#version 450 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 uGrid; layout(set=0, binding=3) uniform gridSampleBuffer{ ivec4 outImgSize; ivec2 inShape; // inW, inH ivec2 outShape; // outW, outH bool alignCorners; }uGridSampleParam; layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; vec4 LoadSample(int positionX, int positionY, int width, int height, int c, int n) { vec4 value; #ifdef PAD_MODE_ZEROS if (positionX < 0 || positionX >= width || positionY < 0 || positionY >= height) { value = vec4(0.0); } else { value = texelFetch(uInput, ivec2(c * width + positionX, n * height + positionY), 0); } #else positionX = clamp(positionX, 0, width - 1); positionY = clamp(positionY, 0, height - 1); value = texelFetch(uInput, ivec2(c * width + positionX, n * height + positionY), 0); #endif return value; } void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); // input output grid layout is NC4HW4 ivec3 outputImgSize = uGridSampleParam.outImgSize.xyz; ivec2 inputShape = uGridSampleParam.inShape; ivec2 outputShape = uGridSampleParam.outShape; if(pos.x < outputImgSize.x && pos.y < outputImgSize.y) { // get nchw num of output int n = pos.y / outputShape.y; int h = pos.y % outputShape.y; int c = pos.x / outputShape.x; int w = pos.x % outputShape.x; // get position in grid int h_C4 = h / 4; int remain = h % 4; float gridX = texelFetch(uGrid, ivec2(h_C4 * 2 + 0, n * outputShape.x + w), 0)[remain]; float gridY = texelFetch(uGrid, ivec2(h_C4 * 2 + 1, n * outputShape.x + w), 0)[remain]; // compute position of input float a = float(uGridSampleParam.alignCorners); float b = 1.0f - a; float cordH = ((1 + gridY) * (inputShape.y - a) - b) * 0.5f; float cordW = ((1 + gridX) * (inputShape.x - a) - b) * 0.5f; int w0_h = int(floor(cordH)); int w0_w = int(floor(cordW)); int w1_h = w0_h + 1; int w1_w = w0_w + 1; vec4 oneV = vec4(1.0); vec4 i00 = LoadSample(w0_w, w0_h, inputShape.x, inputShape.y, c, n); vec4 i01 = LoadSample(w1_w, w0_h, inputShape.x, inputShape.y, c, n); vec4 i10 = LoadSample(w0_w, w1_h, inputShape.x, inputShape.y, c, n); vec4 i11 = LoadSample(w1_w, w1_h, inputShape.x, inputShape.y, c, n); vec4 f0 = vec4(float(w1_w) - cordW); vec4 f1 = oneV - f0; vec4 h0 = vec4(float(w1_h) - cordH); vec4 h1 = oneV - h0; vec4 i0 = i00 * f0 + i01 * f1; vec4 i1 = i10 * f0 + i11 * f1; vec4 value = i0 * h0 + i1 * h1; imageStore(uOutput, pos.xy, value); } }