From f4b6e2b08debbce5ed1461b52585532cd7a15b72 Mon Sep 17 00:00:00 2001 From: mittorn Date: Wed, 30 Oct 2024 05:04:45 +0300 Subject: [PATCH] Draft decomposite/reconstruction shaders --- image-decomposite.comp | 93 ++++++++++++++++++++++++++++++++++++++++++ reconstruction.comp | 40 ++++++++++++++++++ 2 files changed, 133 insertions(+) create mode 100644 image-decomposite.comp create mode 100644 reconstruction.comp diff --git a/image-decomposite.comp b/image-decomposite.comp new file mode 100644 index 0000000..7dcb9c7 --- /dev/null +++ b/image-decomposite.comp @@ -0,0 +1,93 @@ +#version 450 +#extension GL_ARB_separate_shader_objects : enable + +#define WORKGROUP_SIZE 32 + +layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in; + +layout (constant_id = 0) const float width = 1920; +layout (constant_id = 1) const float height = 1080; +const vec2 in_res = vec2(width,height); + + +layout (binding = 0, r8) uniform image2D resultImage; +layout (binding = 1, rg8) uniform image2D resultImage2; +layout (binding = 2, rgba8) uniform image2D reconstructionImage; +layout (binding = 3) uniform UBO +{ +float frameNum; +}; + +vec4 samplef(float x0, float y0) +{ + float x = float(x0) / width; + float y = float(y0) / height; + + /* + What follows is code for rendering the mandelbrot set. + */ + vec2 uv = vec2(x,y); + float n = 0.0; + vec2 c = vec2(frameNum / 1000,0.1);//vec2(-.445, 0.0) + (uv - 0.5)*(2.0+ 1.7*0.2 ), + vec2 z = vec2(-.445, 0.0) + (uv - 0.5)*(2.0+ 1.7*0.2 );//,//vec2(0.0); + const int M =128; + for (int i = 0; i 2) break; + n++; + } + + // we use a simple cosine palette to determine color: + // http://iquilezles.org/www/articles/palettes/palettes.htm + float t = float(n) / float(M); + vec3 d = vec3(0.3, 0.3 ,0.5); + vec3 e = vec3(-0.2, -0.3 ,-0.5); + vec3 f = vec3(2.1, 2.0, 3.0); + vec3 g = vec3(0.0, 0.1, 0.0); + return vec4( d + e*cos( 6.28318*(f*t+g) ) ,1.0); +} + +void main() { + + /* + In order to fit the work into workgroups, some unnecessary threads are launched. + We terminate those threads here. + */ + if(gl_GlobalInvocationID.x >= width || gl_GlobalInvocationID.y >= height) + return; + vec4 cl = vec4(0,0,0,0); + for(int i = 0; i < 2; i++) + for(int j = 0; j < 2; j++) + { + + vec4 r1 = samplef(gl_GlobalInvocationID.x * 4 + i, gl_GlobalInvocationID.y * 4 + j); + vec4 r2 = samplef(gl_GlobalInvocationID.x * 4 + i + 1, gl_GlobalInvocationID.y * 4 + j); + vec4 r3 = samplef(gl_GlobalInvocationID.x * 4 + i, gl_GlobalInvocationID.y * 4 + j + 1); + vec4 r4 = samplef(gl_GlobalInvocationID.x * 4 + i + 1, gl_GlobalInvocationID.y * 4 + j + 1); + + float cy1 = r1.r * 0.2126 + r1.g * 0.7152 + r1.b * 0.0722; + float cy2 = r2.r * 0.2126 + r2.g * 0.7152 + r2.b * 0.0722; + float cy3 = r3.r * 0.2126 + r3.g * 0.7152 + r3.b * 0.0722; + float cy4 = r4.r * 0.2126 + r4.g * 0.7152 + r4.b * 0.0722; + + float ca = cy1 + cy2; + float cb = cy1 - cy2; + float cc = cy3 + cy4; + float cd = cy3 - cy4; + float ca1 = ca + cc; + float cb1 = ca - cc; + float cc1 = cb + cd; + float cd1 = cb - cd; + + imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2 + i, gl_GlobalInvocationID.y * 2 + j), vec4(ca1/4,0,0,0)); + imageStore(reconstructionImage, ivec2(gl_GlobalInvocationID.x * 2 + i, gl_GlobalInvocationID.y * 2 + j), vec4(cb1/ 4 + 0.5,cc1/4 + 0.5,cd1/4 + 0.5,1)); +// if(i == 0 && j == 0) +// cl = r; + cl += r1 + r2 + r3 + r4; + } + cl = cl / 16; + vec2 cuv = vec2(0.5 + cl.r * -0.1146 + cl.g * -0.3854 + cl.b * 0.5, 0.5 + cl.r * 0.5 + cl.g * -0.4542 + cl.b * -0.0458); + // store the rendered mandelbrot set into a storage buffer: + imageStore(resultImage2, ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y), vec4(cuv,0,0)); +} diff --git a/reconstruction.comp b/reconstruction.comp new file mode 100644 index 0000000..4f720f2 --- /dev/null +++ b/reconstruction.comp @@ -0,0 +1,40 @@ +#version 450 +#extension GL_ARB_separate_shader_objects : enable + +#define WORKGROUP_SIZE 32 +layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in; + +layout (binding = 0) uniform sampler2D ycbcrSampler; +// todo: should it be sampler? +layout (binding = 1, rgba8) uniform image2D inputImage; +layout (binding = 2, rgba8) uniform image2D resultImage; +layout (constant_id = 0) const float width = 1920; +layout (constant_id = 1) const float height = 1080; +const vec2 in_res = vec2(width,height); +vec4 convertYuv(float y, float u, float v) +{ + return vec4(y + 1.403*v, y - 0.344*u - 0.714*v, y + 1.770*u,1); +} + +void main() +{ + vec2 uv = vec2(gl_GlobalInvocationID.xy)/in_res; + vec3 yuv = texture(ycbcrSampler,uv).xyz; + vec3 rec = vec3(imageLoad(inputImage, ivec2(gl_GlobalInvocationID.xy)).xyz); + float ca1 = yuv.y; + float cb1 = rec.x - 0.5; + float cc1 = rec.y - 0.5; + float cd1 = rec.z - 0.5; + float ca = ca1 + cb1; + float cb = cc1 + cd1; + float cc = ca1 - cb1; + float cd = cc1 - cd1; + float y1 = ca + cb; + float y2 = ca - cb; + float y3 = cc + cd; + float y4 = cc - cd; + imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2, gl_GlobalInvocationID.y * 2), convertYuv(y1, yuv.z, yuv.x)); + imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2 + 1, gl_GlobalInvocationID.y * 2), convertYuv(y2, yuv.z, yuv.x)); + imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2, gl_GlobalInvocationID.y * 2 + 1), convertYuv(y3, yuv.z, yuv.x)); + imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2 + 1 , gl_GlobalInvocationID.y * 2 + 1), convertYuv(y4, yuv.z, yuv.x)); +}