diff options
Diffstat (limited to 'cnn_v3/shaders')
| -rw-r--r-- | cnn_v3/shaders/cnn_v3_bottleneck.wgsl | 54 | ||||
| -rw-r--r-- | cnn_v3/shaders/cnn_v3_dec0.wgsl | 43 | ||||
| -rw-r--r-- | cnn_v3/shaders/cnn_v3_dec1.wgsl | 85 | ||||
| -rw-r--r-- | cnn_v3/shaders/cnn_v3_enc0.wgsl | 37 | ||||
| -rw-r--r-- | cnn_v3/shaders/cnn_v3_enc1.wgsl | 75 |
5 files changed, 179 insertions, 115 deletions
diff --git a/cnn_v3/shaders/cnn_v3_bottleneck.wgsl b/cnn_v3/shaders/cnn_v3_bottleneck.wgsl index e30682b..09819cc 100644 --- a/cnn_v3/shaders/cnn_v3_bottleneck.wgsl +++ b/cnn_v3/shaders/cnn_v3_bottleneck.wgsl @@ -1,43 +1,49 @@ // CNN v3 — Bottleneck -// AvgPool2x2(enc1) + Conv(8->8, 3x3, dilation=2) + ReLU (no FiLM) +// AvgPool2x2(enc1) + Conv(16->16, 3x3, dilation=2) + ReLU (no FiLM) // -// Input: enc1_tex (rgba32uint, 8xf16) half-res -// Output: bottleneck_out (rgba32uint, 8xf16) quarter-res (dispatch at quarter-res dims) +// Input: enc1_tex_lo (rgba32uint, 8xf16) half-res ch 0-7 +// enc1_tex_hi (rgba32uint, 8xf16) half-res ch 8-15 +// Output: bn_out_lo (rgba32uint, 8xf16) quarter-res +// bn_out_hi (rgba32uint, 8xf16) quarter-res // // Weight layout (f16, OIHW + bias): -// [0 .. 8*8*9) conv: w[out][in][ky*3+kx] (3x3 kernel, OIHW) -// [576 .. +8) bias: b[out] +// [0 .. 16*16*9) conv: w[out][in][ky*3+kx] +// [2304 .. +16) bias: b[out] #include "cnn_v3/common" -const BN_IN: u32 = 8u; -const BN_OUT: u32 = 8u; +const BN_IN: u32 = 16u; +const BN_OUT: u32 = 16u; const BN_DILATION: i32 = 2; struct Params { weight_offset: u32, - _pad0: u32, _pad1: u32, _pad2: u32, // 3 explicit pads: array<u32,3> invalid in uniform + _pad0: u32, _pad1: u32, _pad2: u32, } -@group(0) @binding(0) var enc1_tex: texture_2d<u32>; -@group(0) @binding(1) var<storage, read> weights: array<u32>; -@group(0) @binding(2) var<uniform> params: Params; -@group(0) @binding(3) var bottleneck_out: texture_storage_2d<rgba32uint, write>; +@group(0) @binding(0) var enc1_tex_lo: texture_2d<u32>; +@group(0) @binding(1) var enc1_tex_hi: texture_2d<u32>; +@group(0) @binding(2) var<storage, read> weights: array<u32>; +@group(0) @binding(3) var<uniform> params: Params; +@group(0) @binding(4) var bn_out_lo: texture_storage_2d<rgba32uint, write>; +@group(0) @binding(5) var bn_out_hi: texture_storage_2d<rgba32uint, write>; -// Avg-pool 2x2 from enc1_tex at quarter-res coord qcoord. -// Returns zeros for OOB quarter-res coords (zero-padding for the 3x3 conv). -fn load_enc1_avg(qcoord: vec2i, half_dims: vec2i) -> array<f32, 8> { +fn load_enc1_avg(qcoord: vec2i, half_dims: vec2i) -> array<f32, 16> { let quart_dims = half_dims / 2; if (qcoord.x < 0 || qcoord.y < 0 || qcoord.x >= quart_dims.x || qcoord.y >= quart_dims.y) { - return array<f32, 8>(0., 0., 0., 0., 0., 0., 0., 0.); + return array<f32, 16>(0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); } let base = qcoord * 2; var s: array<f32, BN_IN>; for (var dy: i32 = 0; dy < 2; dy++) { for (var dx: i32 = 0; dx < 2; dx++) { let hc = clamp(base + vec2i(dx, dy), vec2i(0), half_dims - vec2i(1)); - let f = unpack_8ch(enc1_tex, hc); - for (var i: u32 = 0u; i < BN_IN; i++) { s[i] += f[i]; } + let