#version 450 core layout(std430) buffer; layout(set=0, binding=0) uniform sampler2D uInput; layout(set=0, binding=1) writeonly uniform image2D uOutput; layout(set = 0, binding = 2) uniform reluBuffer{ ivec4 inImgSize; ivec4 outImgSize; vec4 scale; }uResizeParam; layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); // input output layout is NC4HW4 ivec3 inputImgSize = uResizeParam.inImgSize.xyz; ivec3 outputImgSize = uResizeParam.outImgSize.xyz; if(pos.x < outputImgSize.x && pos.y < outputImgSize.y) { float srcX = float(pos.x) * uResizeParam.scale.x + uResizeParam.scale.y; #ifdef NEAREST_ROUND srcX = srcX + 0.499; #endif int x1 = int(floor(srcX)); int x11 = clamp(x1, 0, inputImgSize.x - 1); float srcY = float(pos.y) * uResizeParam.scale.z + uResizeParam.scale.w; #ifdef NEAREST_ROUND srcY = srcY + 0.499; #endif int y1 = int(floor(srcY)); int y11 = clamp(y1, 0, inputImgSize.y - 1); int sz = pos.z % inputImgSize.z; int sb = pos.z / inputImgSize.z; vec4 outValue = texelFetch(uInput, ivec2(x11+sz*inputImgSize.x, y11+sb*inputImgSize.y), 0); imageStore(uOutput, ivec2(pos.x+sz*outputImgSize.x, pos.y+sb*outputImgSize.y), outValue); } }