/* * 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} layout(std430) buffer; #include "indexing_utils.h" layout(set = 0, binding = 0, ${IMAGE_FORMAT[DTYPE]}) uniform PRECISION restrict writeonly ${IMAGE_T[NDIM][DTYPE]} image_out; layout(set = 0, binding = 1) uniform PRECISION sampler3D image_in; layout(set = 0, binding = 2) uniform PRECISION restrict OutLimits { ivec3 out_limits; }; layout(set = 0, binding = 3) uniform PRECISION restrict Sizes { ivec4 sizes; }; layout(set = 0, binding = 4) uniform PRECISION restrict SelectVal { // data.x: index along batch dim to select // data.y: number of batches // data.z: number of texels per batch // data.w: unused ivec4 select_info; }; layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; void main() { const int num_batches = select_info.y; const int num_texel_per_batch = select_info.z; const int index = select_info.x; const ivec3 pos = ivec3(gl_GlobalInvocationID); if (any(greaterThanEqual(pos, out_limits))) { return; } const uint src_pos_z = (num_texel_per_batch * index) + pos.z; imageStore( image_out, pos, texelFetch(image_in, ivec3(pos.x, pos.y, src_pos_z), 0)); }