2021-12-09 15:45:03 +00:00
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struct Params {
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2021-07-05 17:18:16 +00:00
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filterDim : u32;
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blockDim : u32;
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};
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[[group(0), binding(0)]] var samp : sampler;
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[[group(0), binding(1)]] var<uniform> params : Params;
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[[group(1), binding(1)]] var inputTex : texture_2d<f32>;
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[[group(1), binding(2)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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2021-12-09 15:45:03 +00:00
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struct Flip {
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2021-07-05 17:18:16 +00:00
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value : u32;
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};
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[[group(1), binding(3)]] var<uniform> flip : Flip;
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// This shader blurs the input texture in one direction, depending on whether
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// |flip.value| is 0 or 1.
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// It does so by running (256 / 4) threads per workgroup to load 256
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// texels into 4 rows of shared memory. Each thread loads a
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// 4 x 4 block of texels to take advantage of the texture sampling
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// hardware.
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// Then, each thread computes the blur result by averaging the adjacent texel values
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// in shared memory.
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// Because we're operating on a subset of the texture, we cannot compute all of the
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// results since not all of the neighbors are available in shared memory.
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// Specifically, with 256 x 256 tiles, we can only compute and write out
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// square blocks of size 256 - (filterSize - 1). We compute the number of blocks
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// needed in Javascript and dispatch that amount.
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var<workgroup> tile : array<array<vec3<f32>, 256>, 4>;
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[[stage(compute), workgroup_size(64, 1, 1)]]
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fn main(
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[[builtin(workgroup_id)]] WorkGroupID : vec3<u32>,
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[[builtin(local_invocation_id)]] LocalInvocationID : vec3<u32>
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) {
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let filterOffset : u32 = (params.filterDim - 1u) / 2u;
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let dims : vec2<i32> = textureDimensions(inputTex, 0);
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let baseIndex = vec2<i32>(
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WorkGroupID.xy * vec2<u32>(params.blockDim, 4u) +
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LocalInvocationID.xy * vec2<u32>(4u, 1u)
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) - vec2<i32>(i32(filterOffset), 0);
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for (var r : u32 = 0u; r < 4u; r = r + 1u) {
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for (var c : u32 = 0u; c < 4u; c = c + 1u) {
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var loadIndex = baseIndex + vec2<i32>(i32(c), i32(r));
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if (flip.value != 0u) {
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loadIndex = loadIndex.yx;
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}
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tile[r][4u * LocalInvocationID.x + c] =
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textureSampleLevel(inputTex, samp,
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(vec2<f32>(loadIndex) + vec2<f32>(0.25, 0.25)) / vec2<f32>(dims), 0.0).rgb;
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}
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}
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workgroupBarrier();
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for (var r : u32 = 0u; r < 4u; r = r + 1u) {
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for (var c : u32 = 0u; c < 4u; c = c + 1u) {
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var writeIndex = baseIndex + vec2<i32>(i32(c), i32(r));
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if (flip.value != 0u) {
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writeIndex = writeIndex.yx;
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}
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let center : u32 = 4u * LocalInvocationID.x + c;
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if (center >= filterOffset &&
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center < 256u - filterOffset &&
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all(writeIndex < dims)) {
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var acc : vec3<f32> = vec3<f32>(0.0, 0.0, 0.0);
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for (var f : u32 = 0u; f < params.filterDim; f = f + 1u) {
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var i : u32 = center + f - filterOffset;
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acc = acc + (1.0 / f32(params.filterDim)) * tile[r][i];
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}
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textureStore(outputTex, writeIndex, vec4<f32>(acc, 1.0));
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}
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}
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}
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}
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