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-rw-r--r--old/flowy/src/motion/enc-old.wgsl88
1 files changed, 88 insertions, 0 deletions
diff --git a/old/flowy/src/motion/enc-old.wgsl b/old/flowy/src/motion/enc-old.wgsl
new file mode 100644
index 0000000..b94bac9
--- /dev/null
+++ b/old/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);
+// }
+