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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) uniform sampler2D uInput;
layout(set=0, binding=1) writeonly uniform image2D uOutput;
layout(set = 0, binding = 2) uniform reluBuffer{
ivec4 inImgSize;
ivec4 outImgSize;
vec4 scale;
}uResizeParam;
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
// input output layout is NC4HW4
ivec3 inputImgSize = uResizeParam.inImgSize.xyz;
ivec3 outputImgSize = uResizeParam.outImgSize.xyz;
if(pos.x < outputImgSize.x && pos.y < outputImgSize.y)
{
float srcX = float(pos.x) * uResizeParam.scale.x + uResizeParam.scale.y;
#ifdef NEAREST_ROUND
srcX = srcX + 0.499;
#endif
int x1 = int(floor(srcX));
int x11 = clamp(x1, 0, inputImgSize.x - 1);
float srcY = float(pos.y) * uResizeParam.scale.z + uResizeParam.scale.w;
#ifdef NEAREST_ROUND
srcY = srcY + 0.499;
#endif
int y1 = int(floor(srcY));
int y11 = clamp(y1, 0, inputImgSize.y - 1);
int sz = pos.z % inputImgSize.z;
int sb = pos.z / inputImgSize.z;
vec4 outValue = texelFetch(uInput, ivec2(x11+sz*inputImgSize.x, y11+sb*inputImgSize.y), 0);
imageStore(uOutput, ivec2(pos.x+sz*outputImgSize.x, pos.y+sb*outputImgSize.y), outValue);
}
}