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

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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) uniform constBuffer {
ivec4 inputSize;
ivec4 outputSize;
ivec2 pad;
ivec2 kernelSize;
ivec2 stride;
} uConstant;
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
ivec3 outputSize = uConstant.outputSize.xyz;
ivec2 spos = pos.xy*uConstant.stride-uConstant.pad;
if (all(lessThan(pos, outputSize)))
{
ivec2 inputSizeXY = uConstant.inputSize.xy;
FLOAT4 color = FLOAT4(-100000.0);
ivec2 sfxy = max(ivec2(0), -spos);
ivec2 efxy = min(uConstant.kernelSize, inputSizeXY-spos);
for (int fy=sfxy.y; fy<efxy.y; ++fy)
{
for (int fx=sfxy.x; fx<efxy.x; ++fx)
{
ivec2 spos_ = spos + ivec2(fx, fy);
FLOAT4 inputColor = uInput.data[0
+ pos.z * uConstant.inputSize.y * uConstant.inputSize.x
+ spos_.y * uConstant.inputSize.x
+ spos_.x
];
color = max(inputColor, color);
}
}
uOutput.data[0
+ pos.z * uConstant.outputSize.x * uConstant.outputSize.y
+ pos.y * uConstant.outputSize.x
+ pos.x
] = color;
}
}