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vkzip/shaders/decompress.comp

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#version 450
/*
* VKZip GPU Decompression Shader
*
* Decompresses blocks compressed by the compression shader.
* Each workgroup decompresses one block.
*
* Token format (matching compress.comp):
* - Literal: [0x00] [byte] → emit 1 byte
* - Match: [0x01] [len:u16] [dist:u16] → copy `len` bytes from `pos-dist`
*/
layout(local_size_x = 256) in;
// ── Push constants ─────────────────────────────────────────────────
layout(push_constant) uniform PushConstants {
uint block_count;
uint block_size;
uint _pad1;
uint _pad2;
} params;
// ── Buffers ────────────────────────────────────────────────────────
// Input: compressed data (all blocks concatenated)
layout(std430, set = 0, binding = 0) readonly buffer InputBuffer {
uint data[];
} input_buf;
// Output: decompressed data (read-write: needs read for match back-references)
layout(std430, set = 0, binding = 1) buffer OutputBuffer {
uint data[];
} output_buf;
// Block metadata: [block_idx] = { in_offset, in_size(compressed), out_offset, out_size(original) }
layout(std430, set = 0, binding = 2) buffer MetadataBuffer {
uvec4 blocks[];
} meta;
// ── Helper: read a byte from packed uint buffer ────────────────────
// ── Helper: read a byte from packed uint buffer ────────────────────
uint read_byte_in(uint base_offset, uint byte_idx) {
uint word_idx = (base_offset + byte_idx) >> 2;
uint byte_pos = (base_offset + byte_idx) & 3;
return (input_buf.data[word_idx] >> (byte_pos * 8)) & 0xFF;
}
void main() {
uint block_idx = gl_WorkGroupID.x;
uint thread_id = gl_LocalInvocationID.x;
if (block_idx >= params.block_count) return;
uint in_offset = meta.blocks[block_idx].x;
uint in_size = meta.blocks[block_idx].y;
uint out_offset = meta.blocks[block_idx].z;
uint out_size = meta.blocks[block_idx].w;
// Sequential decompression by thread 0
if (thread_id == 0) {
// If the block was stored raw (uncompressed), just copy it
if (in_size == out_size) {
for (uint i = 0; i < in_size; i++) {
uint b = read_byte_in(in_offset, i);
uint byte_pos = i & 3;
// Read modify write needed here to avoid clobbering since we don't word-buffer the raw yet
uint word_idx = (out_offset + i) >> 2;
atomicOr(output_buf.data[word_idx], b << (byte_pos * 8));
}
return;
}
uint in_pos = 0;
uint out_pos = 0;
uint current_word = 0;
uint current_word_idx = 0;
while (in_pos < in_size && out_pos < out_size) {
uint token = read_byte_in(in_offset, in_pos);
in_pos++;
if (token == 0x00) {
// Literal
uint b = read_byte_in(in_offset, in_pos);
in_pos++;
// Buffer output
uint byte_pos = out_pos & 3;
current_word |= (b << (byte_pos * 8));
if (byte_pos == 3 || out_pos == out_size - 1) {
output_buf.data[(out_offset + out_pos) >> 2] = current_word;
current_word = 0;
}
out_pos++;
}
else if (token == 0x01) {
// Match
uint match_len = read_byte_in(in_offset, in_pos) | (read_byte_in(in_offset, in_pos + 1) << 8);
in_pos += 2;
uint match_dist = read_byte_in(in_offset, in_pos) | (read_byte_in(in_offset, in_pos + 1) << 8);
in_pos += 2;
uint copy_src = out_pos - match_dist;
for (uint i = 0; i < match_len && out_pos < out_size; i++) {
uint src_byte_idx = copy_src + i;
uint b = 0;
// Did we write this byte fully to memory yet?
if (src_byte_idx >= (out_pos & ~3u)) {
// It is in the current word being accumulated
uint src_byte_pos = src_byte_idx & 3;
b = (current_word >> (src_byte_pos * 8)) & 0xFF;
} else {
// Read from VRAM
uint src_word = output_buf.data[(out_offset + src_byte_idx) >> 2];
uint src_byte_pos = src_byte_idx & 3;
b = (src_word >> (src_byte_pos * 8)) & 0xFF;
}
// Buffer Output
uint byte_pos = out_pos & 3;
current_word |= (b << (byte_pos * 8));
if (byte_pos == 3 || out_pos == out_size - 1) {
output_buf.data[(out_offset + out_pos) >> 2] = current_word;
current_word = 0;
}
out_pos++;
}
}
}
}
}