#version 450 // Copyright (c) 2025 Hans-Kristian Arntzen // SPDX-License-Identifier: MIT #if FP16 #extension GL_EXT_shader_explicit_arithmetic_types_float16 : require #endif layout(local_size_x = 64) in; layout(constant_id = 0) const bool DCShift = false; uint local_index; #include "dwt_common.h" layout(set = 0, binding = 0) uniform mediump sampler2DArray uTexture; layout(set = 0, binding = 1) writeonly mediump uniform image2D uOutput; layout(push_constant) uniform Registers { ivec2 resolution; vec2 inv_resolution; }; vec2 generate_mirror_uv(ivec2 coord, bool even_x, bool even_y) { coord -= ivec2(band(bvec2(even_x, even_y), lessThan(coord, ivec2(0)))); coord += 1; coord += ivec2(band(bvec2(!even_x, !even_y), greaterThanEqual(coord, resolution))); vec2 uv = vec2(coord) * inv_resolution; return uv.yx; // Transpose on load. } void write_shared_4x4(ivec2 coord, VEC4 texels0, VEC4 texels1, VEC4 texels2, VEC4 texels3) { store_shared(coord.y + 0, 2 * coord.x + 0, VEC2(texels0.x, texels2.x)); store_shared(coord.y + 0, 2 * coord.x + 1, VEC2(texels1.x, texels3.x)); store_shared(coord.y + 0, 2 * coord.x + 2, VEC2(texels0.y, texels2.y)); store_shared(coord.y + 0, 2 * coord.x + 3, VEC2(texels1.y, texels3.y)); store_shared(coord.y + 1, 2 * coord.x + 0, VEC2(texels0.z, texels2.z)); store_shared(coord.y + 1, 2 * coord.x + 1, VEC2(texels1.z, texels3.z)); store_shared(coord.y + 1, 2 * coord.x + 2, VEC2(texels0.w, texels2.w)); store_shared(coord.y + 1, 2 * coord.x + 3, VEC2(texels1.w, texels3.w)); } void load_image_with_apron() { ivec2 base_coord = ivec2(gl_WorkGroupID.xy) * ivec2(BLOCK_SIZE_HALF) - APRON_HALF; ivec2 local_coord0 = 2 * unswizzle8x8(local_index); ivec2 coord0 = base_coord + local_coord0; // Transpose on load. VEC4 texels0 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(coord0, true, true), 0.0), 0)).wxzy; VEC4 texels1 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(coord0, false, true), 2.0), 0)).wxzy; VEC4 texels2 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(coord0, true, false), 1.0), 0)).wxzy; VEC4 texels3 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(coord0, false, false), 3.0), 0)).wxzy; write_shared_4x4(local_coord0, texels0, texels1, texels2, texels3); ivec2 local_coord_horiz = ivec2(BLOCK_SIZE_HALF + 2 * (local_index % 2u), 2 * (local_index / 2u)); if (local_coord_horiz.y < BLOCK_SIZE_HALF + 2 * APRON_HALF) { texels0 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(base_coord + local_coord_horiz, true, true), 0.0), 0)).wxzy; texels1 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(base_coord + local_coord_horiz, false, true), 2.0), 0)).wxzy; texels2 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(base_coord + local_coord_horiz, true, false), 1.0), 0)).wxzy; texels3 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(base_coord + local_coord_horiz, false, false), 3.0), 0)).wxzy; write_shared_4x4(local_coord_horiz, texels0, texels1, texels2, texels3); } ivec2 local_coord_vert = local_coord_horiz.yx; if (local_coord_vert.x < BLOCK_SIZE_HALF) { texels0 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(base_coord + local_coord_vert, true, true), 0.0), 0)).wxzy; texels1 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(base_coord + local_coord_vert, false, true), 2.0), 0)).wxzy; texels2 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(base_coord + local_coord_vert, true, false), 1.0), 0)).wxzy; texels3 = VEC4(textureGather(uTexture, vec3(generate_mirror_uv(base_coord + local_coord_vert, false, false), 3.0), 0)).wxzy; write_shared_4x4(local_coord_vert, texels0, texels1, texels2, texels3); } barrier(); } void inverse_transform8x2() { const int SIZE = 8; const int PADDED_SIZE = SIZE + 2 * APRON; const int PADDED_SIZE_HALF = PADDED_SIZE / 2; VEC2 values[PADDED_SIZE]; ivec2 local_coord = ivec2(8 * (local_index % 4u), local_index / 4u); for (int i = 0; i < PADDED_SIZE; i += 2) { VEC2 v0 = load_shared(local_coord.y, local_coord.x + i + 0); VEC2 v1 = load_shared(local_coord.y, local_coord.x + i + 1); values[i + 0] = v0 * K; values[i + 1] = v1 * inv_K; } // CDF 9/7 lifting steps. // Arith go brrr. for (int i = 2; i < PADDED_SIZE - 1; i += 2) values[i] -= DELTA * (values[i - 1] + values[i + 1]); for (int i = 3; i < PADDED_SIZE - 2; i += 2) values[i] -= GAMMA * (values[i - 1] + values[i + 1]); for (int i = 4; i < PADDED_SIZE - 3; i += 2) values[i] -= BETA * (values[i - 1] + values[i + 1]); for (int i = 5; i < PADDED_SIZE - 4; i += 2) values[i] -= ALPHA * (values[i - 1] + values[i + 1]); // Avoid WAR hazard. barrier(); for (int i = APRON_HALF; i < PADDED_SIZE_HALF - APRON_HALF; i++) { VEC2 a = values[2 * i + 0]; VEC2 b = values[2 * i + 1]; // Transpose the 2x2 block. VEC2 t0 = VEC2(a.x, b.x); VEC2 t1 = VEC2(a.y, b.y); // Transpose write int y_coord = (local_coord.x >> 1) + (i - APRON_HALF); store_shared(y_coord, 2 * local_coord.y + 0, t0); store_shared(y_coord, 2 * local_coord.y + 1, t1); } } void inverse_transform4x2(bool active_lane, int y_offset) { const int SIZE = 4; const int PADDED_SIZE = SIZE + 2 * APRON; const int PADDED_SIZE_HALF = PADDED_SIZE / 2; VEC2 values[PADDED_SIZE]; ivec2 local_coord = ivec2(4 * (local_index % 8u), local_index / 8u + y_offset); if (active_lane) { for (int i = 0; i < PADDED_SIZE; i += 2) { VEC2 v0 = load_shared(local_coord.y, local_coord.x + i + 0); VEC2 v1 = load_shared(local_coord.y, local_coord.x + i + 1); values[i + 0] = v0 * K; values[i + 1] = v1 * inv_K; } // CDF 9/7 lifting steps. // Arith go brrr. for (int i = 2; i < PADDED_SIZE - 1; i += 2) values[i] -= DELTA * (values[i - 1] + values[i + 1]); for (int i = 3; i < PADDED_SIZE - 2; i += 2) values[i] -= GAMMA * (values[i - 1] + values[i + 1]); for (int i = 4; i < PADDED_SIZE - 3; i += 2) values[i] -= BETA * (values[i - 1] + values[i + 1]); for (int i = 5; i < PADDED_SIZE - 4; i += 2) values[i] -= ALPHA * (values[i - 1] + values[i + 1]); } // Avoid WAR hazard. barrier(); if (active_lane) { for (int i = APRON_HALF; i < PADDED_SIZE_HALF - APRON_HALF; i++) { VEC2 a = values[2 * i + 0]; VEC2 b = values[2 * i + 1]; // Transpose the 2x2 block. VEC2 t0 = VEC2(a.x, b.x); VEC2 t1 = VEC2(a.y, b.y); // Transpose write int y_coord = (local_coord.x >> 1) + (i - APRON_HALF); store_shared(y_coord, 2 * local_coord.y + 0, t0); store_shared(y_coord, 2 * local_coord.y + 1, t1); } } } void main() { local_index = gl_LocalInvocationIndex; load_image_with_apron(); // Horizontal transform. inverse_transform8x2(); // Also need to transform the apron. inverse_transform4x2(local_index < 32, BLOCK_SIZE_HALF); barrier(); // Vertical transform. inverse_transform8x2(); barrier(); ivec2 local_coord = unswizzle8x8(local_index); for (int y = local_coord.y; y < BLOCK_SIZE_HALF; y += 8) { for (int x = local_coord.x; x < BLOCK_SIZE; x += 8) { VEC2 v = load_shared(y, x); if (DCShift) v += FLOAT(0.5); imageStore(uOutput, ivec2(2 * y + 0, x) + BLOCK_SIZE * ivec2(gl_WorkGroupID.yx), v.xxxx); imageStore(uOutput, ivec2(2 * y + 1, x) + BLOCK_SIZE * ivec2(gl_WorkGroupID.yx), v.yyyy); } } }