#version 460 core layout(std430) uniform; layout(set=0, binding=0, rgba8ui) writeonly mediump uniform uimage2D uOutput; layout(set=0, binding=1) uniform mediump usampler3D uInput; layout(set=0, binding=2) readonly uniform constBuffer { ivec2 pad; ivec2 kernelSize; ivec2 stride; ivec2 dilate; ivec4 inputSize; ivec4 outputSize; uint inputZero; } uConstant; layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in; #define UP_DIV(x, y) (((x)+(y)-1)/(y)) void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); ivec3 inputSize = uConstant.inputSize.xyz; ivec3 outputSize = uConstant.outputSize.xyz; if (pos.x < outputSize.x && pos.y < outputSize.y) { ivec2 s0 = pos.xy*uConstant.stride-uConstant.pad; ivec2 sfxy = max(ivec2(0), (UP_DIV(-s0, uConstant.dilate))); ivec2 efxy = min(uConstant.kernelSize, UP_DIV(inputSize.xy-s0, uConstant.dilate)); int fz = pos.z % uConstant.inputSize.z; int sb = pos.z / uConstant.inputSize.z; uvec4 inputZero = uvec4(uConstant.inputZero); int destYOrigin = pos.x + pos.y*uConstant.outputSize.x + sb*uConstant.outputSize.x*uConstant.outputSize.y; int destY = destYOrigin / 4; int destXOffset = destYOrigin % 4; for (int fy=0; fy=0 && sy < uConstant.inputSize.y && sy >=0; bvec4 mask = bvec4(valid); color = mix(inputZero, color, mask); imageStore(uOutput, ivec2(4*destX+destXOffset, destY), color); } } } }