#version 450 core layout(std430) buffer; layout(set=0, binding=0) writeonly buffer destBuffer{ float data[]; }uOutput; layout(set=0, binding=1) readonly buffer sourceBuffer0{ float 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 indexCubeMap(vec3 d, out int face, out float s, out float t) { vec3 absd; float sc, tc, ma; absd.x = abs(d.x); absd.y = abs(d.y); absd.z = abs(d.z); face = -1; if ((absd.x >= absd.y) && (absd.x >= absd.z)) { if (d.x > 0.0f) { face = 0; sc = -d.z; tc = -d.y; ma = absd.x; } else { face = 1; sc = d.z; tc = -d.y; ma = absd.x; } } if ((absd.y >= absd.x) && (absd.y >= absd.z)) { if (d.y > 0.0f) { face = 2; sc = d.x; tc = d.z; ma = absd.y; } else { face = 3; sc = d.x; tc = -d.z; ma = absd.y; } } if ((absd.z >= absd.x) && (absd.z >= absd.y)) { if (d.z > 0.0f) { face = 4; sc = d.x; tc = -d.y; ma = absd.z; } else { face = 5; sc = -d.x; tc = -d.y; ma = absd.z; } } if (ma == 0.0f) { s = 0.0f; t = 0.0f; face = -1; } else { s = ((sc / ma) + 1.0f) * 0.5f; t = ((tc / ma) + 1.0f) * 0.5f; } } float LoadSample(int positionX, int positionY, int c, int n) { float value; int width = uGridSampleParam.inShape.x; int height = uGridSampleParam.inShape.y; #ifdef PAD_MODE_ZEROS if (positionX < 0 || positionX >= width || positionY < 0 || positionY >= height) { value = 0.0; } else { value = uInput.data[0 + positionX * uGridSampleParam.inShape.z + positionY * width * uGridSampleParam.inShape.z + n * width * height * uGridSampleParam.inShape.z + c ]; } #else positionX = clamp(positionX, 0, width - 1); positionY = clamp(positionY, 0, height - 1); value = uInput.data[0 + positionX * uGridSampleParam.inShape.z + positionY * width * uGridSampleParam.inShape.z + n * width * height * uGridSampleParam.inShape.z + c ]; #endif return value; } 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 on = tmp / outputShape.z; // get position in grid int gridPosition = on * outputShape.x * outputShape.y + y * outputShape.x + x; float u = uGrid.data[inputShape.w * gridPosition + 0]; float v = uGrid.data[inputShape.w * gridPosition + 1]; float w = uGrid.data[inputShape.w * gridPosition + 2]; float gridX; float gridY; int face; indexCubeMap(vec3(u, v, w), face, gridX, gridY); float value = 0.0; if (face >= 0) { int n = on * 6 + face; // 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)); value = LoadSample(positionX, positionY, z, n); #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 oneV = float(1.0); float i00 = LoadSample(w0_w, w0_h, z, n); float i01 = LoadSample(w1_w, w0_h, z, n); float i10 = LoadSample(w0_w, w1_h, z, n); float i11 = LoadSample(w1_w, w1_h, z, n); float f0 = float(float(w1_w) - cordW); float f1 = oneV - f0; float h0 = float(float(w1_h) - cordH); float h1 = oneV - h0; float i0 = i00 * f0 + i01 * f1; float i1 = i10 * f0 + i11 * f1; value = i0 * h0 + i1 * h1; #endif } uOutput.data[0 + x * outputShape.z + y * outputShape.x * outputShape.z + z + on * outputShape.x * outputShape.y * outputShape.z ] = value; } }