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-rw-r--r--workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl75
1 files changed, 0 insertions, 75 deletions
diff --git a/workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl b/workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl
deleted file mode 100644
index 309e832..0000000
--- a/workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl
+++ /dev/null
@@ -1,75 +0,0 @@
-// CNN v2 Static Features Compute Shader
-// Generates 8D parametric features: [p0, p1, p2, p3, uv.x, uv.y, sin20_y, bias]
-// p0-p3: Parametric features from specified mip level (0=mip0, 1=mip1, 2=mip2, 3=mip3)
-// Note: Input image RGBD (mip0) fed separately to Layer 0
-//
-// TODO: Binary format should support arbitrary layout and ordering for feature vector (7D).
-// Current layout is hardcoded. Future versions should allow runtime-specified
-// feature combinations (e.g., [R, G, B, dx, dy, uv_x, bias] or custom encodings).
-
-struct StaticFeatureParams {
- mip_level: u32,
- padding0: u32,
- padding1: u32,
- padding2: u32,
-}
-
-@group(0) @binding(0) var input_tex: texture_2d<f32>;
-@group(0) @binding(1) var input_tex_mip1: texture_2d<f32>;
-@group(0) @binding(2) var input_tex_mip2: texture_2d<f32>;
-@group(0) @binding(3) var depth_tex: texture_2d<f32>;
-@group(0) @binding(4) var output_tex: texture_storage_2d<rgba32uint, write>;
-@group(0) @binding(5) var<uniform> params: StaticFeatureParams;
-@group(0) @binding(6) var linear_sampler: sampler;
-
-@compute @workgroup_size(8, 8)
-fn main(@builtin(global_invocation_id) id: vec3<u32>) {
- let coord = vec2<i32>(id.xy);
- let dims = textureDimensions(input_tex);
-
- if (coord.x >= i32(dims.x) || coord.y >= i32(dims.y)) {
- return;
- }
-
- // Parametric features (p0-p3) - bilinear sample from specified mip level
- // Use UV coordinates for bilinear interpolation
- // Note: Use textureSampleLevel (not textureSample) in compute shaders
- let uv = (vec2<f32>(coord) + 0.5) / vec2<f32>(dims);
- var rgba: vec4<f32>;
- if (params.mip_level == 0u) {
- rgba = textureSampleLevel(input_tex, linear_sampler, uv, 0.0);
- } else if (params.mip_level == 1u) {
- rgba = textureSampleLevel(input_tex_mip1, linear_sampler, uv, 0.0);
- } else if (params.mip_level == 2u) {
- rgba = textureSampleLevel(input_tex_mip2, linear_sampler, uv, 0.0);
- } else {
- // Mip 3 or higher: use mip 2 as fallback
- rgba = textureSampleLevel(input_tex_mip2, linear_sampler, uv, 0.0);
- }
-
- let p0 = rgba.r;
- let p1 = rgba.g;
- let p2 = rgba.b;
- let p3 = textureLoad(depth_tex, coord, 0).r;
-
- // UV coordinates (normalized [0,1], top-left origin - matches training)
- let uv_x = f32(coord.x) / f32(dims.x);
- let uv_y = f32(coord.y) / f32(dims.y);
-
- // Multi-frequency position encoding
- let sin20_y = sin(20.0 * uv_y);
-
- // Bias dimension (always 1.0)
- let bias = 1.0;
-
- // Pack 8×f16 into 4×u32 (rgba32uint)
- // [p0, p1, p2, p3, uv_x, uv_y, sin20_y, bias]
- let packed = vec4<u32>(
- pack2x16float(vec2<f32>(p0, p1)),
- pack2x16float(vec2<f32>(p2, p3)),
- pack2x16float(vec2<f32>(uv_x, uv_y)),
- pack2x16float(vec2<f32>(sin20_y, bias))
- );
-
- textureStore(output_tex, coord, packed);
-}