feat(host): vendor PyroWave + minimal Granite subset as crates/pyrowave-sys
Phase 0 of design/pyrowave-codec-plan.md — the opt-in wired-LAN ultra-low- latency codec. Vendored at upstream 509e4f88 (API 0.4.0, Granite 44362775, volk + vulkan-headers pins in PUNKTFUNK-VENDOR.txt), pruned to the 6.6 MB the standalone no-renderer build needs; scripts/vendor-pyrowave.sh reproduces the tree (a pin bump is protocol-affecting, plan §4.2). build.rs drives the wrapper CMakeLists (static archives incl. a static C-API lib upstream only ships shared) + bindgen over pyrowave.h; Linux and Windows only, empty stub elsewhere (Apple gets a native Metal port, §4.7). Offline-safe by construction: no network, no system lib, vendored Vulkan headers — same model as the opus dep (flatpak builder has no network). Phase-0 validation on .21 (RTX 5070 Ti, driver 610.43.03): - upstream pyrowave-c-test + interop test (incl. dmabuf/DRM-modifier Vulkan<->Vulkan) pass, from the pristine AND the pruned tree - GPU kernel times at ~1.6 bpp noise: encode/decode 0.090/0.042 ms @800p, 0.146/0.067 @1080p, 0.226/0.103 @1440p, 0.477/0.201 @4K — order of magnitude under NVENC's 1-2 ms retrieve, CBR lands within ~100 B of target - cargo test -p pyrowave-sys green (static link + API-version pin check) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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#version 450
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// Copyright (c) 2025 Hans-Kristian Arntzen
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// SPDX-License-Identifier: MIT
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#extension GL_KHR_shader_subgroup_basic : require
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#if FP16
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#extension GL_EXT_shader_explicit_arithmetic_types_float16 : require
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#endif
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layout(local_size_x = 64) in;
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layout(set = 0, binding = 0) uniform mediump sampler2D uTexture;
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layout(set = 0, binding = 1) writeonly uniform mediump image2DArray uOutput;
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layout(constant_id = 0) const bool DCShift = false;
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layout(push_constant) uniform Registers
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{
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ivec2 resolution;
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vec2 inv_resolution;
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ivec2 aligned_resolution;
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};
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uint local_index;
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#include "dwt_common.h"
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vec2 generate_mirror_uv(ivec2 coord)
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{
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coord -= ivec2(lessThan(coord, ivec2(0)));
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coord += 1;
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ivec2 end_mirrored_clamp = (2 * aligned_resolution) - resolution;
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ivec2 past_wrapped_coord = coord + 2 * (resolution - aligned_resolution) + 1;
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coord = mix(min(coord, resolution), past_wrapped_coord, greaterThanEqual(coord, end_mirrored_clamp));
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return vec2(coord) * inv_resolution;
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}
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void load_image_with_apron()
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{
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ivec2 base_coord = ivec2(gl_WorkGroupID.xy) * ivec2(BLOCK_SIZE, BLOCK_SIZE) - APRON;
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ivec2 local_coord0 = 2 * unswizzle8x8(local_index);
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ivec2 coord0 = base_coord + local_coord0;
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VEC4 texels0 = VEC4(textureGather(uTexture, generate_mirror_uv(coord0))).wzxy;
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VEC4 texels1 = VEC4(textureGather(uTexture, generate_mirror_uv(coord0 + ivec2(16, 0)))).wzxy;
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VEC4 texels2 = VEC4(textureGather(uTexture, generate_mirror_uv(coord0 + ivec2(0, 16)))).wzxy;
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VEC4 texels3 = VEC4(textureGather(uTexture, generate_mirror_uv(coord0 + ivec2(16, 16)))).wzxy;
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if (DCShift) { texels0 -= FLOAT(0.5); texels1 -= FLOAT(0.5); texels2 -= FLOAT(0.5); texels3 -= FLOAT(0.5); }
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int local_coord0_y_half = local_coord0.y >> 1;
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// Pack two lines together in one vec2. This allows packed FP16 math easily by processing two lines in parallel.
