4c3b11445c
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>
34 lines
924 B
Plaintext
34 lines
924 B
Plaintext
#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_EXT_samplerless_texture_functions : require
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layout(set = 0, binding = 0) uniform texture2D uTex;
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layout(set = 0, binding = 1) writeonly uniform image2D uImage;
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layout(local_size_x = 8, local_size_y = 8) in;
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float power_to_db(float p)
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{
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return max(10.0 * log2(p) / log2(10.0), -100.0);
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}
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void main()
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{
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float input_power = 0.0;
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const int Stride = 8;
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for (int y = 0; y < Stride; y++)
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{
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for (int x = 0; x < Stride; x++)
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{
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if (any(notEqual(ivec4(gl_GlobalInvocationID.xy, x, y), ivec4(0))))
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{
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vec2 c = texelFetch(uTex, ivec2(gl_GlobalInvocationID.xy) * Stride + ivec2(x, y), 0).xy;
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input_power += dot(c, c);
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}
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}
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}
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imageStore(uImage, ivec2(gl_GlobalInvocationID.xy), vec4(power_to_db(input_power)));
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}
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