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

87 lines
2.4 KiB
Plaintext

layout(set=0, binding=0) writeonly buffer destBuffer{
FLOAT4 data[];
}uOutput;
layout(set=0, binding=1) readonly buffer sourceBuffer0{
FLOAT4 data[];
} uInput;
layout(set=0, binding=2) readonly buffer sourceBuffer1{
FLOAT data[];
} uGrid;
layout(set=0, binding=3) uniform gridSampleBuffer{
ivec4 inShape; // inW, inH
ivec4 outShape; // outW, outH
bool alignCorners;
}uGridSampleParam;
layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
FLOAT4 LoadSample(int positionX, int positionY, int c, int n) {
FLOAT4 value;
int width = uGridSampleParam.inShape.x;
int height = uGridSampleParam.inShape.y;
#ifdef PAD_MODE_ZEROS
if (positionX < 0 || positionX >= width || positionY < 0 || positionY >= height) {
value = FLOAT4(0.0);
} else {
value = uInput.data[0
+ positionX
+ positionY * width
+ n * width * height
+ c * width * height * uGridSampleParam.inShape.w
];
}
#else
positionX = clamp(positionX, 0, width - 1);
positionY = clamp(positionY, 0, height - 1);
value = uInput.data[0
+ positionX
+ positionY * width
+ n * width * height
+ c * width * height * uGridSampleParam.inShape.w
];
#endif
return value;
}
void main()
{
int pos = int(gl_GlobalInvocationID.x);
// input output grid layout is NC4HW4
ivec4 inputShape = uGridSampleParam.inShape;
ivec4 outputShape = uGridSampleParam.outShape;
int total = outputShape.x * outputShape.y * outputShape.z * outputShape.w;
if(pos < total)
{
// get nchw num of output
int x = pos % outputShape.x;
int tmp = pos / outputShape.x;
int y = tmp % outputShape.y;
tmp = tmp / outputShape.y;
int z = tmp % outputShape.z;
int n = tmp / outputShape.z;
// get position in grid
int gridPosition = n * outputShape.x * outputShape.y + y * outputShape.x + x;
FLOAT gridX = uGrid.data[2 * gridPosition + 0];
FLOAT gridY = uGrid.data[2 * gridPosition + 1];
// compute position of input
FLOAT a = FLOAT(uGridSampleParam.alignCorners);
FLOAT b = FLOAT(1.0f) - a;
int positionX = int(floor(((FLOAT(1.0) + gridX) * (FLOAT(inputShape.x) - a) - b) * FLOAT(0.5f) + FLOAT(0.5f)));
int positionY = int(floor(((FLOAT(1.0) + gridY) * (FLOAT(inputShape.y) - a) - b) * FLOAT(0.5f) + FLOAT(0.5f))); FLOAT4 value = LoadSample(positionX, positionY, z, n);
uOutput.data[0
+ x
+ y * outputShape.x
+ z * outputShape.x * outputShape.y * outputShape.w
+ n * outputShape.x * outputShape.y
] = value;
}
}