta1 == float4(4, 5, 6, 7))*weight1;    \n"
    "                DB += float4(theta1 == float4(3, 4, 5, 6))*weight2; \n"
    "            }\n"
    "        }\n"
    "    }\n";

    out<<
    "    FragData0 = DA; FragData1 = DB;\n"
    "}\n"<<'\0';

    ProgramCG * program; 
    s_descriptor_fp = program =  new ProgramCG(buffer);
    _param_descriptor_gtex = cgGetNamedParameter(*program, "gradTex");
    _param_descriptor_size = cgGetNamedParameter(*program, "size");
    _param_descriptor_dsize = cgGetNamedParameter(*program, "dsize");


}

//the shader that computes the descriptors
void ShaderBagCG::LoadDescriptorShader()
{
    GlobalUtil::_DescriptorPPT = 16;
    LoadDescriptorShaderF2();
}

void ShaderBagCG::LoadOrientationShader()
{

    char buffer[10240];
    ostrstream out(buffer,10240);


    out<<"\n"
    "#define GAUSSIAN_WF "<<GlobalUtil::_OrientationGaussianFactor<<" \n"
    "#define SAMPLE_WF ("<<GlobalUtil::_OrientationWindowFactor<< " )\n"
    "#define ORIENTATION_THRESHOLD "<< GlobalUtil::_MulitiOrientationThreshold << "\n"
    "void main(uniform samplerRECT tex,            \n"
    "uniform samplerRECT gradTex,        \n"
    "        uniform float4 size,                \n"
    "        in float2 TexCoord0 : TEXCOORD0,    \n"
    "        out float4 FeatureData : COLOR0    ";

    //multi orientation output
    //use one additional texture to store up to four orientations
    //when we use one 32bit float to store two orientations, no extra texture is required

    if(GlobalUtil::_MaxOrientation >1  && GlobalUtil::_OrientationPack2 == 0)
        out<<", out float4 OrientationData : COLOR1";

    if(GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign)
    {
        //data for sub-pixel localization
        out<<", uniform samplerRECT texS";
    }

    //use 9 float4 to store histogram of 36 directions
    out<<")        \n"
    "{                                                    \n"
    "    float4 bins[10];                                \n"
    "    for (int i=0; i<9; i++) bins[i] = float4(0,0,0,0);    \n"
    "    const float4 loc = texRECT(tex, TexCoord0);            \n"
    "    const bool orientation_mode = (size.z != 0);            \n"
    "    float2 pos = loc.xy;                            \n"
    "    float sigma = orientation_mode? abs(size.z) : loc.w; \n";
    if(GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign)
    {
        out<<
    "    if(orientation_mode) {\n"
    "        float4 keyx = texRECT(texS, pos);\n"
    "        sigma = sigma * pow(size.w, keyx.w); \n"
    "        pos.xy = pos.xy + keyx.yz; \n"
    "        #if " << GlobalUtil::_KeepExtremumSign << "\n"
    "            if(keyx.x<0.6) sigma = - sigma;\n"
    "        #endif\n"
    "    }\n";
    }

    out<<
    "    //bool fixed_orientation = (size.z < 0);        \n"
    "    if(size.z < 0) {FeatureData = float4(pos, 0, sigma); return;}"
    "    const float gsigma = sigma * GAUSSIAN_WF;                \n"
    "    const float2 win = abs(sigma.xx) * (SAMPLE_WF * GAUSSIAN_WF);    \n"
    "    const float2 dim = size.xy;                            \n"
    "    const float dist_threshold = win.x*win.x+0.5;            \n"
    "    const float factor = -0.5/(gsigma*gsigma);            \n"
    "    float4 sz;    float2 spos;                        \n"
    "    //if(any(pos.xy <= 1)) discard;                    \n"
    "    sz.xy = max( pos - win, float2(1,1));            \n"
    "    sz.zw = min( pos + win, dim-2);                \n"
    "    sz = floor(sz)+0.5;";
    //loop to get the histogram

    out<<"\n"
    "    for(spos.y = sz.y; spos.y <= sz.w;    spos.y+=1.0)                \n"
    "    {                                                                \n"
    "        for(spos.x = sz.x; spos.x <= sz.z;    spos.x+=1.0)            \n"
    "        {                                                            \n"
    "            const float2 offset = spos - pos;                        \n"
    "            const float sq_dist = dot(offset,offset);                \n"
    "            if( sq_dist < dist_threshold){                            \n"
    "                const float4 cc = texRECT(gradTex, spos);            \n"
    "                const float grad = cc.b;    float theta = cc.a;        \n"
    "                float idx = floor(degrees(theta)*0.1);        \n"
    "                const float weight = grad*exp(sq_dist * factor);                \n"
    "                if(idx < 0 ) idx += 36;                                    \n"
    "                const float vidx = 4.0 * fract(idx * 0.25);//fmod(idx, 4);                                \n"
    "                const float4 inc = weight*float4(vidx == float4(0,1,2,3));    ";

    if(GlobalUtil::_UseDynamicIndexing && strcmp(cgGetProfileString(ProgramCG::_FProfile), "gp4fp")==0)
//    if(ProgramCG::_FProfile == CG_PROFILE_GPU_FP) this enumerant is not defined in cg1.5
    {
        //gp_fp supports dynamic indexing
        out<<"\n"
    "                int iidx = int(floor(idx*0.25));    \n"
    "                bins[iidx]+=inc;                    \n"
    "            }                                        \n"
    "        }                                            \n"
    "    }";

    }else
    {
        //nvfp40 still does not support dynamic array indexing
        //unrolled binary search...
        out<<"\n"
    "                if(idx < 16)                            \n"
    "                {                                        \n"
    "                    if(idx < 8)                            \n"
    "                    {                                    \n"
    "                        if(idx < 4)    {    bins[0]+=inc;}    \n"
    "                        else        {    bins[1]+=inc;}    \n"
    "                    }else                                \n"
    "                    {                                    \n"
    "                        if(idx < 12){    bins[2]+=inc;}    \n"
    "                        else        {    bins[3]+=inc;}    \n"
    "                    }                                    \n"
    "                }else if(idx < 32)                        \n"
    "                {                                        \n"
    "                    if(idx < 24)                        \n"
    "                    {                                    \n"
    "                        if(idx <20)    {    bins[4]+=inc;}    \n"
    "                        else        {    bins[5]+=inc;}    \n"
    "                    }else                                \n"
    "                    {                                    \n"
    "                        if(idx < 28){    bins[6]+=inc;}    \n"
    "                        else        {    bins[7]+=inc;}    \n"
    "                    }                                    \n"
    "                }else                         \n"
    "                {                                        \n"
    "                    bins[8]+=inc;                        \n"
    "                }                                        \n"
    "            }                                        \n"
    "        }                                            \n"
    "    }";

    }

    WriteOrientationCodeToStream(out);

    ProgramCG * program;
    s_orientation = program = new ProgramCG(buffer);
    _param_orientation_gtex = cgGetNamedParameter(*program, "gradTex");
    _param_orientation_size = cgGetNamedParameter(*program, "size");
    _param_orientation_stex = cgGetNamedParameter(*program, "texS");
}

void ShaderBagCG::WriteOrientationCodeToStream(std::ostream& out)
{
    //smooth histogram and find the largest
/*
    smoothing kernel:     (1 3 6 7 6 3 1 )/27
    the same as 3 pass of (1 1 1)/3 averaging
    maybe better to use 4 pass on the vectors...
*/


    //the inner loop on different array numbers is always unrolled in fp40

    //bug fixed here:)
    out<<"\n"
    "    float3x3 mat1 = float3x3(1, 0, 0, 3, 1, 0, 6, 3, 1)/27.0;; //bug fix.. \n"
    "    float4x4 mat2 = float4x4( 7, 6, 3, 1, 6, 7, 6, 3, 3, 6, 7, 6, 1, 3, 6, 7)/27.0;;\n"
    "    for (int j=0; j<2; j++)                                \n"
    "    {                                                \n"
    "        float4 prev  = bins[8];                        \n"
    "        bins[9]         = bins[0];                        \n"
    "        for (int i=0; i<9; i++)                            \n"
    "        {                                                \n"
    "            float4 newb    =    mul ( bins[i], mat2);        \n"
    "            newb.xyz    +=    mul ( prev.yzw, mat1);        \n"
    "            prev = bins[i];                                \n"
    "            newb.wzy    +=    mul    ( bins[i+1].zyx, mat1);    \n"
    "            bins[i] = newb;                            \n"
    "        }                                                \n"
    "    }";


    //find the maximum voting
    out<<"\n"
    "    float4 maxh; float2 maxh2; float4 maxh4 = bins[0];                \n"
    "    for (int i=1; i<9; i++) maxh4 = max(maxh4, bins[i]);                \n"
    "    maxh2 = max(maxh4.xy, maxh4.zw); maxh = float4(max(maxh2.x, maxh2.y));";

    char *testpeak_code;
    char *savepeak_code;



    //save two/three/four orientations with the largest votings?

