85 lines
1.8 KiB
Plaintext
85 lines
1.8 KiB
Plaintext
#version 440 core
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#ifdef C4
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#define FLOAT vec4
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#else
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#define FLOAT float
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#endif
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#define OUTPUT_TYPE float
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#define FLOAT4 vec4
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layout(std430) buffer;
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layout(set=0, binding=0) writeonly buffer sourceBuffer{
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OUTPUT_TYPE data[];
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} uOutput;
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layout(set=0, binding=1) readonly buffer destBuffer{
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FLOAT data[];
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} uInput0;
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layout(set=0, binding=2) readonly buffer destBuffer0{
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FLOAT data[];
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} uInput1;
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layout(set=0, binding=3) uniform constBuffer{
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ivec4 srcview0;
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ivec4 srcview1;
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ivec4 dstview;
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ivec4 size;
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} uConstant;
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layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
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int computeVec4dot(ivec4 a, ivec4 b) {
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return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
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}
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FLOAT4 binary(FLOAT4 x0, FLOAT4 x1) {
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FLOAT4 value;
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#ifdef ADD
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value = x0 + x1;
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#endif
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#ifdef SUB
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value = x0 - x1;
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#endif
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#ifdef MUL
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value = x0 * x1;
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#endif
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#ifdef DIV
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value = x0 / x1;
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#endif
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#ifdef POW
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value = pow(x0, x1);
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#endif
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#ifdef VMAX
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value = max(x0, x1);
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#endif
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#ifdef VMIN
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value = min(x0, x1);
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#endif
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#ifdef SQUDIFF
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value = (x0 - x1) * (x0 - x1);
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#endif
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return value;
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}
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void main()
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{
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ivec3 posTmp = ivec3(gl_GlobalInvocationID);
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if (posTmp.x < uConstant.size.w)
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{
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ivec4 pos;
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pos.x = posTmp.x / (uConstant.size.y * uConstant.size.z);
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int subIndex = posTmp.x % (uConstant.size.y * uConstant.size.z);
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pos.z = subIndex % uConstant.size.z;
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pos.y = subIndex / uConstant.size.z;
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pos.w = 1;
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int s0 = computeVec4dot(uConstant.srcview0, pos);
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int s1 = computeVec4dot(uConstant.srcview1, pos);
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int d = computeVec4dot(uConstant.dstview, pos);
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uOutput.data[d] = OUTPUT_TYPE(binary(FLOAT4(uInput0.data[s0]), FLOAT4(uInput1.data[s1])).x);
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}
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}
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