diff options
Diffstat (limited to 'flowy/src')
-rw-r--r-- | flowy/src/main.rs | 8 | ||||
-rw-r--r-- | flowy/src/motion/enc-old.wgsl | 88 | ||||
-rw-r--r-- | flowy/src/motion/enc.wgsl | 119 |
3 files changed, 167 insertions, 48 deletions
diff --git a/flowy/src/main.rs b/flowy/src/main.rs index 60e30c0..a0a4024 100644 --- a/flowy/src/main.rs +++ b/flowy/src/main.rs @@ -1,5 +1,6 @@ pub mod motion; +use framework::Framework; use log::{debug, info}; use motion::{dec::MotionDecoder, enc::MotionEncoder, CommonBuffers, Params}; use pollster::FutureExt; @@ -68,17 +69,20 @@ fn main() { let mut buffer = vec![0u8; width * height * 4]; + let (mut framework, fparams) = Framework::init(); + menc.write_uniforms(&queue); mdec.write_uniforms(&queue); info!("ready (setup took {:?})", t.elapsed()); + let mut i = 0; loop { let rp = RoundParams { swap: i % 2 }; debug!("read"); stdin().read_exact(&mut buffer).unwrap(); + framework.next_frame_manual(); - let t = Instant::now(); debug!("upload"); bufs.upload(&queue, ¶ms, &rp, &buffer); @@ -98,7 +102,7 @@ fn main() { debug!("download"); bufs.download(&device, &mut buffer); - info!("frame #{i} took {:?}", t.elapsed()); + framework.encode_done(&[]); debug!("write"); stdout().write_all(&buffer).unwrap(); i += 1; diff --git a/flowy/src/motion/enc-old.wgsl b/flowy/src/motion/enc-old.wgsl new file mode 100644 index 0000000..b94bac9 --- /dev/null +++ b/flowy/src/motion/enc-old.wgsl @@ -0,0 +1,88 @@ + +struct Params { + block_size: vec2<i32>, + 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; +@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; + + 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); + // 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.; + 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; + if err < params.skip_threshold { + return SearchRes(offset, err); + } + } + }} + return SearchRes(best_offset,best_err); +} + +// fn colormap_vec(v: vec2<f32>) -> vec3<f32> { +// return vec3(v.y, v.x - 0.5 * v.y, -v.x - 0.5 * v.y); +// } + diff --git a/flowy/src/motion/enc.wgsl b/flowy/src/motion/enc.wgsl index b94bac9..46fe363 100644 --- a/flowy/src/motion/enc.wgsl +++ b/flowy/src/motion/enc.wgsl @@ -17,71 +17,98 @@ struct 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>) { +var<private> best_offset: vec2<i32> = vec2(0); +var<private> best_error: f32 = 100000.; +var<private> best_tint: vec3<f32> = vec3(0.); + +@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; + test_offset(uv, vec2(0, 0)); + + do_dist(uv, 32); + do_dist(uv, 16); + do_dist(uv, 10); + do_dist(uv, 8); + do_dist(uv, 6); + do_dist(uv, 3); + do_dist(uv, 4); + do_dist(uv, 2); + do_dist(uv, 1); + + apply_tint(uv); - var best_tint = vec3(0.); + offsets[global_id.x + global_id.y * params.offsets_stride] = BlockOffset(best_error, best_offset, best_tint); +} + +fn do_dist(uv: vec2<i32>, n: i32) { + test_offset(uv, vec2(0, n)); + test_offset(uv, vec2(n, n)); + test_offset(uv, vec2(n, 0)); + test_offset(uv, vec2(n, -n)); + test_offset(uv, vec2(0, -n)); + test_offset(uv, vec2(-n, -n)); + test_offset(uv, vec2(-n, 0)); + test_offset(uv, vec2(-n, n)); +} + +fn apply_tint(uv: vec2<i32>) { 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; - }} + 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); + // 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_error { + best_tint = tint; + // } } +// fn search_offset(uv: vec2<i32>) -> SearchRes { +// var best_err = 100000000.; +// 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); +// } +// } +// return SearchRes(best_offset, best_err); +// } -struct SearchRes {offset: vec2<i32>, error: f32} - -fn search_offset(uv: vec2<i32>) -> SearchRes { - var best_err = 100000000.; - 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.; - for (var x = 0; x < params.block_size.x; x++) { +fn test_offset(uv: vec2<i32>, offset: vec2<i32>) { + 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 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; - if err < params.skip_threshold { - return SearchRes(offset, err); - } } - }} - return SearchRes(best_offset,best_err); + } + if err < best_error { + best_error = err; + best_offset = offset; + } } + // fn colormap_vec(v: vec2<f32>) -> vec3<f32> { // return vec3(v.y, v.x - 0.5 * v.y, -v.x - 0.5 * v.y); // } |