lo = unpack_8ch(enc1_tex_lo, hc); + let hi = unpack_8ch(enc1_tex_hi, hc); + for (var i: u32 = 0u; i < 8u; i++) { + s[i] += lo[i]; + s[i + 8u] += hi[i]; + } } } for (var i: u32 = 0u; i < BN_IN; i++) { s[i] *= 0.25; } @@ -46,7 +52,7 @@ fn load_enc1_avg(qcoord: vec2i, half_dims: vec2i) -> array<f32, 8> { @compute @workgroup_size(8, 8) fn bottleneck_main(@builtin(global_invocation_id) id: vec3u) { - let half_dims = vec2i(textureDimensions(enc1_tex)); + let half_dims = vec2i(textureDimensions(enc1_tex_lo)); let quart_dims = half_dims / 2; let coord = vec2i(id.xy); if (coord.x >= quart_dims.x || coord.y >= quart_dims.y) { return; } @@ -55,7 +61,7 @@ fn bottleneck_main(@builtin(global_invocation_id) id: vec3u) { var out: array<f32, BN_OUT>; for (var o: u32 = 0u; o < BN_OUT; o++) { - var sum = get_w(wo, BN_OUT * BN_IN * 9u + o); // bias (at end of 3x3 conv weights) + var sum = get_w(wo, BN_OUT * BN_IN * 9u + o); // bias for (var ky: i32 = -1; ky <= 1; ky++) { for (var kx: i32 = -1; kx <= 1; kx++) { let feat = load_enc1_avg(coord + vec2i(kx, ky) * BN_DILATION, half_dims); @@ -68,10 +74,16 @@ fn bottleneck_main(@builtin(global_invocation_id) id: vec3u) { out[o] = max(0.0, sum); } - textureStore(bottleneck_out, coord, vec4u( + textureStore(bn_out_lo, coord, vec4u( pack2x16float(vec2f(out[0], out[1])), pack2x16float(vec2f(out[2], out[3])), pack2x16float(vec2f(out[4], out[5])), pack2x16float(vec2f(out[6], out[7])) )); + textureStore(bn_out_hi, coord, vec4u( + pack2x16float(vec2f(out[8], out[9])), + pack2x16float(vec2f(out[10], out[11])), + pack2x16float(vec2f(out[12], out[13])), + pack2x16float(vec2f(out[14], out[15])) + )); } diff --git a/cnn_v3/shaders/cnn_v3_dec0.wgsl b/cnn_v3/shaders/cnn_v3_dec0.wgsl index a2a70ac..617b5a2 100644 --- a/cnn_v3/shaders/cnn_v3_dec0.wgsl +++ b/cnn_v3/shaders/cnn_v3_dec0.wgsl @@ -1,19 +1,17 @@ // CNN v3 — Decoder level 0 + output -// NearestUp2x(dec1) + cat(enc0_skip) -> Conv(8->4, 3x3, zero-pad) + FiLM + ReLU + Sigmoid +// NearestUp2x(dec1) + cat(enc0_skip) -> Conv(16->4, 3x3) + FiLM + ReLU + Sigmoid // -// Inputs: dec1_tex (rgba16float, 4ch) half-res -// enc0_tex (rgba16float, 4ch) full-res (skip connection) -// Output: output_tex (rgba16float, 4ch) full-res (dispatch at full-res dims) +// Inputs: dec1_tex (rgba32uint, 8xf16) half-res +// enc0_tex (rgba32uint, 8xf16) full-res (skip connection) +// Output: output_tex (rgba16float, 4ch) full-res // // Weight layout (f16, OIHW + bias): -// [0 .. 8*4*9) conv: w[out][in][ky][kx] (in=8: 4 dec1 + 4 enc0 skip) -// [288 .. +4) bias: b[out] -// -// Parity note: sigmoid applied after FiLM+ReLU, not after raw conv (matches train_cnn_v3.py). +// [0 .. 