The input and output are arrays of images, so it's better to use the plural to align them to the variable name of VkDescriptorImageInfo.
Signed-off-by: Wu Jianhua <jianhua...@intel.com> --- libavfilter/vf_gblur_vulkan.c | 60 +++++++++++++++++------------------ 1 file changed, 30 insertions(+), 30 deletions(-) diff --git a/libavfilter/vf_gblur_vulkan.c b/libavfilter/vf_gblur_vulkan.c index a2e33d1c90..2dbbbd0965 100644 --- a/libavfilter/vf_gblur_vulkan.c +++ b/libavfilter/vf_gblur_vulkan.c @@ -50,31 +50,31 @@ typedef struct GBlurVulkanContext { } GBlurVulkanContext; static const char gblur_horizontal[] = { - C(0, void gblur(const ivec2 pos, const int index) ) - C(0, { ) - C(1, vec4 sum = texture(input_image[index], pos) * kernel[0]; ) - C(0, ) - C(1, for(int i = 1; i < kernel.length(); i++) { ) - C(2, sum += texture(input_image[index], pos + vec2(i, 0.0)) * kernel[i]; ) - C(2, sum += texture(input_image[index], pos - vec2(i, 0.0)) * kernel[i]; ) - C(1, } ) - C(0, ) - C(1, imageStore(output_image[index], pos, sum); ) - C(0, } ) + C(0, void gblur(const ivec2 pos, const int index) ) + C(0, { ) + C(1, vec4 sum = texture(input_images[index], pos) * kernel[0]; ) + C(0, ) + C(1, for (int i = 1; i < kernel.length(); i++) { ) + C(2, sum += texture(input_images[index], pos + vec2(i, 0.0)) * kernel[i]; ) + C(2, sum += texture(input_images[index], pos - vec2(i, 0.0)) * kernel[i]; ) + C(1, } ) + C(0, ) + C(1, imageStore(output_images[index], pos, sum); ) + C(0, } ) }; static const char gblur_vertical[] = { - C(0, void gblur(const ivec2 pos, const int index) ) - C(0, { ) - C(1, vec4 sum = texture(input_image[index], pos) * kernel[0]; ) - C(0, ) - C(1, for(int i = 1; i < kernel.length(); i++) { ) - C(2, sum += texture(input_image[index], pos + vec2(0.0, i)) * kernel[i]; ) - C(2, sum += texture(input_image[index], pos - vec2(0.0, i)) * kernel[i]; ) - C(1, } ) - C(0, ) - C(1, imageStore(output_image[index], pos, sum); ) - C(0, } ) + C(0, void gblur(const ivec2 pos, const int index) ) + C(0, { ) + C(1, vec4 sum = texture(input_images[index], pos) * kernel[0]; ) + C(0, ) + C(1, for (int i = 1; i < kernel.length(); i++) { ) + C(2, sum += texture(input_images[index], pos + vec2(0.0, i)) * kernel[i]; ) + C(2, sum += texture(input_images[index], pos - vec2(0.0, i)) * kernel[i]; ) + C(1, } ) + C(0, ) + C(1, imageStore(output_images[index], pos, sum); ) + C(0, } ) }; static inline float gaussian(float sigma, float x) @@ -133,14 +133,14 @@ static av_cold int init_filter(AVFilterContext *ctx, AVFrame *in) FFVulkanDescriptorSetBinding image_descs[] = { { - .name = "input_image", + .name = "input_images", .type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, .dimensions = 2, .elems = planes, .stages = VK_SHADER_STAGE_COMPUTE_BIT, }, { - .name = "output_image", + .name = "output_images", .type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, .mem_layout = ff_vk_shader_rep_fmt(s->vkctx.output_format), .mem_quali = "writeonly", @@ -202,13 +202,13 @@ static av_cold int init_filter(AVFilterContext *ctx, AVFrame *in) GLSLC(1, const ivec2 pos = ivec2(gl_GlobalInvocationID.xy); ); for (int i = 0; i < planes; i++) { GLSLC(0, ); - GLSLF(1, size = imageSize(output_image[%i]); ,i); + GLSLF(1, size = imageSize(output_images[%i]); ,i); GLSLC(1, if (IS_WITHIN(pos, size)) { ); if (s->planes & (1 << i)) { GLSLF(2, gblur(pos, %i); ,i); } else { - GLSLF(2, vec4 res = texture(input_image[%i], pos); ,i); - GLSLF(2, imageStore(output_image[%i], pos, res); ,i); + GLSLF(2, vec4 res = texture(input_images[%i], pos); ,i); + GLSLF(2, imageStore(output_images[%i], pos, res); ,i); } GLSLC(1, } ); } @@ -261,13 +261,13 @@ static av_cold int init_filter(AVFilterContext *ctx, AVFrame *in) GLSLC(1, const ivec2 pos = ivec2(gl_GlobalInvocationID.xy); ); for (int i = 0; i < planes; i++) { GLSLC(0, ); - GLSLF(1, size = imageSize(output_image[%i]); ,i); + GLSLF(1, size = imageSize(output_images[%i]); ,i); GLSLC(1, if (IS_WITHIN(pos, size)) { ); if (s->planes & (1 << i)) { GLSLF(2, gblur(pos, %i); ,i); } else { - GLSLF(2, vec4 res = texture(input_image[%i], pos); ,i); - GLSLF(2, imageStore(output_image[%i], pos, res); ,i); + GLSLF(2, vec4 res = texture(input_images[%i], pos); ,i); + GLSLF(2, imageStore(output_images[%i], pos, res); ,i); } GLSLC(1, } ); } -- 2.25.1 _______________________________________________ ffmpeg-devel mailing list ffmpeg-devel@ffmpeg.org https://ffmpeg.org/mailman/listinfo/ffmpeg-devel To unsubscribe, visit link above, or email ffmpeg-devel-requ...@ffmpeg.org with subject "unsubscribe".