layout(set=0, binding=0) writeonly buffer destBuffer{ FLOAT4 data[]; }uOutput; layout(set=0, binding=1) readonly buffer sourceBuffer0{ FLOAT4 data[]; } uInput; layout(set=0, binding=2) readonly buffer sourceBuffer1{ FLOAT4 data[]; } uKernel; layout(set=0, binding=3) readonly buffer sourceBuffer2{ FLOAT4 data[]; } uBias; layout(set=0, binding=4) readonly uniform constBuffer { ivec2 pad; ivec2 kernelSize; ivec2 stride; ivec2 dilate; ivec4 inputSize; ivec4 outputSize; int batch; int group; } uConstant; layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #define UP_DIV(x, y) (((x)+(y)-1)/(y)) void main() { int workIndex = int(gl_GlobalInvocationID.x); if (workIndex < uConstant.outputSize.x * uConstant.outputSize.y * uConstant.outputSize.z * uConstant.outputSize.w) { ivec3 pos; pos.x = workIndex % uConstant.outputSize.x; int temp = workIndex / uConstant.outputSize.x; pos.y = temp % uConstant.outputSize.y; pos.z = temp / uConstant.outputSize.y; ivec3 inputSize = uConstant.inputSize.xyz; ivec3 outputSize = uConstant.outputSize.xyz; ivec2 oxy = pos.xy + uConstant.pad; int oz = pos.z / uConstant.outputSize.w; int sb = pos.z % uConstant.outputSize.w; FLOAT4 color = uBias.data[oz]; for (int fy=0; fy