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-rw-r--r--flowy/src/motion/enc.wgsl53
1 files changed, 47 insertions, 6 deletions
diff --git a/flowy/src/motion/enc.wgsl b/flowy/src/motion/enc.wgsl
index bb0139f..b94bac9 100644
--- a/flowy/src/motion/enc.wgsl
+++ b/flowy/src/motion/enc.wgsl
@@ -1,12 +1,15 @@
struct Params {
block_size: vec2<i32>,
- offsets_stride: u32
+ offsets_stride: u32,
+ search_radius: i32,
+ skip_threshold: f32,
}
struct BlockOffset {
score: f32,
offset: vec2<i32>,
+ tint: vec3<f32>,
}
@group(0) @binding(0) var<uniform> params: Params;
@@ -17,10 +20,46 @@ struct BlockOffset {
@compute @workgroup_size(1) fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let uv = vec2<i32>(global_id.xy) * params.block_size;
+ let _f = search_offset(uv);
+ let best_err = _f.error;
+ let best_offset = _f.offset;
+
+ var best_tint = vec3(0.);
+
+ var average_pcol = vec3(0.);
+ var average_ncol = vec3(0.);
+ for (var x = 0; x < params.block_size.x; x++) {
+ for (var y = 0; y < params.block_size.y; y++) {
+ let base = uv+vec2(x,y);
+ average_pcol += textureLoad(prev, base+best_offset, 0).rgb;
+ average_ncol += textureLoad(next, base, 0).rgb;
+ }}
+
+ let tint = (average_ncol - average_pcol) / f32(params.block_size.x * params.block_size.y);
+
+ var err = 0.;
+ for (var x = 0; x < params.block_size.x; x++) {
+ for (var y = 0; y < params.block_size.y; y++) {
+ let base = uv+vec2(x,y);
+ let pcol = textureLoad(prev, base+best_offset, 0).rgb+tint;
+ let ncol = textureLoad(next, base, 0).rgb;
+ err += distance(pcol, ncol);
+ }}
+ if err < best_err {
+ best_tint = tint;
+ }
+
+ offsets[global_id.x + global_id.y * params.offsets_stride] = BlockOffset(best_err, best_offset, best_tint);
+}
+
+struct SearchRes {offset: vec2<i32>, error: f32}
+
+fn search_offset(uv: vec2<i32>) -> SearchRes {
var best_err = 100000000.;
- var best_offset = vec2(0,0);
- for (var ox = -5; ox <= 5; ox++) {
- for (var oy = -5; oy <= 5; oy++) {
+ var best_offset = vec2(0);
+ // TODO: better ordering
+ for (var ox = -params.search_radius; ox <= params.search_radius; ox++) {
+ for (var oy = -params.search_radius; oy <= params.search_radius; oy++) {
let offset = vec2(ox,oy);
var err = 0.;
@@ -35,10 +74,12 @@ struct BlockOffset {
if err < best_err {
best_err = err;
best_offset = offset;
+ if err < params.skip_threshold {
+ return SearchRes(offset, err);
+ }
}
}}
-
- offsets[global_id.x + global_id.y * params.offsets_stride] = BlockOffset(best_err, best_offset);
+ return SearchRes(best_offset,best_err);
}
// fn colormap_vec(v: vec2<f32>) -> vec3<f32> {