#version 450 core layout(std430) buffer; layout(set=0, binding=0) readonly buffer destBuffer{ float data[]; }uOutput; layout(set=0, binding=1) writeonly buffer sourceBuffer0{ int data[]; } uInput; layout(set=0, binding=2) readonly buffer sourceBuffer1{ float data[]; } uGrid; layout(set=0, binding=3) uniform gridSampleBuffer{ ivec4 inShape; // inW, inH ivec4 outShape; // outW, outH bool alignCorners; }uGridSampleParam; layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; void WriteSample(int positionX, int positionY, int c, int n, float value_f) { int value = int(value_f * 16777216.0); int width = uGridSampleParam.inShape.x; int height = uGridSampleParam.inShape.y; #ifdef PAD_MODE_ZEROS if (positionX < 0 || positionX >= width || positionY < 0 || positionY >= height) { return; } else { atomicAdd(uInput.data[0 + positionX * uGridSampleParam.inShape.z + positionY * width * uGridSampleParam.inShape.z + n * width * height * uGridSampleParam.inShape.z + c ], value); } #else positionX = clamp(positionX, 0, width - 1); positionY = clamp(positionY, 0, height - 1); atomicAdd(uInput.data[0 + positionX * uGridSampleParam.inShape.z + positionY * width * uGridSampleParam.inShape.z + n * width * height * uGridSampleParam.inShape.z + c ], value); #endif } void main() { int pos = int(gl_GlobalInvocationID.x); // input output grid layout is NC4HW4 ivec4 inputShape = uGridSampleParam.inShape; ivec4 outputShape = uGridSampleParam.outShape; int total = outputShape.x * outputShape.y * outputShape.z * outputShape.w; if(pos < total) { // get nchw num of output int x = pos % outputShape.x; int tmp = pos / outputShape.x; int y = tmp % outputShape.y; tmp = tmp / outputShape.y; int z = tmp % outputShape.z; int n = tmp / outputShape.z; // get position in grid int gridPosition = n * outputShape.x * outputShape.y + y * outputShape.x + x; float gridX = uGrid.data[inputShape.w * gridPosition + 0]; float gridY = uGrid.data[inputShape.w * gridPosition + 1]; float value = uOutput.data[0 + x * outputShape.z + y * outputShape.x * outputShape.z + z + n * outputShape.x * outputShape.y * outputShape.z ]; // compute position of input #ifdef NEAREST float cordH = (gridY) * (inputShape.y); float cordW = (gridX) * (inputShape.x); int positionX = int(floor(cordW)); int positionY = int(floor(cordH)); WriteSample(positionX, positionY, z, n, value); #else float cordH = (gridY) * (inputShape.y) - 0.5; float cordW = (gridX) * (inputShape.x) - 0.5; int w0_h = int(floor(cordH)); int w0_w = int(floor(cordW)); int w1_h = w0_h + 1; int w1_w = w0_w + 1; float f0 = float(float(w1_w) - cordW); float f1 = 1.0 - f0; float h0 = float(float(w1_h) - cordH); float h1 = 1.0 - h0; float f00 = f0 * h0 * value; float f01 = f1 * h0 * value; float f10 = f0 * h1 * value; float f11 = f1 * h1 * value; WriteSample(w0_w, w0_h, z, n, f00); WriteSample(w1_w, w0_h, z, n, f01); WriteSample(w0_w, w1_h, z, n, f10); WriteSample(w1_w, w1_h, z, n, f11); #endif } }