#version 440 core layout(std430) buffer; layout(set=0, binding=0) writeonly uniform image2D uOutput; layout(set=0, binding=1) uniform sampler2D uInput; layout(set=0, binding=2) uniform sampler2D uBias; layout(set=0, binding=3) 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.outputSize.x; int subIndex = posTmp.x / uConstant.outputSize.x; pos.y = subIndex % uConstant.outputSize.y; pos.z = subIndex / uConstant.outputSize.y; ivec3 inputSize = uConstant.inputSize.xyz; ivec3 outputSize = uConstant.outputSize.xyz; int fz = pos.z % uConstant.outputSize.z; int sb = pos.z / uConstant.outputSize.z; if (pos.x < uConstant.outputSize.x && pos.y < uConstant.outputSize.y && sb < uConstant.outputSize.w) { ivec2 oxy = pos.xy + uConstant.pad; vec4 color = texelFetch(uBias, ivec2(fz, 0), 0); for (int fy=0; fy