    //
    if(GlobalUtil::_MaxOrientation>1)
    {
        out<<"\n"
    "    float4 Orientations = float4(0, 0, 0, 0);                \n"
    "    float4 weights = float4(0,0,0,0);        ";    
        
        testpeak_code = "\n"
    "        {test = bins[i]>hh;";

        //save the orientations in weight-decreasing order
        if(GlobalUtil::_MaxOrientation ==2)
        {
        savepeak_code = "\n"
    "        if(weight <=weights.g){}\n"
    "        else if(weight >weights.r)\n"
    "        {weights.rg = float2(weight, weights.r); Orientations.rg = float2(th, Orientations.r);}\n"
    "        else {weights.g = weight; Orientations.g = th;}";

        }else if(GlobalUtil::_MaxOrientation ==3)
        {
        savepeak_code = "\n"
    "        if(weight <=weights.b){}\n"
    "        else if(weight >weights.r)\n"
    "        {weights.rgb = float3(weight, weights.rg); Orientations.rgb = float3(th, Orientations.rg);}\n"
    "        else if(weight >weights.g)\n"
    "        {weights.gb = float2(weight, weights.g); Orientations.gb = float2(th, Orientations.g);}\n"
    "        else {weights.b = weight; Orientations.b = th;}";
        }else
        {
        savepeak_code = "\n"
    "        if(weight <=weights.a){}\n"
    "        else if(weight >weights.r)\n"
    "        {weights = float4(weight, weights.rgb); Orientations = float4(th, Orientations.rgb);}\n"
    "        else if(weight >weights.g)\n"
    "        {weights.gba = float3(weight, weights.gb); Orientations.gba = float3(th, Orientations.gb);}\n"
    "        else if(weight >weights.b)\n"
    "        {weights.ba = float2(weight, weights.b); Orientations.ba = float2(th, Orientations.b);}\n"
    "        else {weights.a = weight; Orientations.a = th;}";
        }

    }else
    {
        out<<"\n"
    "    float Orientations = 0;                ";
        testpeak_code ="\n"
    "        if(npeaks==0){                                \n"
    "        test = (bins[i] >= maxh)    ;";
        savepeak_code="\n"
    "                npeaks++;                                \n"
    "                Orientations = th.x;";

    }

    //find the peaks
    //the following loop will be unrolled

    out<<"\n"
    "    const float4 hh = maxh * ORIENTATION_THRESHOLD;    bool4 test;    \n"
    "    bins[9] = bins[0];                                \n"
    "    float npeaks = 0, k = 0;            \n"
    "    float prevb    = bins[8].w;                        \n"
    "    for (int i = 0; i <9 ; i++)                        \n"
    "    {"
        <<testpeak_code<<"                                    \n"
    "        if( any ( test.xy || test.zw) )                            \n"
    "        {                                            \n"
    "            if(test.r && bins[i].x > prevb && bins[i].x > bins[i].y )    \n"
    "            {                                            \n"
    "                float    di = 0.5 * (bins[i].y-prevb) / (bins[i].x *2.0 -bins[i].y -prevb) ; \n"
    "                float    th = (k+di+0.5);    float weight = bins[i].x;"
                    <<savepeak_code<<"\n"
    "            }\n"
    "            else if(test.g && all( bins[i].yy > bins[i].xz) )    \n"
    "            {                                            \n"
    "                float    di = 0.5 * (bins[i].z-bins[i].x) / (bins[i].y * 2.0 - bins[i].z - bins[i].x) ; \n"
    "                float    th = (k+di+1.5);    float weight = bins[i].y;                "
                    <<savepeak_code<<"    \n"
    "            }"
        <<"\n"
    "            if(test.b && all( bins[i].zz > bins[i].yw) )    \n"
    "            {                                            \n"
    "                float    di = 0.5 * (bins[i].w-bins[i].y) / (bins[i].z * 2.0-bins[i].w-bins[i].y) ; \n"
    "                float    th = (k+di+2.5);    float weight = bins[i].z;                "
                    <<savepeak_code<<"    \n"
    "            }\n"
    "            else if(test.a && bins[i].w > bins[i].z && bins[i].w > bins[i+1].x )    \n"
    "            {                                            \n"
    "                float    di = 0.5 * (bins[i+1].x-bins[i].z) / (bins[i].w * 2.0- bins[i+1].x-bins[i].z) ; \n"
    "                float    th = (k+di+3.5);    float weight = bins[i].w;                "
                    <<savepeak_code<<"    \n"
    "            }\n"
    "        }}\n"
    "        k = k + 4.0;                        \n"
    "        prevb = bins[i].w;\n"
    "    }";
    //WRITE output
    if(GlobalUtil::_OrientationPack2)
    {
        //pack two orientations in one float
    out<<"\n"
    "     if(orientation_mode){\n"
    "        Orientations.xy = frac(Orientations.xy / 36.0 + 1.0);\n"
    "        if(weights.x <= 0) Orientations.x = 1.0;\n"
    "        if(weights.y <= 0) Orientations.y = 1.0;\n"
    "        float packed_orientation = pack_2ushort(Orientations.xy); \n"
    "        FeatureData = float4(pos, packed_orientation, sigma);\n"
    "    }else{\n"
    "        FeatureData = float4(pos, radians((Orientations.x)*10.0), sigma);\n"
    "    }\n";        
    }else if(GlobalUtil::_MaxOrientation>1)
    {
    out<<"\n"
    "     if(orientation_mode){\n"
    "     npeaks = dot(float4(1,1,"
            <<(GlobalUtil::_MaxOrientation>2 ? 1 : 0)<<","
            <<(GlobalUtil::_MaxOrientation >3? 1 : 0)<<"), float4(weights>hh));\n"
    "        OrientationData = radians((Orientations )*10.0);\n"
    "        FeatureData = float4(pos, npeaks, sigma);\n"
    "    }else{\n"
    "        FeatureData = float4(pos, radians((Orientations.x)*10.0), sigma);\n"
    "    }\n";
    }else
    {
    out<<"\n"
    "     FeatureData = float4(pos, radians((Orientations.x)*10.0), sigma);";
    }
    //end
    out<<"\n"
    "}\n"<<'\0';


}

void ShaderBagCG::SetSimpleOrientationInput(int oTex, float sigma, float sigma_step)
{
    cgGLSetTextureParameter(_param_orientation_gtex, oTex);
    cgGLEnableTextureParameter(_param_orientation_gtex);
    cgGLSetParameter1f(_param_orientation_size, sigma);
}

void ShaderBagCG::SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int stex, float step)
{
    ///
    cgGLSetTextureParameter(_param_orientation_gtex, gtex);    
    cgGLEnableTextureParameter(_param_orientation_gtex);

    if((GlobalUtil::_SubpixelLocalization || GlobalUtil::_KeepExtremumSign)&& stex)
    {
        //specify texutre for subpixel subscale localization
        cgGLSetTextureParameter(_param_orientation_stex, stex);
        cgGLEnableTextureParameter(_param_orientation_stex);
    }

    float size[4];
    size[0] = (float)width;
    size[1] = (float)height;
    size[2] = sigma;
    size[3] = step;
    cgGLSetParameter4fv(_param_orientation_size, size);

}

void ShaderBagCG::SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth,  float width, float height, float sigma)
{
    ///
    cgGLSetTextureParameter(_param_descriptor_gtex, gtex);    
    cgGLEnableTextureParameter(_param_descriptor_gtex);

    float dsize[4] ={dwidth, 1.0f/dwidth, fwidth, 1.0f/fwidth};
    cgGLSetParameter4fv(_param_descriptor_dsize, dsize);
    float size[3];
    size[0] = width;
    size[1] = height;
    size[2] = GlobalUtil::_DescriptorWindowFactor;    
    cgGLSetParameter3fv(_param_descriptor_size, size);
}


///////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////PACKED VERSION?///////////////////////////////////

ShaderBagPKCG::ShaderBagPKCG()
{
    ProgramCG::InitContext();
}

void ShaderBagPKCG::UnloadProgram()
{

    cgGLUnbindProgram(ProgramCG::_FProfile);
    cgGLDisableProfile(ProgramCG::_FProfile);
}

void ShaderBagPKCG::LoadFixedShaders()
{
    ProgramCG * program;

    /*
    char *rgb2gray_packing_code =
        "void main(uniform samplerRECT rgbTex, in float4 TexCoord0 : TEXCOORD0, \n"
    "        in float4 TexCoord1 : TEXCOORD1, in float4 TexCoord2 : TEXCOORD2, \n"
    "        in float4 TexCoord3 : TEXCOORD3, out float4 FragData : COLOR0){\n"
    "        const float3 weight = vec3(0.299, 0.587, 0.114);\n"
    "        FragData.r = dot(weight, texRECT(rgbTex,TexCoord0.st ).rgb);\n"
    "        FragData.g = dot(weight, texRECT(rgbTex,TexCoord1.st ).rgb);\n"
    "        FragData.b = dot(weight, texRECT(rgbTex,TexCoord2.st ).rgb);\n"
    "        FragData.a = dot(weight, texRECT(rgbTex,TexCoord3.st ).rgb);}";//
    s_gray = new ProgramCG( rgb2gray_packing_code);
    */

    s_gray = new ProgramCG( 
    "void main(float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "float intensity = dot(float3(0.299, 0.587, 0.114), texRECT(tex,TexCoord0.xy ).rgb);\n"
    "FragColor= float4(intensity, intensity, intensity, 1.0);}"    );


    s_sampling = new ProgramCG(
    "void main(uniform samplerRECT tex, in float4 TexCoord0 : TEXCOORD0, \n"
    "        in float4 TexCoord1 : TEXCOORD1, in float4 TexCoord2 : TEXCOORD2, \n"
    "        in float4 TexCoord3 : TEXCOORD3, out float4 FragData : COLOR0 ){\n"
    "        FragData= float4(    texRECT(tex,TexCoord0.st ).r,texRECT(tex,TexCoord1.st ).r,\n"
    "                            texRECT(tex,TexCoord2.st ).r,texRECT(tex,TexCoord3.st ).r);}"    );


    s_margin_copy = program = new ProgramCG(
    "void main(in float4 texCoord0: TEXCOORD0, out float4 FragColor: COLOR0, \n"
    "uniform samplerRECT tex, uniform float4 truncate){\n"
    "float4 cc = texRECT(tex, min(texCoord0.xy, truncate.xy)); \n"
    "bool2 ob = texCoord0.xy < truncate.xy;\n"
    "if(ob.y) { FragColor = (truncate.z ==0 ? cc.rrbb : cc.ggaa); } \n"
    "else if(ob.x) {FragColor = (truncate.w <1.5 ? cc.rgrg : cc.baba);} \n"
    "else {    float4 weights = float4(float4(0, 1, 2, 3) == truncate.w);\n"
    "float v = dot(weights, cc); FragColor = v.xxxx;}}");