16*4*9) conv: w[out][in][ky][kx] (in=16: 8 dec1 + 8 enc0 skip) +// [576 .. +4) bias: b[out] #include "cnn_v3/common" -const DEC0_IN: u32 = 8u; +const DEC0_IN: u32 = 16u; const DEC0_OUT: u32 = 4u; struct Params { @@ -23,25 +21,27 @@ struct Params { beta: vec4f, } -@group(0) @binding(0) var dec1_tex: texture_2d<f32>; -@group(0) @binding(1) var enc0_tex: texture_2d<f32>; +@group(0) @binding(0) var dec1_tex: texture_2d<u32>; +@group(0) @binding(1) var enc0_tex: texture_2d<u32>; @group(0) @binding(2) var<storage, read> weights: array<u32>; @group(0) @binding(3) var<uniform> params: Params; @group(0) @binding(4) var output_tex: texture_storage_2d<rgba16float, write>; -// Load 8 concatenated channels at full-res coord: -// ch 0-3: dec1 nearest-up (dec1_tex[coord/2]) -// ch 4-7: enc0 skip (enc0_tex[coord]) -// Returns zeros for OOB coord (zero-padding for the conv). -fn load_dec0_concat(coord: vec2i, full_dims: vec2i) -> array<f32, 8> { +// Load 16ch: ch 0-7 from dec1 nearest-up, ch 8-15 from enc0 skip. +fn load_dec0_concat(coord: vec2i, full_dims: vec2i) -> array<f32, 16> { + var r: array<f32, 16>; if (coord.x < 0 || coord.y < 0 || coord.x >= full_dims.x || coord.y >= full_dims.y) { - return array<f32, 8>(0., 0., 0., 0., 0., 0., 0., 0.); + return r; } let half_dims = vec2i(textureDimensions(dec1_tex)); - let hc = clamp(coord / 2, vec2i(0), half_dims - vec2i(1)); - let d = textureLoad(dec1_tex, hc, 0); - let e = textureLoad(enc0_tex, coord, 0); - return array<f32, 8>(d.x, d.y, d.z, d.w, e.x, e.y, e.z, e.w); + let hc = clamp(coord / 2, vec2i(0), half_dims - vec2i(1)); + let d = unpack_8ch(dec1_tex, hc); + let e = unpack_8ch(enc0_tex, coord); + for (var i: u32 = 0u; i < 8u; i++) { + r[i] = d[i]; + r[i + 8u] = e[i]; + } + return r; } @compute @workgroup_size(8, 8) @@ -64,7 +64,6 @@ fn dec0_main(@builtin(global_invocation_id) id: vec3u) { } } } - // FiLM + ReLU + Sigmoid (matches training forward()) let v = max(0.0, params.gamma[o] * sum + params.beta[o]); out[o] = 1.0 / (1.0 + exp(-v)); } diff --git a/cnn_v3/shaders/cnn_v3_dec1.wgsl b/cnn_v3/shaders/cnn_v3_dec1.wgsl index 28ae3dc..fadea3b 100644 --- a/cnn_v3/shaders/cnn_v3_dec1.wgsl +++ b/cnn_v3/shaders/cnn_v3_dec1.wgsl @@ -1,53 +1,71 @@ // CNN v3 — Decoder level 1 -// NearestUp2x(bottleneck) + cat(enc1_skip) -> Conv(16->4, 3x3, zero-pad) + FiLM + ReLU +// NearestUp2x(bottleneck) + cat(enc1_skip) -> Conv(32->8, 3x3) + FiLM + ReLU // -// Inputs: bottleneck_tex (rgba32uint, 8xf16) quarter-res -// enc1_tex (rgba32uint, 8xf16) half-res (skip connection) -// Output: dec1_out (rgba16float, 4ch) half-res (dispatch at half-res dims) +// Inputs: bn_tex_lo (rgba32uint, 8xf16) quarter-res ch 0-7 +// bn_tex_hi (rgba32uint, 8xf16) quarter-res ch 8-15 +// enc1_tex_lo (rgba32uint, 8xf16) half-res skip ch 0-7 +// enc1_tex_hi (rgba32uint, 8xf16) half-res skip ch 8-15 +// Output: dec1_out (rgba32uint, 8xf16) half-res // // Weight layout (f16, OIHW + bias): -// [0 .. 16*4*9) conv: w[out][in][ky][kx] (in=16: 8 bottleneck + 8 enc1 skip) -// [576 .. +4) bias: b[out] +// [0 .. 32*8*9) conv: w[out][in][ky][kx] (in=32: 16 bn + 16 enc1 skip) +// [2304 .. +8) bias: b[out] #include "cnn_v3/common" -const DEC1_IN: u32 = 16u; -const DEC1_OUT: u32 = 4u; +const DEC1_IN: u32 = 32u; +const DEC1_OUT: u32 = 8u; struct Params { weight_offset: u32, _pad: vec3u, - gamma: vec4f, - beta: vec4f, + gamma_lo: vec4f, + gamma_hi: vec4f, + beta_lo: vec4f, + beta_hi: vec4f, } -@group(0) @binding(0) var bottleneck_tex: texture_2d<u32>; -@group(0) @binding(1) var enc1_tex: