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-rw-r--r--flowy/src/motion/enc.wgsl50
1 files changed, 24 insertions, 26 deletions
diff --git a/flowy/src/motion/enc.wgsl b/flowy/src/motion/enc.wgsl
index cc185e9..bb0139f 100644
--- a/flowy/src/motion/enc.wgsl
+++ b/flowy/src/motion/enc.wgsl
@@ -1,7 +1,7 @@
struct Params {
block_size: vec2<i32>,
- output_stride: i32
+ offsets_stride: u32
}
struct BlockOffset {
@@ -10,37 +10,35 @@ struct BlockOffset {
}
@group(0) @binding(0) var<uniform> params: Params;
-@group(0) @binding(1) var<storage, read_write> output: BlockOffset;
-@group(0) @binding(2) var prev: texture_2d<f32>;
-@group(0) @binding(3) var next: texture_2d<f32>;
+@group(0) @binding(1) var<storage, read_write> offsets: array<BlockOffset>;
+@group(0) @binding(2) var next: texture_2d<f32>;
+@group(0) @binding(3) var prev: texture_2d<f32>;
@compute @workgroup_size(1) fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let uv = vec2<i32>(global_id.xy) * params.block_size;
- // output[global_id.x + global_id.y * params.output_stride] = BlockOffset(0., uv);
-
- // let orig = textureLoad(texa, uv, 0);
+ var best_err = 100000000.;
+ var best_offset = vec2(0,0);
+ for (var ox = -5; ox <= 5; ox++) {
+ for (var oy = -5; oy <= 5; oy++) {
+ let offset = vec2(ox,oy);
- // var best_sim = 1000.;
- // var best_coord = vec2(0,0);
- // for (var x = -SDIST; x <= SDIST; x++) {
- // for (var y = -SDIST; y <= SDIST; y++) {
- // let ov = uv + vec2(x,y);
- // let samp = textureLoad(texb, ov, 0);
- // let d = distance(samp.rgb, orig.rgb)
- // + distance(sampnn.rgb, orignn.rgb)
- // + distance(sampnp.rgb, orignp.rgb)
- // + distance(samppn.rgb, origpn.rgb)
- // + distance(samppp.rgb, origpp.rgb);
- // if d < best_sim {
- // best_sim = d;
- // best_coord = vec2(x,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+offset, 0).rgb;
+ let ncol = textureLoad(next, base, 0).rgb;
+ err += distance(pcol, ncol);
+ }}
+
+ if err < best_err {
+ best_err = err;
+ best_offset = offset;
+ }
+ }}
- // let col = vec4(colormap_vec(vec2<f32>(best_coord) / f32(SDIST)), 1.);
-
- // textureStore(output, global_id.xy, col);
+ offsets[global_id.x + global_id.y * params.offsets_stride] = BlockOffset(best_err, best_offset);
}
// fn colormap_vec(v: vec2<f32>) -> vec3<f32> {