    _param_margin_copy_truncate = cgGetNamedParameter(*program, "truncate");


    s_zero_pass = new ProgramCG("void main(out float4 FragColor : COLOR0){FragColor = 0;}");

    s_grad_pass = program = new ProgramCG(
    "void main (\n"
    "float4 TexCC : TEXCOORD0, float4 TexLC : TEXCOORD1,\n"
    "float4 TexRC : TEXCOORD2, float4 TexCD : TEXCOORD3, float4 TexCU : TEXCOORD4,\n"
    "out float4 FragData0 : COLOR0, out float4 FragData1 : COLOR1, \n"
    "out float4 FragData2 : COLOR2, uniform samplerRECT tex, uniform samplerRECT texp)\n"
    "{\n"
    "    float4 v1, v2, gg;\n"
    "    float4 cc = texRECT(tex, TexCC.xy);\n"
    "    float4 cp = texRECT(texp, TexCC.xy);\n"
    "    FragData0 = cc - cp; \n"
    "    float4 cl = texRECT(tex, TexLC.xy);    float4 cr = texRECT(tex, TexRC.xy);\n"
    "    float4 cd = texRECT(tex, TexCD.xy); float4 cu = texRECT(tex, TexCU.xy);\n"
    "    float4 dx = (float4(cr.rb, cc.ga) - float4(cc.rb, cl.ga)).zxwy;\n"
    "    float4 dy = (float4(cu.rg, cc.ba) - float4(cc.rg, cd.ba)).zwxy;\n"
    "    FragData1 = 0.5 * sqrt(dx*dx + dy * dy);\n"
    "    FragData2 = FragData1 > 0?  atan2(dy, dx) : float4(0);\n"
    "}\n\0");

    _param_grad_pass_texp = cgGetNamedParameter(*program, "texp");


    s_dog_pass = program = new ProgramCG(
    "void main (float4 TexCC : TEXCOORD0, out float4 FragData0 : COLOR0, \n"
    "    uniform samplerRECT tex, uniform samplerRECT texp)\n"
    "{\n"
    "    float4 cc = texRECT(tex, TexCC.xy);\n"
    "    float4 cp = texRECT(texp, TexCC.xy);\n"
    "    FragData0 = cc - cp; \n"
    "}\n\0");

    ////
    if(GlobalUtil::_SupportFP40)
    {
        LoadOrientationShader();
        if(GlobalUtil::_DescriptorPPT) LoadDescriptorShader();
    }else
    {
        s_orientation = program =  new ProgramCG(
        "void main(out float4 FragColor : COLOR0, \n"
    "    uniform samplerRECT fTex, uniform samplerRECT oTex, \n"
    "    uniform float2 size, \n"
    "    in float2 tpos : TEXCOORD0){\n"
    "    float4 cc = texRECT(fTex, tpos);\n"
    "    float2 co = cc.xy * 0.5; \n"
    "    float4 oo = texRECT(oTex, co);\n"
    "    bool2 bo = frac(co) < 0.5; \n"
    "    float o = bo.y? (bo.x? oo.r : oo.g) : (bo.x? oo.b : oo.a); \n"
    "    FragColor = float4(cc.rg, o, size.x * pow(size.y, cc.a));}");  
        _param_orientation_gtex= cgGetNamedParameter(*program, "oTex");
        _param_orientation_size= cgGetNamedParameter(*program, "size");

        GlobalUtil::_FullSupported = 0;
        GlobalUtil::_MaxOrientation = 0;
        GlobalUtil::_DescriptorPPT = 0;
        std::cerr<<"Orientation simplified on this hardware"<<endl;
        std::cerr<<"Descriptor ignored on this hardware"<<endl;
    }
}

void ShaderBagPKCG::LoadDisplayShaders()
{
    ProgramCG * program;

    s_copy_key = new ProgramCG(
    "void main(in float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "FragColor.rg= texRECT(tex, TexCoord0.xy).rg; FragColor.ba = float2(0,1);    }");

    //shader used to write a vertex buffer object
    //which is used to draw the quads of each feature
    s_vertex_list = program = new ProgramCG(
    "void main(in float4 TexCoord0: TEXCOORD0,\n"
    "uniform float4 sizes, \n"
    "uniform samplerRECT tex, \n"
    "out float4 FragColor: COLOR0){\n"
    "float fwidth = sizes.y; \n"
    "float twidth = sizes.z; \n"
    "float rwidth = sizes.w; \n"
    "float index = 0.1*(fwidth*floor(TexCoord0.y) + TexCoord0.x);\n"
    "float px = fmod(index, twidth);\n"
    "float2 tpos= floor(float2(px, index*rwidth))+0.5;\n"
    "float4 cc = texRECT(tex, tpos );\n"
    "float size = 3.0f * cc.a;// sizes.x;// \n"
    "FragColor.zw = float2(0.0, 1.0);\n"
    "if(any(cc.xy <=0)) {FragColor.xy = cc.xy;}else \n"
    "{\n"
    "    float type = frac(px);\n"
    "    float2 dxy; float s, c;\n"
    "    dxy.x = type < 0.1 ? 0 : ((type <0.5 || type > 0.9)? size : -size);\n"
    "    dxy.y = type < 0.2 ? 0 : ((type < 0.3 || type > 0.7 )? -size :size); \n"
    "    sincos(cc.b, s, c);\n"
    "    FragColor.x = cc.x + c*dxy.x-s*dxy.y;\n"
    "    FragColor.y = cc.y + c*dxy.y+s*dxy.x;}\n"
    "}\n\0");
    /*FragColor = float4(tpos, 0.0, 1.0);}\n\0");*/

    _param_genvbo_size = cgGetNamedParameter(*program, "sizes");

    s_display_gaussian = new ProgramCG(
        "void main(uniform samplerRECT tex, in float4 TexCoord0:TEXCOORD0, out float4 FragData: COLOR0 ){\n"
        "float4 pc = texRECT(tex, TexCoord0.xy);     bool2 ff = (frac(TexCoord0.xy) < 0.5);\n"
    "float v = ff.y?(ff.x? pc.r : pc.g):(ff.x?pc.b:pc.a); FragData = float4(v.xxx, 1.0);}");

    s_display_dog =  new ProgramCG(
    "void main(in float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "float4 pc = texRECT(tex, TexCoord0.xy); bool2 ff = (frac(TexCoord0.xy) < 0.5);\n"
    "float v = ff.y ?(ff.x ? pc.r : pc.g):(ff.x ? pc.b : pc.a);float g = (0.5+20.0*v);\n"
    "FragColor = float4(g, g, g, 1.0);}" );


    s_display_grad = new ProgramCG(
    "void main(in float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "float4 pc = texRECT(tex, TexCoord0.xy); bool2 ff = (frac(TexCoord0.xy) < 0.5);\n"
    "float v = ff.y ?(ff.x ? pc.r : pc.g):(ff.x ? pc.b : pc.a); FragColor = float4(5.0 *v.xxx, 1.0); }");

    s_display_keys= new ProgramCG(
    "void main(in float4 TexCoord0 : TEXCOORD0, out float4 FragColor : COLOR0, uniform samplerRECT tex){\n"
    "float4 oc = texRECT(tex, TexCoord0.xy); \n"
    "float4 cc = float4(abs(oc.r) == float4(1.0, 2.0, 3.0, 4.0));\n"
    "bool2 ff = (frac(TexCoord0.xy) < 0.5);\n"
    "float v = ff.y ?(ff.x ? cc.r : cc.g):(ff.x ? cc.b : cc.a);\n"
    "if(oc.r == 0) discard;\n"
    "else if(oc.r > 0) FragColor = float4(1.0, 0, 0,1.0); \n"
    "else FragColor = float4(0.0,1.0,0.0,1.0); }" );        
}

void ShaderBagPKCG::LoadGenListShader(int ndoglev, int nlev)
{

    //the V2 algorithms are only slightly faster, but way more complicated
    //LoadGenListShaderV2(ndoglev, nlev); return; 
    ProgramCG * program;

    s_genlist_init_tight = new ProgramCG(
    "void main (uniform samplerRECT tex, in float4 TexCoord0 : TEXCOORD0,\n"
    "in float4 TexCoord1 : TEXCOORD1, in float4 TexCoord2 : TEXCOORD2, \n"
    "in float4 TexCoord3 : TEXCOORD3, out float4 FragColor : COLOR0)\n"
    "{\n"
    "    float4 data = float4(    texRECT(tex, TexCoord0.xy).r,\n"
    "                            texRECT(tex, TexCoord1.xy).r,\n"
    "                            texRECT(tex, TexCoord2.xy).r,\n"
    "                            texRECT(tex, TexCoord3.xy).r);\n"
    "    FragColor = float4(data != 0);\n"
    "}");

