#version 440 core layout(set=0, binding=0) uniform sampler2D uInput; layout(set=0, binding=1) writeonly uniform image2D uOutput; layout(set=0, binding=2) readonly uniform constBuffer { ivec2 pad; ivec2 kernelSize; ivec2 stride; ivec2 dilate; ivec4 inputSize; ivec4 outputSize; ivec4 offset; } uConstant; layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in; #define UP_DIV(x, y) (((x)+(y)-1)/(y)) void main() { ivec3 posTmp = ivec3(gl_GlobalInvocationID); ivec3 pos; pos.x = posTmp.x % uConstant.inputSize.x; int subIndex = posTmp.x / uConstant.inputSize.x; pos.y = subIndex % uConstant.inputSize.y; pos.z = subIndex / uConstant.inputSize.y; ivec3 inputSize = uConstant.inputSize.xyz; int oz = pos.z % uConstant.inputSize.z; int ob = pos.z / uConstant.inputSize.z; if (pos.x < uConstant.inputSize.x && pos.y < uConstant.inputSize.y && ob < uConstant.outputSize.w) { int sourceXIndex = pos.x + pos.y*uConstant.inputSize.x + ob*uConstant.inputSize.x*uConstant.inputSize.y; int sourceX = sourceXIndex / 4; int sourceY = 4*oz + sourceXIndex % 4; vec4 color = texelFetch(uInput, ivec2(pos.x+ oz*uConstant.inputSize.x, pos.y + ob*uConstant.inputSize.y), 0); //Tranpose imageStore(uOutput, ivec2(sourceY, sourceX), color); } }