struct PackUniforms { width: u32, height: u32, stride_y: u32, stride_uv: u32, }; @group(0) @binding(0) var source_tex: texture_2d; @group(0) @binding(1) var y_plane: array>; @group(0) @binding(2) var uv_plane: array>; @group(0) @binding(3) var dims: PackUniforms; fn rgb_to_y_full(r: f32, g: f32, b: f32) -> f32 { return 0.2126 * r + 0.7152 * g + 0.0722 * b; } fn limited_y(y_full: f32) -> u32 { let scaled = round(y_full * 219.0) + 16.0; return u32(clamp(scaled, 16.0, 235.0)); } fn limited_u(b: f32, y_full: f32) -> u32 { let centered = (b - y_full) / 1.8556; let scaled = round(centered * 224.0) + 128.0; return u32(clamp(scaled, 16.0, 240.0)); } fn limited_v(r: f32, y_full: f32) -> u32 { let centered = (r - y_full) / 1.5748; let scaled = round(centered * 224.0) + 128.0; return u32(clamp(scaled, 16.0, 240.0)); } fn write_y_byte(byte_offset: u32, value: u32) { let word_index = byte_offset / 4u; let shift = (byte_offset % 4u) * 8u; let payload = (value & 0xFFu) << shift; atomicOr(&y_plane[word_index], payload); } fn write_uv_byte(byte_offset: u32, value: u32) { let word_index = byte_offset / 4u; let shift = (byte_offset % 4u) * 8u; let payload = (value & 0xFFu) << shift; atomicOr(&uv_plane[word_index], payload); } @compute @workgroup_size(8, 8, 1) fn pack_nv12(@builtin(global_invocation_id) gid: vec3) { let block_x = gid.x; let block_y = gid.y; let pixel_x = block_x * 2u; let pixel_y = block_y * 2u; if (pixel_x + 1u >= dims.width) { return; } if (pixel_y + 1u >= dims.height) { return; } let p00 = textureLoad(source_tex, vec2(i32(pixel_x), i32(pixel_y)), 0); let p10 = textureLoad(source_tex, vec2(i32(pixel_x + 1u), i32(pixel_y)), 0); let p01 = textureLoad(source_tex, vec2(i32(pixel_x), i32(pixel_y + 1u)), 0); let p11 = textureLoad(source_tex, vec2(i32(pixel_x + 1u), i32(pixel_y + 1u)), 0); let y00_full = rgb_to_y_full(p00.r, p00.g, p00.b); let y10_full = rgb_to_y_full(p10.r, p10.g, p10.b); let y01_full = rgb_to_y_full(p01.r, p01.g, p01.b); let y11_full = rgb_to_y_full(p11.r, p11.g, p11.b); let y00 = limited_y(y00_full); let y10 = limited_y(y10_full); let y01 = limited_y(y01_full); let y11 = limited_y(y11_full); let row0 = pixel_y * dims.stride_y; let row1 = (pixel_y + 1u) * dims.stride_y; write_y_byte(row0 + pixel_x, y00); write_y_byte(row0 + pixel_x + 1u, y10); write_y_byte(row1 + pixel_x, y01); write_y_byte(row1 + pixel_x + 1u, y11); let r_avg = (p00.r + p10.r + p01.r + p11.r) * 0.25; let g_avg = (p00.g + p10.g + p01.g + p11.g) * 0.25; let b_avg = (p00.b + p10.b + p01.b + p11.b) * 0.25; let y_full_avg = rgb_to_y_full(r_avg, g_avg, b_avg); let u = limited_u(b_avg, y_full_avg); let v = limited_v(r_avg, y_full_avg); let uv_row = block_y * dims.stride_uv; let uv_offset = uv_row + block_x * 2u; write_uv_byte(uv_offset, u); write_uv_byte(uv_offset + 1u, v); }