/* * 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_tensor(1, "r", "t_in", DTYPE, STORAGE)} ${layout_declare_tensor(2, "r", "t_idx", "int", STORAGE)} ${layout_declare_ubo(3, "ivec4", "sizes")} ${layout_declare_ubo(4, "int", "gpu_dim", "int", "stride")} 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 out_pos = ivec3(gl_GlobalInvocationID); if (pos_out_of_bounds(out_pos, sizes, packed_dim)) { return; } const int out_idx = out_pos[gpu_dim] / stride; const int within_stride = out_pos[gpu_dim] % stride; const int in_idx = texelFetch(t_idx, ivec3(out_idx, 0, 0), 0).x; ivec3 in_pos = out_pos; in_pos[gpu_dim] = in_idx * stride + within_stride; imageStore(t_out, out_pos, texelFetch(t_in, in_pos, 0)); }