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

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#version 450 core
layout(std430) buffer;
layout(set=0, binding=0) writeonly uniform image2D uOutput;
layout(set=0, binding=1) uniform sampler2D uInput;
layout(set=0, binding=2) uniform sampler2D uGrid;
layout(set=0, binding=3) uniform gridSampleBuffer{
ivec4 outImgSize;
ivec2 inShape; // inW, inH
ivec2 outShape; // outW, outH
bool alignCorners;
}uGridSampleParam;
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
vec4 LoadSample(int positionX, int positionY, int width, int height, int c, int n) {
vec4 value;
#ifdef PAD_MODE_ZEROS
if (positionX < 0 || positionX >= width || positionY < 0 || positionY >= height) {
value = vec4(0.0);
} else {
value = texelFetch(uInput, ivec2(c * width + positionX, n * height + positionY), 0);
}
#else
positionX = clamp(positionX, 0, width - 1);
positionY = clamp(positionY, 0, height - 1);
value = texelFetch(uInput, ivec2(c * width + positionX, n * height + positionY), 0);
#endif
return value;
}
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
// input output grid layout is NC4HW4
ivec3 outputImgSize = uGridSampleParam.outImgSize.xyz;
ivec2 inputShape = uGridSampleParam.inShape;
ivec2 outputShape = uGridSampleParam.outShape;
if(pos.x < outputImgSize.x && pos.y < outputImgSize.y)
{
// get nchw num of output
int n = pos.y / outputShape.y;
int h = pos.y % outputShape.y;
int c = pos.x / outputShape.x;
int w = pos.x % outputShape.x;
// get position in grid
int h_C4 = h / 4;
int remain = h % 4;
float gridX = texelFetch(uGrid, ivec2(h_C4 * 2 + 0, n * outputShape.x + w), 0)[remain];
float gridY = texelFetch(uGrid, ivec2(h_C4 * 2 + 1, n * outputShape.x + w), 0)[remain];
// compute position of input
float a = float(uGridSampleParam.alignCorners);
float b = 1.0f - a;
float cordH = ((1 + gridY) * (inputShape.y - a) - b) * 0.5f;
float cordW = ((1 + gridX) * (inputShape.x - a) - b) * 0.5f;
int w0_h = int(floor(cordH));
int w0_w = int(floor(cordW));
int w1_h = w0_h + 1;
int w1_w = w0_w + 1;
vec4 oneV = vec4(1.0);
vec4 i00 = LoadSample(w0_w, w0_h, inputShape.x, inputShape.y, c, n);
vec4 i01 = LoadSample(w1_w, w0_h, inputShape.x, inputShape.y, c, n);
vec4 i10 = LoadSample(w0_w, w1_h, inputShape.x, inputShape.y, c, n);
vec4 i11 = LoadSample(w1_w, w1_h, inputShape.x, inputShape.y, c, n);
vec4 f0 = vec4(float(w1_w) - cordW);
vec4 f1 = oneV - f0;
vec4 h0 = vec4(float(w1_h) - cordH);
vec4 h1 = oneV - h0;
vec4 i0 = i00 * f0 + i01 * f1;
vec4 i1 = i10 * f0 + i11 * f1;
vec4 value = i0 * h0 + i1 * h1;
imageStore(uOutput, pos.xy, value);
}
}