    s_genlist_init_ex = program = new ProgramCG(
    "void main (uniform float4 bbox, uniform samplerRECT tex, \n"
    "in float4 TexCoord0 : TEXCOORD0, in float4 TexCoord1 : TEXCOORD1, \n"
    "in float4 TexCoord2 : TEXCOORD2, in float4 TexCoord3 : TEXCOORD3,\n"
    "out float4 FragColor : COLOR0)\n"
    "{\n"
    "    bool4 helper1 = abs(texRECT(tex, TexCoord0.xy).r)== float4(1.0, 2.0, 3.0, 4.0); \n"
    "    bool4 helper2 = abs(texRECT(tex, TexCoord1.xy).r)== float4(1.0, 2.0, 3.0, 4.0);\n"
    "    bool4 helper3 = abs(texRECT(tex, TexCoord2.xy).r)== float4(1.0, 2.0, 3.0, 4.0);\n"
    "    bool4 helper4 = abs(texRECT(tex, TexCoord3.xy).r)== float4(1.0, 2.0, 3.0, 4.0);\n"
    "    bool4 bx1 = TexCoord0.xxyy < bbox; \n"
    "    bool4 bx4 = TexCoord3.xxyy < bbox; \n"
    "    bool4 bx2 = bool4(bx4.xy, bx1.zw); \n"
    "    bool4 bx3 = bool4(bx1.xy, bx4.zw);\n"
    "    helper1 = (bx1.xyxy && bx1.zzww && helper1);\n"
    "    helper2 = (bx2.xyxy && bx2.zzww && helper2);\n"
    "    helper3 = (bx3.xyxy && bx3.zzww && helper3);\n"
    "    helper4 = (bx4.xyxy && bx4.zzww && helper4);\n"
    "    FragColor.r = any(helper1.xy || helper1.zw);    \n"
    "    FragColor.g = any(helper2.xy || helper2.zw);    \n"
    "    FragColor.b = any(helper3.xy || helper3.zw);    \n"
    "    FragColor.a = any(helper4.xy || helper4.zw);    \n"
    "}");
    _param_genlist_init_bbox = cgGetNamedParameter( *program, "bbox");

    s_genlist_end = program = new ProgramCG(
        GlobalUtil::_KeepExtremumSign == 0 ? 
    
    "void main(    uniform samplerRECT tex, uniform samplerRECT ktex,\n"
    "            in float4 tpos : TEXCOORD0,    out float4 FragColor : COLOR0)\n"
    "{\n"
    "    float4 tc = texRECT( tex, tpos.xy);\n"
    "    float2 pos = tc.rg; float index = tc.b;\n"
    "    float4 tk = texRECT( ktex, pos); \n"
    "    float4 keys = float4(abs(tk.x) == float4(1.0, 2.0, 3.0, 4.0)); \n"
    "    float2 opos; \n"
    "    opos.x = dot(keys, float4(-0.5, 0.5, -0.5, 0.5));\n"
    "    opos.y = dot(keys, float4(-0.5, -0.5, 0.5, 0.5));\n"
    "    FragColor = float4(opos + pos + pos + tk.yz, 1.0, tk.w);\n"
    "}" : 
    
    "void main(    uniform samplerRECT tex, uniform samplerRECT ktex,\n"
    "            in float4 tpos : TEXCOORD0,    out float4 FragColor : COLOR0)\n"
    "{\n"
    "    float4 tc = texRECT( tex, tpos.xy);\n"
    "    float2 pos = tc.rg; float index = tc.b;\n"
    "    float4 tk = texRECT( ktex, pos); \n"
    "    float4 keys = float4(abs(tk.x) == float4(1.0, 2.0, 3.0, 4.0)); \n"
    "    float2 opos; \n"
    "    opos.x = dot(keys, float4(-0.5, 0.5, -0.5, 0.5));\n"
    "    opos.y = dot(keys, float4(-0.5, -0.5, 0.5, 0.5));\n"
    "    FragColor = float4(opos + pos + pos + tk.yz, sign(tk.x), tk.w);\n"
    "}"    
    );
    _param_genlist_end_ktex = cgGetNamedParameter(*program, "ktex");

    //reduction ...
    s_genlist_histo = new ProgramCG(
    "void main (uniform samplerRECT tex, in float2 TexCoord0 : TEXCOORD0,\n"
    "in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n"
    "in float2 TexCoord3 : TEXCOORD3, out float4 FragColor : COLOR0)\n"
    "{\n"
    "    float4 helper; float4 helper2; \n"
    "    helper = texRECT(tex, TexCoord0); helper2.xy = helper.xy + helper.zw; \n"
    "    helper = texRECT(tex, TexCoord1); helper2.zw = helper.xy + helper.zw; \n"
    "    FragColor.rg = helper2.xz + helper2.yw;\n"
    "    helper = texRECT(tex, TexCoord2); helper2.xy = helper.xy + helper.zw; \n"
    "    helper = texRECT(tex, TexCoord3); helper2.zw = helper.xy + helper.zw; \n"
    "    FragColor.ba= helper2.xz+helper2.yw;\n"
    "}");


    //read of the first part, which generates tex coordinates 

    s_genlist_start= program =  ShaderBagCG::LoadGenListStepShader(1, 1);
    _param_ftex_width= cgGetNamedParameter(*program, "width");
    _param_genlist_start_tex0 = cgGetNamedParameter(*program, "tex0");
    //stepping
    s_genlist_step = program = ShaderBagCG::LoadGenListStepShader(0, 1);
    _param_genlist_step_tex= cgGetNamedParameter(*program, "tex");
    _param_genlist_step_tex0= cgGetNamedParameter(*program, "tex0");


}



void ShaderBagPKCG::LoadGenListShaderV2(int ndoglev, int nlev)
{
    ProgramCG * program;

    s_genlist_init_tight = new ProgramCG(
    "void main (uniform samplerRECT tex, in float4 TexCoord0 : TEXCOORD0,\n"
    "in float4 TexCoord1 : TEXCOORD1, in float4 TexCoord2 : TEXCOORD2, \n"
    "in float4 TexCoord3 : TEXCOORD3, out float4 FragColor : COLOR0)\n"
    "{\n"
    "    float4 data1 = texRECT(tex, TexCoord0.xy);\n"
    "    float4 data2 = texRECT(tex, TexCoord1.xy);\n"
    "    float4 data3 = texRECT(tex, TexCoord2.xy);\n"
    "    float4 data4 = texRECT(tex, TexCoord3.xy);\n"
    "    bool4 helper1 = (abs(data1.r), float4(1.0, 2.0, 3.0, 4.0)); \n"
    "    bool4 helper2 = (abs(data2.r), float4(1.0, 2.0, 3.0, 4.0));\n"
    "    bool4 helper3 = (abs(data3.r), float4(1.0, 2.0, 3.0, 4.0));\n"
    "    bool4 helper4 = (abs(data4.r), float4(1.0, 2.0, 3.0, 4.0));\n"
    "    FragColor.r = any(helper1.xy || helper1.zw);    \n"
    "    FragColor.g = any(helper2.xy || helper2.zw);    \n"
    "    FragColor.b = any(helper3.xy || helper3.zw);    \n"
    "    FragColor.a = any(helper4.xy || helper4.zw);    \n"
    "    if(dot(FragColor, float4(1,1,1,1)) == 1) \n"
    "    {\n"
    "        //use a special method if there is only one in the 16, \n"
    "        float4 data, helper; float2 pos, opos; \n"
    "        if(FragColor.r){ \n"
    "            data = data1; helper = helper1; pos = TexCoord0.xy;\n"
    "        }else if(FragColor.g){\n"
    "            data = data2; helper = helper2; pos = TexCoord1.xy;\n"
    "        }else if(FragColor.b){\n"
    "            data = data3; helper = helper3; pos = TexCoord2.xy;\n"
    "        }else{\n"
    "            data = data4; helper = helper4; pos = TexCoord3.xy;\n"
    "        }\n"
    "        opos.x = dot(helper, float4(-0.5, 0.5, -0.5, 0.5));\n"
    "        opos.y = dot(helper, float4(-0.5, -0.5, 0.5, 0.5));\n"
    "        FragColor = float4( pos + pos + opos + data.yz, -1, data.w); \n"
    "    }\n"
    "}");

    s_genlist_init_ex = program = new ProgramCG(
    "void main (uniform float4 bbox, uniform samplerRECT tex, \n"
    "in float4 TexCoord0 : TEXCOORD0, in float4 TexCoord1 : TEXCOORD1, \n"
    "in float4 TexCoord2 : TEXCOORD2, in float4 TexCoord3 : TEXCOORD3,\n"
    "out float4 FragColor : COLOR0)\n"
    "{\n"
    "    float4 data1 = texRECT(tex, TexCoord0.xy);\n"
    "    float4 data2 = texRECT(tex, TexCoord1.xy);\n"
    "    float4 data3 = texRECT(tex, TexCoord2.xy);\n"
    "    float4 data4 = texRECT(tex, TexCoord3.xy);\n"
    "    bool4 helper1 = (abs(data1.r), float4(1.0, 2.0, 3.0, 4.0)); \n"
    "    bool4 helper2 = (abs(data2.r), float4(1.0, 2.0, 3.0, 4.0));\n"
    "    bool4 helper3 = (abs(data3.r), float4(1.0, 2.0, 3.0, 4.0));\n"
    "    bool4 helper4 = (abs(data4.r), float4(1.0, 2.0, 3.0, 4.0));\n"
    "    bool4 bx1 = TexCoord0.xxyy < bbox; \n"
    "    bool4 bx4 = TexCoord3.xxyy < bbox; \n"
    "    bool4 bx2 = bool4(bx4.xy, bx1.zw); \n"
    "    bool4 bx3 = bool4(bx1.xy, bx4.zw);\n"
    "    helper1 = bx1.xyxy && bx1.zzww && helper1; \n"
    "    helper2 = bx2.xyxy && bx2.zzww && helper2; \n"
    "    helper3 = bx3.xyxy && bx3.zzww && helper3; \n"
    "    helper4 = bx4.xyxy && bx4.zzww && helper4; \n"
    "    FragColor.r = any(helper1.xy || helper1.zw);    \n"
    "    FragColor.g = any(helper2.xy || helper2.zw);    \n"
    "    FragColor.b = any(helper3.xy || helper3.zw);    \n"
    "    FragColor.a = any(helper4.xy || helper4.zw);    \n"
    "    if(dot(FragColor, float4(1,1,1,1)) == 1) \n"
    "    {\n"
    "        //use a special method if there is only one in the 16, \n"
    "        float4 data, helper; bool4 bhelper; float2 pos, opos; \n"
    "        if(FragColor.r){ \n"
    "            data = data1; bhelper = helper1; pos = TexCoord0.xy;\n"
    "        }else if(FragColor.g){\n"
    "            data = data2; bhelper = helper2; pos = TexCoord1.xy;\n"
    "        }else if(FragColor.b){\n"
    "            data = data3; bhelper = helper3; pos = TexCoord2.xy;\n"
    "        }else{\n"
    "            data = data4; bhelper = helper4; pos = TexCoord3.xy;\n"
    "        }\n"
    "        helper = float4(bhelper); \n"
    "        opos.x = dot(helper, float4(-0.5, 0.5, -0.5, 0.5));\n"
    "        opos.y = dot(helper, float4(-0.5, -0.5, 0.5, 0.5));\n"
    "        FragColor = float4(pos + pos + opos + data.yz, -1, data.w); \n"
    "    }\n"
    "}");
    _param_genlist_init_bbox = cgGetNamedParameter( *program, "bbox");

