1
0
mirror of https://git.ffmpeg.org/ffmpeg.git synced 2026-10-28 15:19:38 +03:00
Files
ffmpeg/libavfilter/vulkan/transpose.comp.glsl
Marcos Ashton Iglesias 851bbd4dae avfilter/vulkan/transpose: fix all four directions
The shader runs per output pixel but mixed input and output coordinates:
cclock_flip left part of the output unwritten, clock came out mirrored
and cclock/clock_flip were off by one. Read the source pixel for each
output pixel instead, like the OpenCL filter.
2026-10-01 03:11:19 +00:00

52 lines
1.9 KiB
GLSL

/*
* Copyright (c) 2021 Wu Jianhua <jianhua.wu@intel.com>
* Copyright (c) 2026 Lynne <dev@lynne.ee>
*
* This file is part of FFmpeg.
*
* FFmpeg is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* FFmpeg is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with FFmpeg; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#pragma shader_stage(compute)
#extension GL_EXT_shader_image_load_formatted : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_nonuniform_qualifier : require
layout (local_size_x_id = 253, local_size_y_id = 254, local_size_z_id = 255) in;
layout (set = 0, binding = 0) uniform readonly image2D input_img[];
layout (set = 0, binding = 1) uniform writeonly image2D output_img[];
layout (push_constant, scalar) uniform pushConstants {
int dir;
};
void main()
{
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = imageSize(output_img[nonuniformEXT(gl_LocalInvocationID.z)]);
if (any(greaterThanEqual(pos, size)))
return;
/* size is the output size, so the input is size.yx */
ivec2 src = ivec2((dir & 2) != 0 ? size.y - 1 - pos.y : pos.y,
(dir & 1) != 0 ? size.x - 1 - pos.x : pos.x);
vec4 res = imageLoad(input_img[nonuniformEXT(gl_LocalInvocationID.z)], src);
imageStore(output_img[nonuniformEXT(gl_LocalInvocationID.z)], pos, res);
}