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store_shared(local_coord0_y_half + 0, local_coord0.x + 0, texels0.xz);
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store_shared(local_coord0_y_half + 0, local_coord0.x + 1, texels0.yw);
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store_shared(local_coord0_y_half + 0, local_coord0.x + 16, texels1.xz);
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store_shared(local_coord0_y_half + 0, local_coord0.x + 17, texels1.yw);
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store_shared(local_coord0_y_half + 8, local_coord0.x + 0, texels2.xz);
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store_shared(local_coord0_y_half + 8, local_coord0.x + 1, texels2.yw);
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store_shared(local_coord0_y_half + 8, local_coord0.x + 16, texels3.xz);
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store_shared(local_coord0_y_half + 8, local_coord0.x + 17, texels3.yw);
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// Load the top-right apron
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{
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ivec2 local_coord = ivec2(BLOCK_SIZE + 2 * (local_index % 4u), 2 * (local_index / 4u));
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VEC4 texels = VEC4(textureGather(uTexture, generate_mirror_uv(base_coord + local_coord))).wzxy;
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if (DCShift) { texels -= FLOAT(0.5); }
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store_shared(local_coord.y >> 1, local_coord.x + 0, texels.xz);
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store_shared(local_coord.y >> 1, local_coord.x + 1, texels.yw);
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}
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// Load the bottom-left apron
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{
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ivec2 local_coord = ivec2(2 * (local_index % 16u), BLOCK_SIZE + 2 * (local_index / 16u));
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VEC4 texels = VEC4(textureGather(uTexture, generate_mirror_uv(base_coord + local_coord))).wzxy;
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if (DCShift) { texels -= FLOAT(0.5); }
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store_shared(local_coord.y >> 1, local_coord.x + 0, texels.xz);
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store_shared(local_coord.y >> 1, local_coord.x + 1, texels.yw);
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}
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if (local_index < 16)
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{
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// Load the bottom-right apron
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ivec2 local_coord = ivec2(BLOCK_SIZE + 2 * (local_index % 4u), BLOCK_SIZE + 2 * (local_index / 4u));
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VEC4 texels = VEC4(textureGather(uTexture, generate_mirror_uv(base_coord + local_coord))).wzxy;
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if (DCShift) { texels -= FLOAT(0.5); }
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store_shared(local_coord.y >> 1, local_coord.x + 0, texels.xz);
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store_shared(local_coord.y >> 1, local_coord.x + 1, texels.yw);
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}
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}
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void forward_transform8x2()
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{
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const int SIZE = 8;
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const int PADDED_SIZE = SIZE + 2 * APRON;
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const int PADDED_SIZE_HALF = PADDED_SIZE / 2;
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VEC2 values[PADDED_SIZE];
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ivec2 local_coord = ivec2(8 * (local_index % 4u), local_index / 4u);
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for (int i = 0; i < PADDED_SIZE; i++)
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{
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VEC2 v = load_shared(local_coord.y, local_coord.x + i);
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values[i] = v;
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}
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// CDF 9/7 lifting steps.
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// Arith go brrr.
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for (int i = 1; i < PADDED_SIZE - 1; i += 2)
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values[i] += ALPHA * (values[i - 1] + values[i + 1]);
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for (int i = 2; i < PADDED_SIZE - 2; i += 2)
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values[i] += BETA * (values[i - 1] + values[i + 1]);
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for (int i = 3; i < PADDED_SIZE - 3; i += 2)
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values[i] += GAMMA * (values[i - 1] + values[i + 1]);
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for (int i = 4; i < PADDED_SIZE - 4; i += 2)
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values[i] += DELTA * (values[i - 1] + values[i + 1]);
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// Avoid WAR hazard.
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barrier();
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for (int i = APRON_HALF; i < PADDED_SIZE_HALF - APRON_HALF; i++)
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{
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VEC2 a = values[2 * i + 0];
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VEC2 b = values[2 * i + 1];
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// Filter kernel rescale.
