// daedalus-fourier — H.264 luma "h_loop_filter" (horizontal filtering // across a vertical edge), non-intra bS<4 variant. Sibling of cycle 8's // v3d_h264deblock.comp; same algorithm with row/col access transposed. // // V3D 7.1 via Mesa v3dv compute. Same WG geometry as the V shader: // - 256 invocations / WG, 16 edges/WG (16 lanes/edge = 1 sg/edge) // - uint8_t dst SSBO via storageBuffer8BitAccess // - No barrier (each lane independent) // - lane_in_edge = ROW index (0..15) along the vertical edge // - meta.dst_off points to (row 0, col 0) of the RIGHT block; // the kernel reads cols [-4..+3] of each row and writes [-2..+1]. // // Filter contract (per H.264 §8.7.2.4): // 1. (m.x % pc.dst_stride_u8) ≥ 4 (kernel reads p3 at pix[-4]) // 2. pc.dst_stride_u8 = byte stride between rows // 3. tc0_s pre-stored as signed int8 in m.z packed 4 bytes (one per // 4-row segment along the 16-row edge) // // License: BSD-2-Clause. Algorithm transcribed from // tests/h264_h_loop_filter_luma_ref.c which mirrors FFmpeg // ff_h264_h_loop_filter_luma_neon (LGPL-2.1+). #version 450 #extension GL_EXT_shader_8bit_storage : require #extension GL_EXT_shader_explicit_arithmetic_types : require layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; layout(binding = 0) readonly buffer Meta { uvec4 meta[]; // per edge: (dst_off, alpha|beta<<8, packed_tc0, _pad) } u_meta; layout(binding = 1) buffer Dst { uint8_t dst[]; } u_dst; layout(push_constant) uniform PC { uint n_edges; uint dst_stride_u8; uint _pad0; uint _pad1; } pc; void main() { uint gid = gl_GlobalInvocationID.x; uint wg_id = gl_WorkGroupID.x; uint lane_in_wg = gid & 255u; uint edge_in_wg = lane_in_wg >> 4; // 0..15 (16 edges/WG) uint row_in_edge = lane_in_wg & 15u; // 0..15 — ROW along the V edge uint edge_idx = wg_id * 16u + edge_in_wg; if (edge_idx >= pc.n_edges) return; uvec4 m = u_meta.meta[edge_idx]; uint stride = pc.dst_stride_u8; // dst_off addresses row 0 col 0 of the right block; advance by row * stride // to land at this lane's row. The kernel reads pix[-4..+3] AT THIS ROW. uint dst_off = m.x + row_in_edge * stride; int alpha = int(m.y & 0xffu); int beta = int((m.y >> 8) & 0xffu); // tc0 segment = 0..3 indexed by (row_in_edge / 4). uint seg = row_in_edge >> 2; uint tc0_byte = (m.z >> (seg * 8u)) & 0xffu; int tc0_s = int(tc0_byte); if (tc0_s >= 128) tc0_s -= 256; if (alpha == 0 || beta == 0) return; if (tc0_s < 0) return; // segment skip // Horizontal access pattern — read cols at offsets [-3..+2] of this row. // p3 (col -4) unused in bS<4; same DCE comment as the V shader. int p2 = int(u_dst.dst[dst_off - 3u]); int p1 = int(u_dst.dst[dst_off - 2u]); int p0 = int(u_dst.dst[dst_off - 1u]); int q0 = int(u_dst.dst[dst_off ]); int q1 = int(u_dst.dst[dst_off + 1u]); int q2 = int(u_dst.dst[dst_off + 2u]); // Edge preconditions (same as V). if (abs(p0 - q0) >= alpha) return; if (abs(p1 - p0) >= beta) return; if (abs(q1 - q0) >= beta) return; int ap = abs(p2 - p0); int aq = abs(q2 - q0); bool ap_lt = ap < beta; bool aq_lt = aq < beta; int tc = tc0_s + int(ap_lt) + int(aq_lt); int delta = clamp(((q0 - p0) * 4 + (p1 - q1) + 4) >> 3, -tc, tc); int p0p = clamp(p0 + delta, 0, 255); int q0p = clamp(q0 - delta, 0, 255); int p1p = p1; if (ap_lt) { int d_p1 = clamp((p2 + ((p0 + q0 + 1) >> 1) - 2*p1) >> 1, -tc0_s, tc0_s); p1p = clamp(p1 + d_p1, 0, 255); } int q1p = q1; if (aq_lt) { int d_q1 = clamp((q2 + ((p0 + q0 + 1) >> 1) - 2*q1) >> 1, -tc0_s, tc0_s); q1p = clamp(q1 + d_q1, 0, 255); } u_dst.dst[dst_off - 2u] = uint8_t(p1p); u_dst.dst[dst_off - 1u] = uint8_t(p0p); u_dst.dst[dst_off ] = uint8_t(q0p); u_dst.dst[dst_off + 1u] = uint8_t(q1p); }