53 lines
1.5 KiB
Plaintext
53 lines
1.5 KiB
Plaintext
layout(set = 0, binding = 0) writeonly buffer outputBuffer{
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FLOAT4 data[];
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}uOutput;
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layout(set = 0, binding = 1) readonly buffer inputBuffer{
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FLOAT4 data[];
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}uInput;
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layout(set = 0, binding = 2) uniform reluBuffer{
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ivec4 inImgSize;
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ivec4 outImgSize;
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vec4 scale;
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}uResizeParam;
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layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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#define BUFFER_LOADDATA(X, P, index) \
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X.data[P.z * uResizeParam.inImgSize.x * uResizeParam.inImgSize.y + P.y * uResizeParam.inImgSize.x + P.x]
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#define BUFFER_STORE_DATA(Y, P, C) \
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Y.data[P.z * uResizeParam.outImgSize.x * uResizeParam.outImgSize.y + P.y * uResizeParam.outImgSize.x + P.x] = C
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void main()
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{
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ivec3 pos = ivec3(gl_GlobalInvocationID);
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// input output layout is NC4HW4
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ivec3 inputImgSize = uResizeParam.inImgSize.xyz;
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ivec3 outputImgSize = uResizeParam.outImgSize.xyz;
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if(pos.x < outputImgSize.x && pos.y < outputImgSize.y)
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{
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FLOAT srcX = FLOAT(pos.x) * FLOAT(uResizeParam.scale.x) + FLOAT(uResizeParam.scale.y);
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#ifdef NEAREST_ROUND
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srcX = srcX + FLOAT(0.499);
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#endif
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int x1 = int(floor(srcX));
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int x11 = clamp(x1, 0, inputImgSize.x - 1);
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FLOAT srcY = FLOAT(pos.y) * FLOAT(uResizeParam.scale.z) + FLOAT(uResizeParam.scale.w);
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#ifdef NEAREST_ROUND
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srcY = srcY + FLOAT(0.499);
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#endif
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int y1 = int(floor(srcY));
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int y11 = clamp(y1, 0, inputImgSize.y - 1);
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FLOAT4 outValue = BUFFER_LOADDATA(uInput, ivec3(x11, y11, pos.z), 0);
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BUFFER_STORE_DATA(uOutput, pos, outValue);
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}
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}
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