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a *= inv_K;
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b *= K;
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// Transpose the 2x2 block.
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VEC2 t0 = VEC2(a.x, b.x);
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VEC2 t1 = VEC2(a.y, b.y);
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// Transpose write
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int y_coord = (local_coord.x >> 1) + (i - APRON_HALF);
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store_shared(y_coord, 2 * local_coord.y + 0, t0);
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store_shared(y_coord, 2 * local_coord.y + 1, t1);
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}
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}
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void forward_transform4x2(bool active_lane, int y_offset)
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{
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const int SIZE = 4;
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const int PADDED_SIZE = SIZE + 2 * APRON;
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const int PADDED_SIZE_HALF = PADDED_SIZE / 2;
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VEC2 values[PADDED_SIZE];
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ivec2 local_coord = ivec2(4 * (local_index % 8u), local_index / 8u + y_offset);
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if (active_lane)
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{
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for (int i = 0; i < PADDED_SIZE; i++)
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{
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VEC2 v = load_shared(local_coord.y, local_coord.x + i);
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values[i] = v;
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}
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// CDF 9/7 lifting steps.
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// Arith go brrr.
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for (int i = 1; i < PADDED_SIZE - 1; i += 2)
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values[i] += ALPHA * (values[i - 1] + values[i + 1]);
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for (int i = 2; i < PADDED_SIZE - 2; i += 2)
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values[i] += BETA * (values[i - 1] + values[i + 1]);
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for (int i = 3; i < PADDED_SIZE - 3; i += 2)
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values[i] += GAMMA * (values[i - 1] + values[i + 1]);
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for (int i = 4; i < PADDED_SIZE - 4; i += 2)
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values[i] += DELTA * (values[i - 1] + values[i + 1]);
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}
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// Avoid WAR hazard.
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barrier();
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if (active_lane)
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{
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for (int i = APRON_HALF; i < PADDED_SIZE_HALF - APRON_HALF; i++)
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{
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VEC2 a = values[2 * i + 0];
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VEC2 b = values[2 * i + 1];
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// Filter kernel rescale.
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a *= inv_K;
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b *= K;
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// Transpose the 2x2 block.
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VEC2 t0 = VEC2(a.x, b.x);
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VEC2 t1 = VEC2(a.y, b.y);
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// Transpose write
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int y_coord = (local_coord.x >> 1) + (i - APRON_HALF);
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store_shared(y_coord, 2 * local_coord.y + 0, t0);
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store_shared(y_coord, 2 * local_coord.y + 1, t1);
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}
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}
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}
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void main()
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{
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local_index = gl_SubgroupID * gl_SubgroupSize + gl_SubgroupInvocationID;
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load_image_with_apron();
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barrier();
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// Horizontal transform.
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forward_transform8x2();
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// Also need to transform the apron.
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forward_transform4x2(local_index < 32, BLOCK_SIZE_HALF);
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barrier();
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// Vertical transform.
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forward_transform8x2();
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barrier();
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ivec2 local_coord = unswizzle8x8(local_index);
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for (int y = local_coord.y; y < BLOCK_SIZE_HALF; y += 8)
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{
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for (int x = local_coord.x * 2; x < BLOCK_SIZE; x += 16)
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{
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VEC2 v0 = load_shared(y, x + 0);
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VEC2 v1 = load_shared(y, x + 1);
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int img_x = x >> 1;
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int img_y = y;
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ivec2 base_image_coord = ivec2(gl_WorkGroupID.xy) * (BLOCK_SIZE / 2) + ivec2(img_x, img_y);
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imageStore(uOutput, ivec3(base_image_coord, 0), v0.xxxx);
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imageStore(uOutput, ivec3(base_image_coord, 2), v0.yyyy);
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imageStore(uOutput, ivec3(base_image_coord, 1), v1.xxxx);
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imageStore(uOutput, ivec3(base_image_coord, 3), v1.yyyy);
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}
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}
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}
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