    s_genlist_end = program = new ProgramCG(
    
    "void main(    uniform samplerRECT tex, uniform samplerRECT ktex,\n"
    "            in float4 tpos : TEXCOORD0,    out float4 FragColor : COLOR0)\n"
    "{\n"
    "    float4 tc = texRECT( tex, tpos.xy);\n"
    "    float2 pos = tc.rg; float index = tc.b;\n"
    "    if(index == -1)\n"
    "    {\n"
    "        FragColor = float4(tc.xy, 0, tc.w);\n"
    "    }else\n"
    "    {\n"
    "        float4 tk = texRECT( ktex, pos); \n"
    "        float4 keys = float4(abs(tk.r) == float4(1.0, 2.0, 3.0, 4.0)); \n"
    "        float2 opos; \n"
    "        opos.x = dot(keys, float4(-0.5, 0.5, -0.5, 0.5));\n"
    "        opos.y = dot(keys, float4(-0.5, -0.5, 0.5, 0.5));\n"
    "        FragColor = float4(opos + pos + pos + tk.yz, 0, tk.w);\n"
    "    }\n"
    "}");
    _param_genlist_end_ktex = cgGetNamedParameter(*program, "ktex");

    //reduction ...
    s_genlist_histo = new ProgramCG(
    "void main (uniform samplerRECT tex, in float2 TexCoord0 : TEXCOORD0,\n"
    "in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n"
    "in float2 TexCoord3 : TEXCOORD3, out float4 FragColor : COLOR0)\n"
    "{\n"
    "    float4 helper[4]; float4 helper2; \n"
    "    helper[0] = texRECT(tex, TexCoord0); helper2.xy = helper[0].xy + helper[0].zw; \n"
    "    helper[1] = texRECT(tex, TexCoord1); helper2.zw = helper[1].xy + helper[1].zw; \n"
    "    FragColor.rg = helper2.xz + helper2.yw;\n"
    "    helper[2] = texRECT(tex, TexCoord2); helper2.xy = helper[2].xy + helper[2].zw; \n"
    "    helper[3] = texRECT(tex, TexCoord3); helper2.zw = helper[3].xy + helper[3].zw; \n"
    "    FragColor.ba= helper2.xz+helper2.yw;\n"
    "    bool4 keyt = float4(helper[0].z, helper[1].z, helper[2].z, helper[3].z) == -1.0; \n"
    "    float keyc = dot(float4(keyt), float4(1,1,1,1)); \n"
    "    if(keyc == 1.0 && dot(FragColor, float4(1,1,1,1)) == -1.0) \n"
    "    {\n"
    "        if(keyt.x) FragColor = helper[0];\n"
    "        else if(keyt.y) FragColor = helper[1]; \n"
    "        else if(keyt.z) FragColor = helper[2]; \n"
    "        else FragColor = helper[3]; \n"
    "    }else\n"
    "    {\n"
    "        FragColor = keyt? float4(1,1,1,1) : FragColor;\n"
    "    }\n"
    "}");

    //read of the first part, which generates tex coordinates 

    s_genlist_start= program =  ShaderBagCG::LoadGenListStepShaderV2(1, 1);
    _param_ftex_width= cgGetNamedParameter(*program, "width");
    _param_genlist_start_tex0 = cgGetNamedParameter(*program, "tex0");
    //stepping
    s_genlist_step = program = ShaderBagCG::LoadGenListStepShaderV2(0, 1);
    _param_genlist_step_tex= cgGetNamedParameter(*program, "tex");
    _param_genlist_step_tex0= cgGetNamedParameter(*program, "tex0");


}



ProgramCG* ShaderBagCG::LoadGenListStepShaderV2(int start, int step)
{
    int i;
    char buffer[10240];
    //char chanels[5] = "rgba";
    ostrstream out(buffer, 10240);
    out<<"void main(out float4 FragColor : COLOR0, \n";

    for(i = 0; i < step; i++) out<<"uniform samplerRECT tex"<<i<<",\n";

    if(start)
    {
        out<<"uniform float width, \nin float2 tpos : TEXCOORD0){\n";
        out<<"float  index = floor(tpos.y) * width + floor(tpos.x);\n";
        out<<"float2 pos = float2(0.5, 0.5);\n";
    }else
    {
        out<<"uniform samplerRECT tex, in float2 tpos: TEXCOORD0 ){\n";
        out<<"float4 tc = texRECT( tex, tpos);\n";
        out<<"float2 pos = tc.rg; float index = tc.b;\n";
        out<<"if(index==-1) {FragColor = tc; return;}\n";
    }
    out<<"float2 sum;     float4 cc;\n";



    if(step>0)
    {
        out<<"float2 cpos = float2(-0.5, 0.5);\t float2 opos;\n";
        for(i = 0; i < step; i++)
        {

            out<<"cc = texRECT(tex"<<i<<", pos);\n";
            out<<"if(cc.z == -1){FragColor = cc; return;}";
            out<<"sum.x = cc.r + cc.g;if (index < sum.x){ if(index < cc.r) opos = cpos.xx; else {opos = cpos.yx; index -= cc.r;}}\n";
            out<<"else {index -= sum.x; if(index < cc.b) opos = cpos.xy; else{opos = cpos.yy; index -= cc.b;}}";
            out<<"pos = (pos + pos + opos);\n";
        }
    }
    out<<"FragColor = float4(pos, index, 1);\n";
    out<<"}\n"<<'\0';
    return new ProgramCG(buffer);
}


void ShaderBagPKCG:: LoadKeypointShader(float threshold, float edge_threshold)
{
    //
    ProgramCG * program;
    char buffer[10240];
    float threshold0 = threshold* (GlobalUtil::_SubpixelLocalization?0.8f:1.0f);
    float threshold1 = threshold;
    float threshold2 = (edge_threshold+1)*(edge_threshold+1)/edge_threshold;
    ostrstream out(buffer, 10240);
    out<<setprecision(8);
    //tex(X)(Y)
    //X: (CLR) (CENTER 0, LEFT -1, RIGHT +1)  
    //Y: (CDU) (CENTER 0, DOWN -1, UP    +1) 
    out <<    "#define THRESHOLD0 " << threshold0 << "\n"
            "#define THRESHOLD1 " << threshold1 << "\n"
            "#define THRESHOLD2 " << threshold2 << "\n";

    out<<
    "void main (\n"
    "float4 TexCC : TEXCOORD0, float4 TexLC : TEXCOORD1,\n"
    "float4 TexRC : TEXCOORD2, float4 TexCD : TEXCOORD3, \n"
    "float4 TexCU : TEXCOORD4, float4 TexLD : TEXCOORD5, \n"
    "float4 TexLU : TEXCOORD6, float4 TexRD : TEXCOORD7,\n"
    "out float4 FragData0 : COLOR0, uniform samplerRECT tex, \n"
    "uniform samplerRECT texU, uniform samplerRECT texD)\n"
    "{\n"
    "    float2 TexRU = float2(TexRC.x, TexCU.y); \n"
    "    float4 ccc = texRECT(tex, TexCC.xy);\n"
    "    float4 clc = texRECT(tex, TexLC.xy);\n"
    "    float4 crc = texRECT(tex, TexRC.xy);\n"
    "    float4 ccd = texRECT(tex, TexCD.xy);\n"
    "    float4 ccu = texRECT(tex, TexCU.xy);\n"
    "    float4 cld = texRECT(tex, TexLD.xy);\n"
    "    float4 clu = texRECT(tex, TexLU.xy);\n"
    "    float4 crd = texRECT(tex, TexRD.xy);\n"
    "    float4 cru = texRECT(tex, TexRU.xy);\n"
    "    float4  cc = ccc;\n"
    "    float4  v1[4], v2[4];\n"
    "    v1[0] = float4(clc.g, ccc.g, ccd.b, ccc.b);\n"
    "    v1[1] = float4(ccc.r, crc.r, ccd.a, ccc.a);\n"
    "    v1[2] = float4(clc.a, ccc.a, ccc.r, ccu.r);\n"
    "    v1[3] = float4(ccc.b, crc.b, ccc.g, ccu.g);\n"
    "    v2[0] = float4(cld.a, clc.a, ccd.a, ccc.a);\n"
    "    v2[1] = float4(ccd.b, ccc.b, crd.b, crc.b);\n"
    "    v2[2] = float4(clc.g, clu.g, ccc.g, ccu.g);\n"
    "    v2[3] = float4(ccc.r, ccu.r, crc.r, cru.r);\n"

