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

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#version 440 core
layout(std430) uniform;
layout(set=0, binding=0) uniform usampler2D uInput;
layout(set=0, rgba8ui, binding=1) writeonly uniform uimage3D uOutput;
layout(set=0, binding=2) readonly uniform constBuffer {
ivec2 pad;
ivec2 kernelSize;
ivec2 stride;
ivec2 dilate;
ivec4 inputSize;
ivec4 outputSize;
uint inputZero;
} uConstant;
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
#define UP_DIV(x, y) (((x)+(y)-1)/(y))
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
ivec3 outputSize = uConstant.outputSize.xyz;
int oz = pos.z % uConstant.outputSize.z;
int ob = pos.z / uConstant.outputSize.z;
if (all(lessThan(pos.xy, outputSize.xy)))
{
int sourceXIndex = pos.x + pos.y*uConstant.outputSize.x + ob*uConstant.outputSize.x*uConstant.outputSize.y;
int sourceX = sourceXIndex / 4;
int sourceY = 4*oz + sourceXIndex % 4;
uvec4 color = texelFetch(uInput, ivec2(sourceX, sourceY), 0);
imageStore(uOutput, pos, color);
}
}