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// 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,
padding: vec3<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;
@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) - sample from specified mip level
var rgba: vec4<f32>;
if (params.mip_level == 0u) {
rgba = textureLoad(input_tex, coord, 0);
} else if (params.mip_level == 1u) {
rgba = textureLoad(input_tex_mip1, coord, 0);
} else if (params.mip_level == 2u) {
rgba = textureLoad(input_tex_mip2, coord, 0);
} else {
// Mip 3 or higher: use mip 2 as fallback
rgba = textureLoad(input_tex_mip2, coord, 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], bottom-left origin)
let uv_x = f32(coord.x) / f32(dims.x);
let uv_y = 1.0 - (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);
}
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