    //test against 8 neighbours
    //use variable to identify type of extremum
    //1.0 for local maximum and -1.0 for minimum
    <<
    "    float4 key ={0, 0, 0, 0}; \n"
    "    for(int i = 0; i < 4; i++)\n"
    "    {\n"
    "        bool4 test1 = cc[i] > max(v1[i], v2[i]), test2 = cc[i] < min(v1[i], v2[i]);\n"
    "        key[i] = cc[i] > THRESHOLD0 && all(test1.xy&&test1.zw)?1.0: 0.0;\n"
    "        key[i] = cc[i] < -THRESHOLD0 && all(test2.xy&&test2.zw)? -1.0: key[i];\n"
    "    }\n"
    "    if(TexCC.x < 1.0) {key.rb = 0;}\n"
    "    if(TexCC.y < 1.0) {key.rg = 0;}\n"
    "    FragData0 = float4(0.0);\n"
    "    if(all(key == 0.0)) return; \n";

    //do edge supression first.. 
    //vector v1 is < (-1, 0), (1, 0), (0,-1), (0, 1)>
    //vector v2 is < (-1,-1), (-1,1), (1,-1), (1, 1)>

    out<<
    "    float fxx[4], fyy[4], fxy[4], fx[4], fy[4];\n"
    "    for(int i = 0; i < 4; i++) \n"
    "    {\n"
    "        if(key[i] != 0)\n"
    "        {\n"
    "            float4 D2 = v1[i].xyzw - cc[i];\n"
    "            float2 D4 = v2[i].xw - v2[i].yz;\n"
    "            float2 D5 = 0.5*(v1[i].yw-v1[i].xz); \n"
    "            fx[i] = D5.x;\n"
    "            fy[i] = D5.y ;\n"
    "            fxx[i] = D2.x + D2.y;\n"
    "            fyy[i] = D2.z + D2.w;\n"
    "            fxy[i] = 0.25*(D4.x + D4.y);\n"
    "            float fxx_plus_fyy = fxx[i] + fyy[i];\n"
    "            float score_up = fxx_plus_fyy*fxx_plus_fyy; \n"
    "            float score_down = (fxx[i]*fyy[i] - fxy[i]*fxy[i]);\n"
    "            if( score_down <= 0 || score_up > THRESHOLD2 * score_down)key[i] = 0;\n"
    "        }\n"
    "    }\n"
    "    if(all(key == 0.0)) return; \n\n";

    ////////////////////////////////////////////////
    //read 9 pixels of upper/lower level
    out<<
    "    float4  v4[4], v5[4], v6[4];\n"
    "    ccc = texRECT(texU, TexCC.xy);\n"
    "    clc = texRECT(texU, TexLC.xy);\n"
    "    crc = texRECT(texU, TexRC.xy);\n"
    "    ccd = texRECT(texU, TexCD.xy);\n"
    "    ccu = texRECT(texU, TexCU.xy);\n"
    "    cld = texRECT(texU, TexLD.xy);\n"
    "    clu = texRECT(texU, TexLU.xy);\n"
    "    crd = texRECT(texU, TexRD.xy);\n"
    "    cru = texRECT(texU, TexRU.xy);\n"
    "    float4  cu = ccc;\n"
    "    v4[0] = float4(clc.g, ccc.g, ccd.b, ccc.b);\n"
    "    v4[1] = float4(ccc.r, crc.r, ccd.a, ccc.a);\n"
    "    v4[2] = float4(clc.a, ccc.a, ccc.r, ccu.r);\n"
    "    v4[3] = float4(ccc.b, crc.b, ccc.g, ccu.g);\n"
    "    v6[0] = float4(cld.a, clc.a, ccd.a, ccc.a);\n"
    "    v6[1] = float4(ccd.b, ccc.b, crd.b, crc.b);\n"
    "    v6[2] = float4(clc.g, clu.g, ccc.g, ccu.g);\n"
    "    v6[3] = float4(ccc.r, ccu.r, crc.r, cru.r);\n"
    <<
    "    for(int i = 0; i < 4; i++)\n"
    "    {\n"
    "        if(key[i] == 1.0)\n"
    "        {\n"
    "            bool4 test = cc[i]< max(v4[i], v6[i]); \n"
    "            if(cc[i] < cu[i] || any(test.xy||test.zw))key[i] = 0.0; \n"
    "        }else if(key[i] == -1.0)\n"
    "        {\n"
    "            bool4 test = cc[i]> min( v4[i], v6[i]); \n"
    "            if(cc[i] > cu[i] || any(test.xy||test.zw))key[i] = 0.0; \n"
    "        }\n"
    "    }\n"
    "    if(all(key == 0.0)) return; \n"
    <<
    "    ccc = texRECT(texD, TexCC.xy);\n"
    "    clc = texRECT(texD, TexLC.xy);\n"
    "    crc = texRECT(texD, TexRC.xy);\n"
    "    ccd = texRECT(texD, TexCD.xy);\n"
    "    ccu = texRECT(texD, TexCU.xy);\n"
    "    cld = texRECT(texD, TexLD.xy);\n"
    "    clu = texRECT(texD, TexLU.xy);\n"
    "    crd = texRECT(texD, TexRD.xy);\n"
    "    cru = texRECT(texD, TexRU.xy);\n"
    "    float4  cd = ccc;\n"
    "    v5[0] = float4(clc.g, ccc.g, ccd.b, ccc.b);\n"
    "    v5[1] = float4(ccc.r, crc.r, ccd.a, ccc.a);\n"
    "    v5[2] = float4(clc.a, ccc.a, ccc.r, ccu.r);\n"
    "    v5[3] = float4(ccc.b, crc.b, ccc.g, ccu.g);\n"
    "    v6[0] = float4(cld.a, clc.a, ccd.a, ccc.a);\n"
    "    v6[1] = float4(ccd.b, ccc.b, crd.b, crc.b);\n"
    "    v6[2] = float4(clc.g, clu.g, ccc.g, ccu.g);\n"
    "    v6[3] = float4(ccc.r, ccu.r, crc.r, cru.r);\n"
    <<
    "    for(int i = 0; i < 4; i++)\n"
    "    {\n"
    "        if(key[i] == 1.0)\n"
    "        {\n"
    "            bool4 test = cc[i]< max(v5[i], v6[i]);\n"
    "            if(cc[i] < cd[i] || any(test.xy||test.zw))key[i] = 0.0; \n"
    "        }else if(key[i] == -1.0)\n"
    "        {\n"
    "            bool4 test = cc[i]>min(v5[i],v6[i]);\n"
    "            if(cc[i] > cd[i] || any(test.xy||test.zw))key[i] = 0.0; \n"
    "        }\n"
    "    }\n"
    "    float keysum = dot(abs(key), float4(1, 1, 1, 1)) ;\n"
    "    //assume there is only one keypoint in the four. \n"
    "    if(keysum != 1.0) return;    \n";

    //////////////////////////////////////////////////////////////////////
    if(GlobalUtil::_SubpixelLocalization)

    out <<
    "    float3 offset = float3(0, 0, 0); \n"
    "    /*The unrolled follwing loop is faster than a dynamic indexing version.*/\n"
    "    for(int idx = 1; idx < 4; idx++)\n"
    "    {\n"
    "        if(key[idx] != 0) \n"
    "        {\n"
    "            cu[0] = cu[idx];    cd[0] = cd[idx];    cc[0] = cc[idx];    \n"
    "            v4[0] = v4[idx];    v5[0] = v5[idx];                        \n"
    "            fxy[0] = fxy[idx];    fxx[0] = fxx[idx];    fyy[0] = fyy[idx];    \n"
    "            fx[0] = fx[idx];    fy[0] = fy[idx];                        \n"
    "        }\n"
    "    }\n"
    <<
        
    "    float fs = 0.5*( cu[0] - cd[0] );                \n"
    "    float fss = cu[0] + cd[0] - cc[0] - cc[0];\n"
    "    float fxs = 0.25 * (v4[0].y + v5[0].x - v4[0].x - v5[0].y);\n"
    "    float fys = 0.25 * (v4[0].w + v5[0].z - v4[0].z - v5[0].w);\n"
    "    float4 A0, A1, A2 ;            \n"
    "    A0 = float4(fxx[0], fxy[0], fxs, -fx[0]);    \n"
    "    A1 = float4(fxy[0], fyy[0], fys, -fy[0]);    \n"
    "    A2 = float4(fxs, fys, fss, -fs);    \n"
    "    float3 x3 = abs(float3(fxx[0], fxy[0], fxs));        \n"
    "    float maxa = max(max(x3.x, x3.y), x3.z);    \n"
    "    if(maxa >= 1e-10 ) \n"
    "    {                                                \n"
    "        if(x3.y ==maxa )                            \n"
    "        {                                            \n"
    "            float4 TEMP = A1; A1 = A0; A0 = TEMP;    \n"
    "        }else if( x3.z == maxa )                    \n"
    "        {                                            \n"
    "            float4 TEMP = A2; A2 = A0; A0 = TEMP;    \n"
    "        }                                            \n"
    "        A0 /= A0.x;                                    \n"
    "        A1 -= A1.x * A0;                            \n"
    "        A2 -= A2.x * A0;                            \n"
    "        float2 x2 = abs(float2(A1.y, A2.y));        \n"
    "        if( x2.y > x2.x )                            \n"
    "        {                                            \n"
    "            float3 TEMP = A2.yzw;                    \n"
    "            A2.yzw = A1.yzw;                        \n"
    "            A1.yzw = TEMP;                            \n"
    "            x2.x = x2.y;                            \n"
    "        }                                            \n"
    "        if(x2.x >= 1e-10) {                                \n"
    "            A1.yzw /= A1.y;                                \n"
    "            A2.yzw -= A2.y * A1.yzw;                    \n"
    "            if(abs(A2.z) >= 1e-10) {\n"
    "                offset.z = A2.w /A2.z;                    \n"
    "                offset.y = A1.w - offset.z*A1.z;                \n"
    "                offset.x = A0.w - offset.z*A0.z - offset.y*A0.y;    \n"
    "                bool test = (abs(cc[0] + 0.5*dot(float3(fx[0], fy[0], fs), offset ))>THRESHOLD1) ;\n"
    "                if(!test || any( abs(offset) >= 1.0)) return;\n"
    "            }\n"
    "        }\n"
    "    }\n"
    <<"\n"
    "    float keyv = dot(key, float4(1.0, 2.0, 3.0, 4.0));\n"
    "    FragData0 = float4(keyv,  offset);\n"
    "}\n"    <<'\0';

