135 lines
5.4 KiB
WebGPU Shading Language
135 lines
5.4 KiB
WebGPU Shading Language
// SMPTE RP 219-1 Color Bar Pattern Generator
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// 10-bit Y'CbCr packed as v210 (4:2:2). Compliant with SMPTE RP 219-1:2014
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struct Params {
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width: u32,
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height: u32,
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frame: u32,
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_pad0: u32,
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};
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@group(0) @binding(0) var<storage, read_write> out: array<u32>;
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@group(0) @binding(1) var<uniform> params: Params;
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fn bar_index(px: u32, bars_75_width: u32) -> u32 {
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return min((px * 7u) / bars_75_width, 6u);
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}
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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let block = gid.x;
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let total = (params.width * params.height) / 6u;
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if (block >= total) {
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return;
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}
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let x = (block * 6u) % params.width;
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let y_px = (block * 6u) / params.width;
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// 75% Color Table: white, yellow, cyan, green, magenta, red, blue
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let y_tab = array<u32, 7>(721u, 674u, 581u, 534u, 251u, 204u, 111u);
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let cb_tab = array<u32, 7>(512u, 176u, 589u, 253u, 771u, 435u, 848u);
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let cr_tab = array<u32, 7>(512u, 543u, 176u, 207u, 817u, 848u, 481u);
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// Layout calculations mapping the 4:3 area centered in a 16:9 canvas
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let bars_width: u32 = (params.height / 3u) * 4u;
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let bars_start: u32 = (params.width - bars_width) / 2u;
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let bars_end: u32 = bars_width + bars_start;
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let one_bar_width: u32 = bars_width / 7u;
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// Strict vertical boundary calculations based on 12th parts
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let unit_h: u32 = params.height / 12u;
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let bound_s1: u32 = unit_h * 7u; // Row 630 on 1080p
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let bound_s2: u32 = bound_s1 + unit_h; // Row 720 on 1080p
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let bound_s3: u32 = bound_s2 + unit_h; // Row 810 on 1080p
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// Section 3 Linear Y-Ramp boundaries
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let ramp_start = bars_start + one_bar_width;
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let ramp_end = bars_end;
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let ramp_width = ramp_end - ramp_start;
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var y: array<u32, 6>;
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var cb: array<u32, 6>;
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var cr: array<u32, 6>;
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for (var i = 0u; i < 6u; i++) {
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let px_x = x + i;
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// SECTION 1 (Top 7/12): Main 75% Color Bars
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if (y_px < bound_s1) {
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if (px_x >= bars_start && px_x < bars_end) {
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let b = bar_index(px_x - bars_start, bars_width);
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y[i] = y_tab[b];
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cb[i] = cb_tab[b];
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cr[i] = cr_tab[b];
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} else {
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// 40% Gray Flanks
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y[i] = 414u; cb[i] = 512u; cr[i] = 512u;
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}
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}
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// SECTION 2 (Next 1/12): 100% Cyan, -I Signal, 75% White, 100% Blue
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else if (y_px >= bound_s1 && y_px < bound_s2) {
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if (px_x < bars_start) {
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y[i] = 754u; cb[i] = 615u; cr[i] = 64u; // 100% Cyan
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} else if (px_x >= bars_start && px_x < ramp_start) {
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y[i] = 244u; cb[i] = 612u; cr[i] = 395u; // -I Signal
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} else if (px_x >= bars_end) {
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y[i] = 127u; cb[i] = 960u; cr[i] = 471u; // 100% Blue
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} else {
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y[i] = 721u; cb[i] = 512u; cr[i] = 512u; // 75% White
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}
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}
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// SECTION 3 (Next 1/12): 100% Yellow, +Q Signal, Linear Y-Ramp, 75% Red
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else if (y_px >= bound_s2 && y_px < bound_s3) {
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if (px_x < bars_start) {
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y[i] = 877u; cb[i] = 64u; cr[i] = 553u; // 100% Yellow
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} else if (px_x >= bars_start && px_x < ramp_start) {
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y[i] = 141u; cb[i] = 697u; cr[i] = 606u; // +Q Signal
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} else if (px_x >= bars_end) {
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y[i] = 250u; cb[i] = 409u; cr[i] = 960u; // 75% Red
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} else {
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// Perfect linear scaling from Digital Black (64u) to Digital White (940u)
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let clamped_x = clamp(px_x, ramp_start, ramp_end);
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y[i] = 64u + ((clamped_x - ramp_start) * (940u - 64u)) / ramp_width;
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cb[i] = 512u;
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cr[i] = 512u;
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}
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}
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// SECTION 4 (Bottom 3/12): Pluge Panel Calibration Blocks
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else {
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if (px_x >= bars_start && px_x < bars_end) {
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let b = (px_x - bars_start) / one_bar_width;
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if (b == 0u || b == 2u || b >= 4u) {
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y[i] = 64u; cb[i] = 512u; cr[i] = 512u; // 0% Black
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} else if (b == 1u) {
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y[i] = 940u; cb[i] = 512u; cr[i] = 512u; // 100% White Calibration
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} else if (b == 3u) {
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// PLUGE Sub-bar generation (Split into 3 absolute equal fragments)
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let sub_bar_offset = (px_x - bars_start) % one_bar_width;
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let sub_b = (sub_bar_offset * 3u) / one_bar_width;
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cb[i] = 512u;
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cr[i] = 512u;
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if (sub_b == 0u) {
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y[i] = 46u; // -2% Sub-Black
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} else if (sub_b == 1u) {
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y[i] = 64u; // 0% Black
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} else {
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y[i] = 82u; // +2% Above-Black
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}
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}
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} else {
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// 15% Gray Flanks
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y[i] = 195u; cb[i] = 512u; cr[i] = 512u;
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}
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}
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}
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// Packing into standard v210 10-bit macroblock layout words
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out[block * 4u + 0u] = (cb[0] & 0x3FFu) | ((y[0] & 0x3FFu) << 10u) | ((cr[0] & 0x3FFu) << 20u);
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out[block * 4u + 1u] = (y[1] & 0x3FFu) | ((cb[2] & 0x3FFu) << 10u) | ((y[2] & 0x3FFu) << 20u);
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out[block * 4u + 2u] = (cr[2] & 0x3FFu) | ((y[3] & 0x3FFu) << 10u) | ((cb[4] & 0x3FFu) << 20u);
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out[block * 4u + 3u] = (y[4] & 0x3FFu) | ((cr[4] & 0x3FFu) << 10u) | ((y[5] & 0x3FFu) << 20u);
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}
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