/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * This source code is licensed under the BSD-style license found in the * LICENSE file in the root directory of this source tree. */ #version 450 core #define PRECISION ${PRECISION} #define VEC4_T ${texel_type(DTYPE)} layout(std430) buffer; #include "indexing_utils.h" ${layout_declare_tensor(0, "w", "t_out", DTYPE, STORAGE)} ${layout_declare_ubo(1, "ivec4", "sizes")} ${layout_declare_ubo(2, "float", "start")} ${layout_declare_ubo(3, "float", "step")} layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; layout(constant_id = 3) const int packed_dim = C_DIM; void main() { const ivec3 pos = ivec3(gl_GlobalInvocationID); const ivec4 idx = to_tensor_idx(pos, sizes, packed_dim); if (pos_out_of_bounds(pos, sizes, packed_dim)) { return; } VEC4_T outtex = VEC4_T(start + pos.x * step, 0, 0, 0); imageStore(t_out, pos, outtex); }