    else out << "\n"
    "    float keyv = dot(key, float4(1.0, 2.0, 3.0, 4.0));\n"
    "    FragData0 =  float4(keyv, 0, 0, 0);\n"
    "}\n"    <<'\0';

    s_keypoint = program = new ProgramCG(buffer);
    //parameter
    _param_dog_texu = cgGetNamedParameter(*program, "texU");
    _param_dog_texd = cgGetNamedParameter(*program, "texD");
}

void ShaderBagPKCG::LoadOrientationShader()
{
    char buffer[10240];
    ostrstream out(buffer,10240);

    out<<"\n"
    "#define GAUSSIAN_WF "<<GlobalUtil::_OrientationGaussianFactor<<" \n"
    "#define SAMPLE_WF ("<<GlobalUtil::_OrientationWindowFactor<< " )\n"
    "#define ORIENTATION_THRESHOLD "<< GlobalUtil::_MulitiOrientationThreshold << "\n"
    "void main(uniform samplerRECT tex,    uniform samplerRECT gtex,        \n"
    "        uniform samplerRECT otex,     uniform float4 size, in float2 TexCoord0 : TEXCOORD0,    \n"
    "        out float4 FeatureData : COLOR0    ";

    //multi orientation output
    //use one additional texture to store up to four orientations
    //when we use one 32bit float to store two orientations, no extra texture is required

    if(GlobalUtil::_MaxOrientation >1  && GlobalUtil::_OrientationPack2 == 0)
        out<<", out float4 OrientationData : COLOR1";


    //use 9 float4 to store histogram of 36 directions
    out<<")        \n"
    "{                                                    \n"
    "    float4 bins[10];                                \n"
    "    for (int i=0; i<9; i++) bins[i] = float4(0,0,0,0);    \n"
    "    float4 sift = texRECT(tex, TexCoord0);        \n"
    "    float2 pos = sift.xy; \n"
    "    bool orientation_mode = (size.z != 0);        \n"
    "    float sigma = orientation_mode? (abs(size.z) * pow(size.w, sift.w) * sift.z) : (sift.w); \n"
    "    //bool fixed_orientation = (size.z < 0);        \n"
    "    if(size.z < 0) {FeatureData = float4(pos, 0, sigma); return;}"
    "    float gsigma = sigma * GAUSSIAN_WF;                \n"
    "    float2 win = abs(sigma.xx) * (SAMPLE_WF * GAUSSIAN_WF);    \n"
    "    float2 dim = size.xy;                            \n"
    "    float4 dist_threshold = float4(win.x*win.x+0.5);    \n"
    "    float factor = -0.5/(gsigma*gsigma);            \n"
    "    float4 sz;    float2 spos;                        \n"
    "    //if(any(pos.xy <= 1)) discard;                    \n"
    "    sz.xy = max( pos - win, float2(2,2));            \n"
    "    sz.zw = min( pos + win, dim-3);                \n"
    "    sz = floor(sz*0.5) + 0.5; ";
    //loop to get the histogram

    out<<"\n"
    "    for(spos.y = sz.y; spos.y <= sz.w;    spos.y+=1.0)                \n"
    "    {                                                                \n"
    "        for(spos.x = sz.x; spos.x <= sz.z;    spos.x+=1.0)            \n"
    "        {                                                            \n"
    "            float2 offset = 2* spos - pos - 0.5;                    \n"
    "            float4 off = float4(offset, offset + 1);                \n"
    "            float4 distsq = off.xzxz * off.xzxz + off.yyww * off.yyww;    \n"
    "            bool4 inside = distsq < dist_threshold;                    \n"
    "            if(any(inside.xy||inside.zw))                            \n"
    "            {                                                        \n"
    "                float4 gg = texRECT(gtex, spos);                    \n"
    "                float4 oo = texRECT(otex, spos);                    \n"
    "                float4 weight = gg * exp(distsq * factor);            \n"
    "                float4 idxv  = floor(degrees(oo)*0.1);                 \n"
    "                idxv = idxv<0? idxv + 36.0: idxv;                    \n"
    "                float4 vidx = 4.0* fract(idxv * 0.25);//fmod(idxv, 4.0);\n";

    //
    if(GlobalUtil::_UseDynamicIndexing && strcmp(cgGetProfileString(ProgramCG::_FProfile), "gp4fp")==0)
    //if(ProgramCG::_FProfile == CG_PROFILE_GPU_FP) this enumerant is not defined in cg1.5
    {
        //gp4fp supports dynamic indexing, but it might be slow on some GPUs
        out<<"\n"
    "                for(int i = 0 ; i < 4; i++)\n"
    "                {\n"
    "                    if(inside[i])\n"
    "                    {\n"
    "                        float idx = idxv[i];                                \n"
    "                        float4 inc = weight[i] * float4(vidx[i] == float4(0,1,2,3));    \n"
    "                        int iidx = int(floor(idx*0.25));    \n"
    "                        bins[iidx]+=inc;                    \n"
    "                    }                                        \n"
    "                }                                            \n"
    "            }                                                \n"
    "        }                                                    \n"
    "    }";

    }else
    {
        //nvfp40 still does not support dynamic array indexing
        //unrolled binary search
        //it seems to be faster than the dyanmic indexing version on some GPUs
        out<<"\n"
    "                for(int i = 0 ; i < 4; i++)\n"
    "                {\n"
    "                    if(inside[i])\n"
    "                    {\n"
    "                        float idx = idxv[i];                                            \n"
    "                        float4 inc = weight[i] * float4(vidx[i] == float4(0,1,2,3));    \n"
    "                        if(idx < 16)                            \n"
    "                        {                                        \n"
    "                            if(idx < 8)                            \n"
    "                            {                                    \n"
    "                                if(idx < 4)    {    bins[0]+=inc;}    \n"
    "                                else        {    bins[1]+=inc;}    \n"
    "                            }else                                \n"
    "                            {                                    \n"
    "                                if(idx < 12){    bins[2]+=inc;}    \n"
    "                                else        {    bins[3]+=inc;}    \n"
    "                            }                                    \n"
    "                        }else if(idx < 32)                        \n"
    "                        {                                        \n"
    "                            if(idx < 24)                        \n"
    "                            {                                    \n"
    "                                if(idx <20)    {    bins[4]+=inc;}    \n"
    "                                else        {    bins[5]+=inc;}    \n"
    "                            }else                                \n"
    "                            {                                    \n"
    "                                if(idx < 28){    bins[6]+=inc;}    \n"
    "                                else        {    bins[7]+=inc;}    \n"
    "                            }                                    \n"
    "                        }else                         \n"
    "                        {                                        \n"
    "                            bins[8]+=inc;                        \n"
    "                        }                                        \n"
    "                    }                                            \n"
    "                }                                                \n"
    "            }                                        \n"
    "        }                                            \n"
    "    }";

    }

    //reuse the code from the unpacked version..
    ShaderBagCG::WriteOrientationCodeToStream(out);


    ProgramCG * program;
    s_orientation = program = new ProgramCG(buffer);
    _param_orientation_gtex = cgGetNamedParameter(*program, "gtex");
    _param_orientation_otex = cgGetNamedParameter(*program, "otex");
    _param_orientation_size = cgGetNamedParameter(*program, "size");


}

void ShaderBagPKCG::LoadDescriptorShader()
{
    GlobalUtil::_DescriptorPPT = 16;
    LoadDescriptorShaderF2();

}

void ShaderBagPKCG::LoadDescriptorShaderF2()
{
    //one shader outpout 128/8 = 16 , each fragout encodes 4
    //const double twopi = 2.0*3.14159265358979323846;
    //const double rpi  = 8.0/twopi;
    char buffer[10240];
    ostrstream out(buffer, 10240);

    out<<setprecision(8);

    out<<"\n"
    "#define M_PI 3.14159265358979323846\n"
    "#define TWO_PI (2.0*M_PI)\n"
    "#define RPI 1.2732395447351626861510701069801\n"
    "#define WF size.z\n"
    "void main(uniform samplerRECT tex,        \n"
    "uniform    samplerRECT gtex,                \n"
    "uniform samplerRECT otex,                \n"
    "uniform float4        dsize,                \n"
    "uniform float3        size,                \n"
    "in        float2    TexCoord0 : TEXCOORD0,    \n"
    "out        float4  FragData0:COLOR0,        \n"
    "out        float4    FragData1:COLOR1)        \n"
    "{\n"
    "    float2 dim    = size.xy;    //image size            \n"
    "    float index = dsize.x*floor(TexCoord0.y * 0.5) + TexCoord0.x;\n"
    "    float idx = 8.0 * frac(index * 0.125) + 8.0 * floor(2.0 * frac(TexCoord0.y * 0.5));        \n"
    "    index = floor(index*0.125)+ 0.49;  \n"
    "    float2 coord = floor( float2( fmod(index, dsize.z), index*dsize.w)) + 0.5 ;\n"
    "    float2 pos = texRECT(tex, coord).xy;        \n"
    "    if(any(pos.xy <= 1) || any(pos.xy >=dim-1)) "
    "    //discard;    \n"
    "    { FragData0 = FragData1 = float4(0.0); return; }\n"
    "    float anglef = texRECT(tex, coord).z;\n"
    "    if(anglef > M_PI) anglef -= TWO_PI;\n"
    "    float sigma = texRECT(tex, coord).w; \n"
    "    float spt  = abs(sigma * WF);    //default to be 3*sigma    \n";
    //rotation
    out<<
    "    float4 cscs, rots;                                \n"
    "    sincos(anglef, cscs.y, cscs.x);                    \n"
    "    cscs.zw = - cscs.xy;                            \n"
    "    rots = cscs /spt;                                \n"
    "    cscs *= spt; \n";