texture_2d<u32>; -@group(0) @binding(2) var<storage, read> weights: array<u32>; -@group(0) @binding(3) var<uniform> params: Params; -@group(0) @binding(4) var dec1_out: texture_storage_2d<rgba16float, write>; +@group(0) @binding(0) var bn_tex_lo: texture_2d<u32>; +@group(0) @binding(1) var bn_tex_hi: texture_2d<u32>; +@group(0) @binding(2) var enc1_tex_lo: texture_2d<u32>; +@group(0) @binding(3) var enc1_tex_hi: texture_2d<u32>; +@group(0) @binding(4) var<storage, read> weights: array<u32>; +@group(0) @binding(5) var<uniform> params: Params; +@group(0) @binding(6) var dec1_out: texture_storage_2d<rgba32uint, write>; -// Load 16 concatenated channels at half-res coord hcoord: -// ch 0-7: bottleneck nearest-up (bottleneck_tex[hcoord/2]) -// ch 8-15: enc1 skip (enc1_tex[hcoord]) -// Returns zeros for OOB hcoord (zero-padding for the conv). -fn load_dec1_concat(hcoord: vec2i, half_dims: vec2i) -> array<f32, 16> { +fn film_gamma(o: u32) -> f32 { + if (o < 4u) { return params.gamma_lo[o]; } + return params.gamma_hi[o - 4u]; +} +fn film_beta(o: u32) -> f32 { + if (o < 4u) { return params.beta_lo[o]; } + return params.beta_hi[o - 4u]; +} + +// Load 32ch: [bn_nearest_up(16ch), enc1_skip(16ch)] +fn load_dec1_concat(hcoord: vec2i, half_dims: vec2i) -> array<f32, 32> { + var r: array<f32, 32>; if (hcoord.x < 0 || hcoord.y < 0 || hcoord.x >= half_dims.x || hcoord.y >= half_dims.y) { - return array<f32, 16>(0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); + return r; } let quart_dims = half_dims / 2; - let qc = clamp(hcoord / 2, vec2i(0), quart_dims - vec2i(1)); - let b = unpack_8ch(bottleneck_tex, qc); - let s = unpack_8ch(enc1_tex, hcoord); - return array<f32, 16>( - b[0], b[1], b[2], b[3], b[4], b[5], b[6], b[7], - s[0], s[1], s[2], s[3], s[4], s[5], s[6], s[7] - ); + let qc = clamp(hcoord / 2, vec2i(0), quart_dims - vec2i(1)); + let blo = unpack_8ch(bn_tex_lo, qc); + let bhi = unpack_8ch(bn_tex_hi, qc); + let slo = unpack_8ch(enc1_tex_lo, hcoord); + let shi = unpack_8ch(enc1_tex_hi, hcoord); + for (var i: u32 = 0u; i < 8u; i++) { + r[i] = blo[i]; + r[i + 8u] = bhi[i]; + r[i + 16u] = slo[i]; + r[i + 24u] = shi[i]; + } + return r; } @compute @workgroup_size(8, 8) fn dec1_main(@builtin(global_invocation_id) id: vec3u) { - let half_dims = vec2i(textureDimensions(enc1_tex)); + let half_dims = vec2i(textureDimensions(enc1_tex_lo)); let coord = vec2i(id.xy); if (coord.x >= half_dims.x || coord.y >= half_dims.y) { return; } @@ -65,8 +83,13 @@ fn dec1_main(@builtin(global_invocation_id) id: vec3u) { } } } - out[o] = max(0.0, params.gamma[o] * sum + params.beta[o]); + out[o] = max(0.0, film_gamma(o) * sum + film_beta(o)); } - textureStore(dec1_out, coord, vec4f(out[0], out[1], out[2], out[3])); + textureStore(dec1_out, coord, vec4u( + pack2x16float(vec2f(out[0], out[1])), + pack2x16float(vec2f(out[2], out[3])), + pack2x16float(vec2f(out[4], out[5])), + pack2x16float(vec2f(out[6], out[7])) + )); } diff --git a/cnn_v3/shaders/cnn_v3_enc0.wgsl b/cnn_v3/shaders/cnn_v3_enc0.wgsl index e171ca7..84d40fd 100644 --- a/cnn_v3/shaders/cnn_v3_enc0.wgsl +++ b/cnn_v3/shaders/cnn_v3_enc0.wgsl @@ -1,32 +1,42 @@ // CNN v3 — Encoder level 0 -// Conv(20->4, 3x3, zero-pad) + FiLM + ReLU +// Conv(20->8, 3x3, zero-pad) + FiLM + ReLU // // Input: feat_tex0 (rgba32uint, 8xf16), feat_tex1 (rgba32uint, 12ch u8norm) full-res -// Output: enc0_out (rgba16float, 4ch) full-res +// Output: enc0_out (rgba32uint, 8xf16) full-res // // Weight layout (f16, OIHW + bias): -// [0 .. 