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2026-07-13 13:33:03 +08:00

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layout(set=0, binding=0) writeonly buffer destBuffer{
FLOAT data[];
} uOutput;
layout(set=0, binding=1) readonly buffer sourceBuffer0{
FLOAT data[];
} uInput;
layout(set=0, binding=2) readonly uniform constBuffer {
ivec4 size; // kw, kh, height, kw*kh*c/4
} 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);
if (posTmp.x < uConstant.size.w)
{
ivec2 pos;
int kernelSize = uConstant.size.x * uConstant.size.y;
pos.x = posTmp.x % kernelSize;
pos.y = posTmp.x / kernelSize;
int outputPos = pos.x * 4 + (pos.y / 4) * kernelSize * 4 + (pos.y % 4);
uOutput.data[outputPos] = uInput.data[posTmp.x];
}
}