Files
FFmpeg/libavcodec/vulkan/prores_raw_idct.comp.glsl
Lynne c4879dbbda avcodec/vulkan: standardize on .glsl extension
None of the files are strictly compute now.
2026-02-19 19:42:29 +01:00

119 lines
4.0 KiB
GLSL

/*
* ProRes RAW decoder
*
* Copyright (c) 2025 Lynne <dev@lynne.ee>
*
* This file is part of FFmpeg.
*
* FFmpeg is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* FFmpeg is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with FFmpeg; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#pragma shader_stage(compute)
#extension GL_GOOGLE_include_directive : require
#include "common.glsl"
#include "dct.glsl"
struct TileData {
ivec2 pos;
uint offset;
uint size;
};
layout (set = 0, binding = 0) uniform uimage2D dst;
layout (set = 0, binding = 1, scalar) readonly buffer frame_data_buf {
TileData tile_data[];
};
layout (push_constant, scalar) uniform pushConstants {
u8buf pkt_data;
ivec2 tile_size;
uint8_t qmat[64];
};
#define COMP_ID (gl_LocalInvocationID.z)
#define BLOCK_ID (gl_LocalInvocationID.y)
#define ROW_ID (gl_LocalInvocationID.x)
const u8vec2 scan[64] = {
u8vec2( 0, 0), u8vec2( 4, 0), u8vec2( 0, 2), u8vec2( 4, 2),
u8vec2( 0, 8), u8vec2( 4, 8), u8vec2( 6, 8), u8vec2( 2, 10),
u8vec2( 2, 0), u8vec2( 6, 0), u8vec2( 2, 2), u8vec2( 6, 2),
u8vec2( 2, 8), u8vec2( 8, 8), u8vec2( 0, 10), u8vec2( 4, 10),
u8vec2( 8, 0), u8vec2(12, 0), u8vec2( 8, 2), u8vec2(12, 2),
u8vec2(10, 8), u8vec2(14, 8), u8vec2( 6, 10), u8vec2( 2, 12),
u8vec2(10, 0), u8vec2(14, 0), u8vec2(10, 2), u8vec2(14, 2),
u8vec2(12, 8), u8vec2( 8, 10), u8vec2( 0, 12), u8vec2( 4, 12),
u8vec2( 0, 4), u8vec2( 4, 4), u8vec2( 6, 4), u8vec2( 2, 6),
u8vec2(10, 10), u8vec2(14, 10), u8vec2( 6, 12), u8vec2( 2, 14),
u8vec2( 2, 4), u8vec2( 8, 4), u8vec2( 0, 6), u8vec2( 4, 6),
u8vec2(12, 10), u8vec2( 8, 12), u8vec2( 0, 14), u8vec2( 4, 14),
u8vec2(10, 4), u8vec2(14, 4), u8vec2( 6, 6), u8vec2(12, 6),
u8vec2(10, 12), u8vec2(14, 12), u8vec2( 6, 14), u8vec2(12, 14),
u8vec2(12, 4), u8vec2( 8, 6), u8vec2(10, 6), u8vec2(14, 6),
u8vec2(12, 12), u8vec2( 8, 14), u8vec2(10, 14), u8vec2(14, 14),
};
void main(void)
{
const uint tile_idx = gl_WorkGroupID.y*gl_NumWorkGroups.x + gl_WorkGroupID.x;
TileData td = tile_data[tile_idx];
int width = imageSize(dst).x;
if (expectEXT(td.pos.x >= width, false))
return;
uint64_t pkt_offset = uint64_t(pkt_data) + td.offset;
u8vec2buf hdr_data = u8vec2buf(pkt_offset);
int qscale = pack16(hdr_data[0].v.yx);
const ivec2 offs = td.pos + ivec2(COMP_ID & 1, COMP_ID >> 1);
const uint w = min(tile_size.x, width - td.pos.x) >> 1;
const uint nb_blocks = w >> 3;
/* We have to do non-uniform access, so copy it */
uint8_t qmat_buf[64] = qmat;
[[unroll]]
for (uint y = 0; y < 8; y++) {
uint block_off = y*8 + ROW_ID;
int v = int(imageLoad(dst, offs + 2*ivec2(BLOCK_ID*8, 0) + scan[block_off])[0]);
float vf = float(sign_extend(v, 16)) / 32768.0;
vf *= qmat_buf[block_off] * qscale;
blocks[BLOCK_ID][COMP_ID*72 + y*9 + ROW_ID] = (vf / (64*4.56)) *
idct_scale[block_off];
}
/* Column-wise iDCT */
idct8(BLOCK_ID, COMP_ID*72 + ROW_ID, 9);
barrier();
blocks[BLOCK_ID][COMP_ID*72 + ROW_ID * 9] += 0.5f;
/* Row-wise iDCT */
idct8(BLOCK_ID, COMP_ID*72 + ROW_ID * 9, 1);
barrier();
[[unroll]]
for (uint y = 0; y < 8; y++) {
int v = int(round(blocks[BLOCK_ID][COMP_ID*72 + y*9 + ROW_ID]*4095.0));
v = clamp(v, 0, 4095);
v <<= 4;
imageStore(dst,
offs + 2*ivec2(BLOCK_ID*8 + ROW_ID, y),
ivec4(v));
}
}