20*4*9) conv: w[out][in][ky][kx] -// [720 .. +4) bias: b[out] +// [0 .. 20*8*9) conv: w[out][in][ky][kx] +// [1440 .. +8) bias: b[out] #include "cnn_v3/common" const ENC0_IN: u32 = 20u; -const ENC0_OUT: u32 = 4u; +const ENC0_OUT: u32 = 8u; struct Params { weight_offset: u32, _pad: vec3u, - gamma: vec4f, - beta: vec4f, + gamma_lo: vec4f, + gamma_hi: vec4f, + beta_lo: vec4f, + beta_hi: vec4f, } @group(0) @binding(0) var feat_tex0: texture_2d<u32>; @group(0) @binding(1) var feat_tex1: texture_2d<u32>; @group(0) @binding(2) var<storage, read> weights: array<u32>; @group(0) @binding(3) var<uniform> params: Params; -@group(0) @binding(4) var enc0_out: texture_storage_2d<rgba16float, write>; +@group(0) @binding(4) var enc0_out: texture_storage_2d<rgba32uint, write>; + +fn film_gamma(o: u32) -> f32 { + if (o < 4u) { return params.gamma_lo[o]; } + return params.gamma_hi[o - 4u]; +} +fn film_beta(o: u32) -> f32 { + if (o < 4u) { return params.beta_lo[o]; } + return params.beta_hi[o - 4u]; +} -// Unpack all 20 feature channels at coord. Returns zeros for OOB (zero-padding). fn load_feat(coord: vec2i, dims: vec2i) -> array<f32, 20> { if (coord.x < 0 || coord.y < 0 || coord.x >= dims.x || coord.y >= dims.y) { return array<f32, 20>(0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); @@ -68,8 +78,13 @@ fn enc0_main(@builtin(global_invocation_id) id: vec3u) { } } } - out[o] = max(0.0, params.gamma[o] * sum + params.beta[o]); + out[o] = max(0.0, film_gamma(o) * sum + film_beta(o)); } - textureStore(enc0_out, coord, vec4f(out[0], out[1], out[2], out[3])); + textureStore(enc0_out, coord, vec4u( + pack2x16float(vec2f(out[0], out[1])), + pack2x16float(vec2f(out[2], out[3])), + pack2x16float(vec2f(out[4], out[5])), + pack2x16float(vec2f(out[6], out[7])) + )); } diff --git a/cnn_v3/shaders/cnn_v3_enc1.wgsl b/cnn_v3/shaders/cnn_v3_enc1.wgsl index 23e485d..eb41279 100644 --- a/cnn_v3/shaders/cnn_v3_enc1.wgsl +++ b/cnn_v3/shaders/cnn_v3_enc1.wgsl @@ -1,58 +1,67 @@ // CNN v3 — Encoder level 1 -// AvgPool2x2(enc0) + Conv(4->8, 3x3, zero-pad) + FiLM + ReLU +// AvgPool2x2(enc0) + Conv(8->16, 3x3, zero-pad) + FiLM + ReLU // -// Input: enc0_tex (rgba16float, 4ch) full-res -// Output: enc1_out (rgba32uint, 8xf16) half-res (dispatch at half-res dims) +// Input: enc0_tex (rgba32uint, 8xf16) full-res +// Output: enc1_out_lo (rgba32uint, 8xf16) half-res ch 0-7 +// enc1_out_hi (rgba32uint, 8xf16) half-res ch 8-15 // // Weight layout (f16, OIHW + bias): -// [0 .. 4*8*9) conv: w[out][in][ky][kx] -// [288 .. +8) bias: b[out] +// [0 .. 