diff options
Diffstat (limited to 'flowy/src/motion/enc.wgsl')
-rw-r--r-- | flowy/src/motion/enc.wgsl | 50 |
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> { |