    //here cscs is actually (cos, sin, -cos, -sin) * (factor: 3)*sigma
    //and rots is  (cos, sin, -cos, -sin ) /(factor*sigma)
    //devide the 4x4 sift grid into 16 1x1 block, and each corresponds to a shader thread
    //To use linear interoplation, 1x1 is increased to 2x2, by adding 0.5 to each side
    out<<
    "    float4 temp; float2 pt, offsetpt;                \n"
    "    /*the fraction part of idx is .5*/            \n"
    "    offsetpt.x = 4.0 * fract(idx * 0.25) - 2.0;                \n"
    "    offsetpt.y = floor(idx*0.25) - 1.5;            \n"
    "    temp = cscs.xwyx*offsetpt.xyxy;                \n"
    "    pt = pos + temp.xz + temp.yw;                \n";
    
    //get a horizontal bounding box of the rotated rectangle
    out<<
    "    float2 bwin = abs(cscs.xy);                    \n"
    "    float bsz = bwin.x + bwin.y;                    \n"
    "    float4 sz;    float2 spos;                    \n"
    "    sz.xy = max(pt - bsz, float2(2,2));\n"
    "    sz.zw = min(pt + bsz, dim - 3);        \n"
    "    sz = floor(sz * 0.5) + 0.5;"; //move sample point to pixel center
    //get voting for two box

    out<<"\n"
    "    float4 DA, DB;                        \n"
    "    DA = DB  = float4(0, 0, 0, 0);        \n"
    "    float4 nox = float4(0, rots.xy, rots.x + rots.y);                    \n"
    "    float4 noy = float4(0, rots.wx, rots.w + rots.x);                    \n"
    "    for(spos.y = sz.y; spos.y <= sz.w;    spos.y+=1.0)                \n"
    "    {                                                                \n"
    "        for(spos.x = sz.x; spos.x <= sz.z;    spos.x+=1.0)            \n"
    "        {                                                            \n"
    "            float2 tpt = spos * 2.0 - pt - 0.5;                    \n"
    "            float4 temp = rots.xywx * tpt.xyxy;                        \n"
    "            float2 temp2 = temp.xz + temp.yw;                        \n"
    "            float4 nx = temp2.x + nox;                                \n"
    "            float4 ny = temp2.y + noy;            \n"
    "            float4 nxn = abs(nx), nyn = abs(ny);                        \n"
    "            bool4 inside = (max(nxn, nyn) < 1.0);    \n"
    "            if(any(inside.xy || inside.zw))\n"
    "            {\n"
    "                float4 gg = texRECT(gtex, spos);\n"
    "                float4 oo = texRECT(otex, spos);\n"
    "                float4 theta0 = (anglef - oo)*RPI;\n"
    "                float4 theta = theta0 < 0? theta0 + 8.0 : theta0;//8.0 * frac(1.0 + 0.125 * theta0);//         \n"
    "                float4 theta1 = floor(theta); \n"
    "                float4 diffx = nx + offsetpt.x, diffy = ny + offsetpt.y;    \n"
    "                float4 ww = exp(-0.125 * (diffx * diffx + diffy * diffy ));    \n"
    "                float4 weight = (1 - nxn) * (1 - nyn) * gg * ww; \n"
    "                float4 weight2 = (theta - theta1) * weight;                            \n"
    "                float4 weight1 = weight - weight2;                        \n"
    "                for(int i = 0;i < 4; i++)\n"
    "                {\n"
    "                    if(inside[i])\n"
    "                    {\n"
    "                        DA += float4(theta1[i] == float4(0, 1, 2, 3))*weight1[i];    \n"
    "                        DA += float4(theta1[i] == float4(7, 0, 1, 2))*weight2[i];    \n"
    "                        DB += float4(theta1[i] == float4(4, 5, 6, 7))*weight1[i];    \n"
    "                        DB += float4(theta1[i] == float4(3, 4, 5, 6))*weight2[i];    \n"
    "                    }\n"
    "                }\n"
    "            }\n"
    "        }\n"
    "    }\n";
    out<<
    "     FragData0 = DA; FragData1 = DB;\n"
    "}\n"<<'\0';
    ProgramCG * program; 

    s_descriptor_fp = program =  new ProgramCG(buffer);
    _param_descriptor_gtex = cgGetNamedParameter(*program, "gtex");
    _param_descriptor_otex = cgGetNamedParameter(*program, "otex");
    _param_descriptor_size = cgGetNamedParameter(*program, "size");
    _param_descriptor_dsize = cgGetNamedParameter(*program, "dsize");

}

void ShaderBagPKCG::SetMarginCopyParam(int xmax, int ymax)
{
    float truncate[4];
    truncate[0] = (xmax - 0.5f) * 0.5f; //((xmax + 1)  >> 1) - 0.5f;
    truncate[1] = (ymax - 0.5f) * 0.5f; //((ymax + 1)  >> 1) - 0.5f;
    truncate[2] = (xmax %2 == 1)? 0.0f: 1.0f;
    truncate[3] = truncate[2] +  (((ymax % 2) == 1)? 0.0f : 2.0f);
    cgGLSetParameter4fv(_param_margin_copy_truncate, truncate);
}

void ShaderBagPKCG::SetGradPassParam(int texP)
{
    cgGLSetTextureParameter(_param_grad_pass_texp, texP);
    cgGLEnableTextureParameter(_param_grad_pass_texp);
}

void ShaderBagPKCG::SetGenListEndParam(int ktex)
{
    cgGLSetTextureParameter(_param_genlist_end_ktex, ktex);
    cgGLEnableTextureParameter(_param_genlist_end_ktex);
}

void ShaderBagPKCG::SetDogTexParam(int texU, int texD)
{
    cgGLSetTextureParameter(_param_dog_texu, texU);
    cgGLEnableTextureParameter(_param_dog_texu);
    cgGLSetTextureParameter(_param_dog_texd, texD);
    cgGLEnableTextureParameter(_param_dog_texd);
}

void ShaderBagPKCG::SetGenListInitParam(int w, int h)
{
    float bbox[4] = {(w -1.0f) * 0.5f +0.25f, (w-1.0f) * 0.5f - 0.25f,  (h - 1.0f) * 0.5f + 0.25f, (h-1.0f) * 0.5f - 0.25f};
    cgGLSetParameter4fv(_param_genlist_init_bbox, bbox);
}


void ShaderBagPKCG::SetGenListStartParam(float width, int tex0)
{
    cgGLSetParameter1f(_param_ftex_width, width);

    if(_param_genlist_start_tex0)
    {
        cgGLSetTextureParameter(_param_genlist_start_tex0, tex0);
        cgGLEnableTextureParameter(_param_genlist_start_tex0);
    }
}



void ShaderBagPKCG::SetGenListStepParam(int tex, int tex0)
{
    cgGLSetTextureParameter(_param_genlist_step_tex, tex);
    cgGLEnableTextureParameter(_param_genlist_step_tex);
    cgGLSetTextureParameter(_param_genlist_step_tex0, tex0);
    cgGLEnableTextureParameter(_param_genlist_step_tex0);
}

void ShaderBagPKCG::SetGenVBOParam(float width, float fwidth, float size)
{
    float sizes[4] = {size*3.0f, fwidth, width, 1.0f/width};
    cgGLSetParameter4fv(_param_genvbo_size, sizes);
}

void ShaderBagPKCG::SetSimpleOrientationInput(int oTex, float sigma, float sigma_step)
{
    cgGLSetTextureParameter(_param_orientation_gtex, oTex);
    cgGLEnableTextureParameter(_param_orientation_gtex);
    cgGLSetParameter2f(_param_orientation_size, sigma, sigma_step);
}


void ShaderBagPKCG::SetFeatureOrientationParam(int gtex, int width, int height, float sigma, int otex, float step)
{
    ///
    cgGLSetTextureParameter(_param_orientation_gtex, gtex);    
    cgGLEnableTextureParameter(_param_orientation_gtex);
    cgGLSetTextureParameter(_param_orientation_otex, otex);    
    cgGLEnableTextureParameter(_param_orientation_otex);

    float size[4];
    size[0] = (float)width;
    size[1] = (float)height;
    size[2] = sigma;
    size[3] = step;
    cgGLSetParameter4fv(_param_orientation_size, size);

}

void ShaderBagPKCG::SetFeatureDescirptorParam(int gtex, int otex, float dwidth, float fwidth,  float width, float height, float sigma)
{
    ///

    cgGLSetTextureParameter(_param_descriptor_gtex, gtex);    
    cgGLEnableTextureParameter(_param_descriptor_gtex);
    cgGLSetTextureParameter(_param_descriptor_otex, otex);    
    cgGLEnableTextureParameter(_param_descriptor_otex);


    float dsize[4] ={dwidth, 1.0f/dwidth, fwidth, 1.0f/fwidth};
    cgGLSetParameter4fv(_param_descriptor_dsize, dsize);
    float size[3];
    size[0] = width;
    size[1] = height;
    size[2] = GlobalUtil::_DescriptorWindowFactor;
    cgGLSetParameter3fv(_param_descriptor_size, size);


}

#endif