8*16*9) conv: w[out][in][ky][kx] +// [1152 .. +16) bias: b[out] #include "cnn_v3/common" -const ENC1_IN: u32 = 4u; -const ENC1_OUT: u32 = 8u; +const ENC1_IN: u32 = 8u; +const ENC1_OUT: u32 = 16u; struct Params { weight_offset: u32, _pad: vec3u, - gamma_lo: vec4f, // FiLM gamma ch 0-3 - gamma_hi: vec4f, // FiLM gamma ch 4-7 - beta_lo: vec4f, // FiLM beta ch 0-3 - beta_hi: vec4f, // FiLM beta ch 4-7 + gamma_0: vec4f, + gamma_1: vec4f, + gamma_2: vec4f, + gamma_3: vec4f, + beta_0: vec4f, + beta_1: vec4f, + beta_2: vec4f, + beta_3: vec4f, } -@group(0) @binding(0) var enc0_tex: texture_2d<f32>; +@group(0) @binding(0) var enc0_tex: texture_2d<u32>; @group(0) @binding(1) var<storage, read> weights: array<u32>; @group(0) @binding(2) var<uniform> params: Params; -@group(0) @binding(3) var enc1_out: texture_storage_2d<rgba32uint, write>; +@group(0) @binding(3) var enc1_out_lo: texture_storage_2d<rgba32uint, write>; +@group(0) @binding(4) var enc1_out_hi: texture_storage_2d<rgba32uint, write>; fn film_gamma(o: u32) -> f32 { - if (o < 4u) { return params.gamma_lo[o]; } - return params.gamma_hi[o - 4u]; + if (o < 4u) { return params.gamma_0[o]; } + if (o < 8u) { return params.gamma_1[o - 4u]; } + if (o < 12u) { return params.gamma_2[o - 8u]; } + return params.gamma_3[o - 12u]; } fn film_beta(o: u32) -> f32 { - if (o < 4u) { return params.beta_lo[o]; } - return params.beta_hi[o - 4u]; + if (o < 4u) { return params.beta_0[o]; } + if (o < 8u) { return params.beta_1[o - 4u]; } + if (o < 12u) { return params.beta_2[o - 8u]; } + return params.beta_3[o - 12u]; } -// Avg-pool 2x2 from enc0_tex at half-res coord hcoord. -// Returns zeros for OOB half-res coords (zero-padding for the conv). -fn load_enc0_avg(hcoord: vec2i, full_dims: vec2i) -> array<f32, 4> { +fn load_enc0_avg(hcoord: vec2i, full_dims: vec2i) -> array<f32, 8> { let half_dims = full_dims / 2; if (hcoord.x < 0 || hcoord.y < 0 || hcoord.x >= half_dims.x || hcoord.y >= half_dims.y) { - return array<f32, 4>(0., 0., 0., 0.); + return array<f32, 8>(0., 0., 0., 0., 0., 0., 0., 0.); } let base = hcoord * 2; - var s = vec4f(0.); + var s: array<f32, 8>; for (var dy: i32 = 0; dy < 2; dy++) { for (var dx: i32 = 0; dx < 2; dx++) { let fc = clamp(base + vec2i(dx, dy), vec2i(0), full_dims - vec2i(1)); - s += textureLoad(enc0_tex, fc, 0); + let f = unpack_8ch(enc0_tex, fc); + for (var i: u32 = 0u; i < 8u; i++) { s[i] += f[i]; } } } - let avg = s * 0.25; - return array<f32, 4>(avg.x, avg.y, avg.z, avg.w); + for (var i: u32 = 0u; i < 8u; i++) { s[i] *= 0.25; } + return s; } @compute @workgroup_size(8, 8) @@ -79,10 +88,16 @@ fn enc1_main(@builtin(global_invocation_id) id: vec3u) { out[o] = max(0.0, film_gamma(o) * sum + film_beta(o)); } - textureStore(enc1_out, coord, vec4u( - pack2x16float(vec2f(out[0], out[1])), - pack2x16float(vec2f(out[2], out[3])), - pack2x16float(vec2f(out[4], out[5])), - pack2x16float(vec2f(out[6], out[7])) + textureStore(enc1_out_lo, coord, vec4u( + pack2x16float(vec2f(out[0], out[1])), + pack2x16float(vec2f(out[2], out[3])), + pack2x16float(vec2f(out[4], out[5])), + pack2x16float(vec2f(out[6], out[7])) + )); + textureStore(enc1_out_hi, coord, vec4u( + pack2x16float(vec2f(out[8], out[9])), + pack2x16float(vec2f(out[10], out[11])), + pack2x16float(vec2f(out[12], out[13])), + pack2x16float(vec2f(out[14], out[15])) )); } |
