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-rw-r--r--flowy/src/main.rs8
-rw-r--r--flowy/src/motion/enc-old.wgsl88
-rw-r--r--flowy/src/motion/enc.wgsl119
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, &params, &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);
// }