// G-buffer pack compute shader for CNN v3 // Pass 4: Pack all G-buffer channels into two rgba32uint feature textures (32 bytes/pixel) // Output feat_tex0 holds 8×f16 geometric channels; feat_tex1 holds 12×u8 context channels. struct GBufRes { resolution: vec2f, } @group(0) @binding(0) var gbuf_res: GBufRes; @group(0) @binding(1) var gbuf_albedo: texture_2d; @group(0) @binding(2) var gbuf_normal_mat: texture_2d; @group(0) @binding(3) var gbuf_depth: texture_depth_2d; @group(0) @binding(4) var gbuf_shadow: texture_2d; @group(0) @binding(5) var gbuf_transp: texture_2d; @group(0) @binding(6) var prev_cnn: texture_2d; @group(0) @binding(7) var feat_tex0: texture_storage_2d; @group(0) @binding(8) var feat_tex1: texture_storage_2d; @group(0) @binding(9) var bilinear_sampler: sampler; // Sample depth texture at integer coordinate, clamp to borders. fn load_depth(coord: vec2i) -> f32 { let dims = vec2i(textureDimensions(gbuf_depth)); let c = clamp(coord, vec2i(0), dims - vec2i(1)); return textureLoad(gbuf_depth, c, 0); } // Box-filter albedo: average of 2×2 texels starting at top-left corner `tl`. fn box2(tl: vec2i) -> vec3f { let a = textureLoad(gbuf_albedo, tl + vec2i(0, 0), 0).rgb; let b = textureLoad(gbuf_albedo, tl + vec2i(1, 0), 0).rgb; let c = textureLoad(gbuf_albedo, tl + vec2i(0, 1), 0).rgb; let d = textureLoad(gbuf_albedo, tl + vec2i(1, 1), 0).rgb; return (a + b + c + d) * 0.25; } // Box-filter albedo: average of 4×4 texels starting at top-left corner `tl`. fn box4(tl: vec2i) -> vec3f { var acc = vec3f(0.0); for (var dy: i32 = 0; dy < 4; dy++) { for (var dx: i32 = 0; dx < 4; dx++) { acc += textureLoad(gbuf_albedo, tl + vec2i(dx, dy), 0).rgb; } } return acc * (1.0 / 16.0); } // Decode oct-normal from [0,1] storage → [-1,1] encoded xy → reconstruct z. fn decode_oct_normal(rg: vec2f) -> vec3f { let f = rg * 2.0 - vec2f(1.0); var n = vec3f(f.x, f.y, 1.0 - abs(f.x) - abs(f.y)); let t = max(-n.z, 0.0); n.x += select(t, -t, n.x >= 0.0); n.y += select(t, -t, n.y >= 0.0); return normalize(n); } @compute @workgroup_size(8, 8) fn pack_features(@builtin(global_invocation_id) id: vec3u) { let coord = vec2i(id.xy); let dims = vec2i(textureDimensions(gbuf_albedo)); if (coord.x >= dims.x || coord.y >= dims.y) { return; } let uv = (vec2f(coord) + vec2f(0.5)) / gbuf_res.resolution; // --- Geometric channels (high precision, f16 packed) --- let albedo = textureLoad(gbuf_albedo, coord, 0).rgb; let nm = textureLoad(gbuf_normal_mat, coord, 0); let depth_raw = load_depth(coord); // Finite-difference depth gradient (central difference, clamped coords) let dzdx = (load_depth(coord + vec2i(1, 0)) - load_depth(coord - vec2i(1, 0))) * 0.5; let dzdy = (load_depth(coord + vec2i(0, 1)) - load_depth(coord - vec2i(0, 1))) * 0.5; // Normal: stored as oct-encoded [0,1] in RG; extract just the encoded xy for feat_tex0 let normal_enc = nm.rg; // already in [0,1] — decode to get the xy for CNN input let n3 = decode_oct_normal(normal_enc); // Store oct-encoded in [-1,1] remapped back to what CNN expects (the [-1,1] oct xy) let oct_xy = normal_enc * 2.0 - vec2f(1.0); // remap [0,1] → [-1,1] // Texture 0: 4 u32, each = pack2x16float of two f16 values // [0] albedo.r | albedo.g // [1] albedo.b | normal.x (oct, [-1,1]) // [2] normal.y | depth // [3] dzdx | dzdy let t0 = vec4u( pack2x16float(albedo.rg), pack2x16float(vec2f(albedo.b, oct_xy.x)), pack2x16float(vec2f(oct_xy.y, depth_raw)), pack2x16float(vec2f(dzdx, dzdy)) ); textureStore(feat_tex0, coord, t0); // --- Context channels (low precision, u8 packed) --- let mat_id_u8 = nm.b; // mat_id already in [0,1] let shadow = textureLoad(gbuf_shadow, coord, 0).r; let transp = textureLoad(gbuf_transp, coord, 0).r; let prev = textureSampleLevel(prev_cnn, bilinear_sampler, uv, 0.0).rgb; // MIP 1: 2×2 box filter (half resolution context) // Use top-left aligned 2×2 block at half-res position let tl1 = coord * 2; // this pixel's 2×2 region in full-res (mip1 is at half-res) // Actually we want to sample the neighborhood around this pixel for downsampled context. // mip1: sample a 2×2 box centered on the pixel in full-res coordinates let tl1c = max(coord - vec2i(0), vec2i(0)); let mip1 = box2(tl1c); // mip2: sample a 4×4 box let tl2c = max(coord - vec2i(1), vec2i(0)); let mip2 = box4(tl2c); // Texture 1: 4 u32, each = pack4x8unorm of four u8 values // [0] mat_id | prev.r | prev.g | prev.b // [1] mip1.r | mip1.g | mip1.b | mip2.r // [2] mip2.g | mip2.b | shadow | transp // [3] spare (0) let t1 = vec4u( pack4x8unorm(vec4f(mat_id_u8, prev.r, prev.g, prev.b)), pack4x8unorm(vec4f(mip1.r, mip1.g, mip1.b, mip2.r)), pack4x8unorm(vec4f(mip2.g, mip2.b, shadow, transp)), 0u ); textureStore(feat_tex1, coord, t1); }