layout(set = 0, binding = 0) writeonly buffer outputBuffer{ FLOAT4 data[]; }uOutput; layout(set = 0, binding = 1) readonly buffer inputBuffer{ FLOAT4 data[]; }uInput; layout(set = 0, binding = 2) uniform reluBuffer{ ivec4 inImgSize; ivec4 outImgSize; vec4 scale; }uResizeParam; layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; #define BUFFER_LOADDATA(X, P, index) \ X.data[P.z * uResizeParam.inImgSize.x * uResizeParam.inImgSize.y + P.y * uResizeParam.inImgSize.x + P.x] #define BUFFER_STORE_DATA(Y, P, C) \ Y.data[P.z * uResizeParam.outImgSize.x * uResizeParam.outImgSize.y + P.y * uResizeParam.outImgSize.x + P.x] = C void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); // input output layout is NC4HW4 ivec3 inputImgSize = uResizeParam.inImgSize.xyz; ivec3 outputImgSize = uResizeParam.outImgSize.xyz; if(pos.x < outputImgSize.x && pos.y < outputImgSize.y) { FLOAT srcX = FLOAT(pos.x) * FLOAT(uResizeParam.scale.x) + FLOAT(uResizeParam.scale.y); #ifdef NEAREST_ROUND srcX = srcX + FLOAT(0.499); #endif int x1 = int(floor(srcX)); int x11 = clamp(x1, 0, inputImgSize.x - 1); FLOAT srcY = FLOAT(pos.y) * FLOAT(uResizeParam.scale.z) + FLOAT(uResizeParam.scale.w); #ifdef NEAREST_ROUND srcY = srcY + FLOAT(0.499); #endif int y1 = int(floor(srcY)); int y11 = clamp(y1, 0, inputImgSize.y - 1); FLOAT4 outValue = BUFFER_LOADDATA(uInput, ivec3(x11, y11, pos.z), 0); BUFFER_STORE_DATA(uOutput, pos, outValue); } }