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

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layout(set=0, binding=0) readonly buffer sourceBuffer{
FLOAT data[];
} uInBuffer;
layout(set=0, binding=1) writeonly buffer destBuffer{
FLOAT4 data[];
}uOutBuffer;
layout(set=0, binding=2) uniform constBuffer{
ivec4 size; // NCHW
ivec4 stride; // NCHW
} uConstant;
layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
void main()
{
ivec3 posTmp = ivec3(gl_GlobalInvocationID);
int channelC4 = (uConstant.size.y + 3) / 4;
if (posTmp.x < channelC4 * uConstant.size.x * uConstant.size.z * uConstant.size.w)
{
ivec3 pos;
pos.z = posTmp.x % (channelC4 * uConstant.size.x);
int subIndex = posTmp.x / (channelC4 * uConstant.size.x);
pos.x = subIndex % uConstant.size.w;
pos.y = subIndex / uConstant.size.w;
int batchIndex = pos.z / channelC4;
int zDiv4 = pos.z % channelC4;
int lastZ = uConstant.size.y / 4;
int cIndex = uConstant.size.y % 4;
FLOAT4 color = FLOAT4(0.0);
int z = zDiv4*4;
int basicOffset = 0
+ batchIndex*uConstant.stride.x
+ z * uConstant.stride.y
+ pos.y * uConstant.stride.z
+ pos.x * uConstant.stride.w
;
if(zDiv4 == lastZ)
{
if(cIndex == 1)
{
color.r = uInBuffer.data[basicOffset+0];
color.g = FLOAT(0.0);
color.b = FLOAT(0.0);
color.a = FLOAT(0.0);
}
else if(cIndex == 2)
{
color.r = uInBuffer.data[basicOffset+0];
color.g = uInBuffer.data[basicOffset+1*uConstant.stride.y];
color.b = FLOAT(0.0);
color.a = FLOAT(0.0);
}
else
{
color.r = uInBuffer.data[basicOffset+0];
color.g = uInBuffer.data[basicOffset+1*uConstant.stride.y];
color.b = uInBuffer.data[basicOffset+2*uConstant.stride.y];
color.a = FLOAT(0.0);
}
}
else
{
color.r = uInBuffer.data[basicOffset+0];
color.g = uInBuffer.data[basicOffset+1*uConstant.stride.y];
color.b = uInBuffer.data[basicOffset+2*uConstant.stride.y];
color.a = uInBuffer.data[basicOffset+3*uConstant.stride.y];
}
uOutBuffer.data[0
+ pos.x
+ uConstant.size.w*pos.y
+ uConstant.size.x * uConstant.size.z*uConstant.size.w*zDiv4
+ batchIndex*uConstant.size.z*uConstant.size.w
] = color;
}
}