/**
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* @license
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* Copyright 2018 Google Inc. All Rights Reserved.
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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* =============================================================================
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*/
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import {getGlslDifferences} from '../../glsl_version';
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import {GPGPUProgram} from '../../gpgpu_math';
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export class FromPixelsPackedProgram implements GPGPUProgram {
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variableNames = ['A'];
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userCode: string;
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outputShape: number[];
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packedInputs = false;
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packedOutput = true;
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constructor(outputShape: number[]) {
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const glsl = getGlslDifferences();
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const [height, width, ] = outputShape;
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this.outputShape = outputShape;
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this.userCode = `
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void main() {
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ivec3 coords = getOutputCoords();
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int texR = coords[0];
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int texC = coords[1];
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int depth = coords[2];
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vec4 result = vec4(0.);
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for(int row=0; row<=1; row++) {
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for(int col=0; col<=1; col++) {
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texC = coords[1] + row;
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depth = coords[2] + col;
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vec2 uv = (vec2(texC, texR) + halfCR) /
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vec2(${width}.0, ${height}.0);
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vec4 values = ${glsl.texture2D}(A, uv);
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float value;
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if (depth == 0) {
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value = values.r;
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} else if (depth == 1) {
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value = values.g;
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} else if (depth == 2) {
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value = values.b;
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} else if (depth == 3) {
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value = values.a;
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}
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result[row * 2 + col] = floor(value * 255.0 + 0.5);
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}
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}
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${glsl.output} = result;
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}
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`;
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}
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}
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