feat: skip two-way copy for cuda devices when decoding video wallpapers + cache wallpapers as blobs in new database
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This commit is contained in:
2026-10-26 02:51:28 +01:00
parent cd44d27b74
commit 9edbcbd610
20 changed files with 2739 additions and 330 deletions
@@ -0,0 +1,105 @@
uniform sampler2D luma;
uniform sampler2D chroma;
uniform vec2 size;
uniform vec2 srcSize;
uniform vec4 crop;
uniform float alpha;
uniform int matrix;
uniform int range;
uniform vec2 chromaOff;
out vec4 outColor;
float noise(vec2 p) {
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
}
const float PI = 3.1415926535893;
float sinc(float x) {
x *= PI;
return abs(x) < 1e-6 ? 1.0 : sin(x) / x;
}
float lanczos(float x) {
if (abs(x) >= 3.0)
return 0.0;
return sinc(x) * sinc(x / 3.0);
}
float hermite(float x) {
float a = abs(x);
if (a >= 1.0)
return 0.0;
return 1.0 - 3.0 * a * a + 2.0 * a * a * a;
}
vec4 resample(sampler2D tex, vec2 plane, vec2 dest, vec2 uv) {
vec2 pt = 1.0 / plane;
float wx[6];
float wy[6];
vec2 base;
int upx = dest.x >= plane.x ? 1 : 0;
int tx = upx == 1 ? 6 : 2;
float fsx = max(1.0, plane.x / dest.x);
float f = fract(uv.x * plane.x - 0.5);
base.x = uv.x - f * pt.x - pt.x * (float(tx) * 0.5 - 1.0);
float sx = 0.0;
for (int i = 0; i < 6; ++i) {
if (i >= tx) { wx[i] = 0.0; continue; }
float x = f - (float(i) - float(tx) * 0.5 + 1.0);
wx[i] = upx == 1 ? lanczos(x / fsx) : hermite(x / fsx);
sx += wx[i];
}
if (sx != 0.0)
for (int i = 0; i < 6; ++i) wx[i] /= sx;
int upy = dest.y >= plane.y ? 1 : 0;
int ty = upy == 1 ? 6 : 2;
float fsy = max(1.0, plane.y / dest.y);
f = fract(uv.y * plane.y - 0.5);
base.y = uv.y - f * pt.y - pt.y * (float(ty) * 0.5 - 1.0);
float sy = 0.0;
for (int i = 0; i < 6; ++i) {
if (i >= ty) { wy[i] = 0.0; continue; }
float y = f - (float(i) - float(ty) * 0.5 + 1.0);
wy[i] = upy == 1 ? lanczos(y / fsy) : hermite(y / fsy);
sy += wy[i];
}
if (sy != 0.0)
for (int i = 0; i < 6; ++i) wy[i] /= sy;
vec4 col = vec4(0.0);
for (int i = 0; i < 6; ++i) {
if (wx[i] == 0.0)
continue;
for (int j = 0; j < 6; ++j) {
if (wy[j] == 0.0)
continue;
vec2 c = base + vec2(float(i) * pt.x, float(j) * pt.y);
col += (wx[i] * wy[j]) * texture(tex, c);
}
}
return col;
}
void main() {
vec2 p = vec2(gl_FragCoord.x, size.y - gl_FragCoord.y) / size;
vec2 uv = crop.xy + p * crop.zw;
float Yv = resample(luma, srcSize, size, uv).r;
vec2 ch = resample(chroma, srcSize * 0.5, size, uv + chromaOff).rg;
vec3 yuv;
if (range == 0) {
yuv = vec3((Yv - 16.0 / 255.0) / (219.0 / 255.0),
(ch.r - 128.0 / 255.0) / (224.0 / 255.0),
(ch.g - 128.0 / 255.0) / (224.0 / 255.0));
} else {
yuv = vec3(Yv, ch.r - 0.5, ch.g - 0.5);
}
mat3 m = matrix == 1
? mat3(1.0, 1.0, 1.0, 0.0, -0.187324, 1.855600, 1.574800, -0.468124, 0.0)
: mat3(1.0, 1.0, 1.0, 0.0, -0.344136, 1.772000, 1.402000, -0.714136, 0.0);
vec3 rgb = m * yuv;
rgb += (noise(gl_FragCoord.xy) - 0.5) / 255.0;
outColor = vec4(clamp(rgb, 0.0, 1.0), alpha);
}