/* * 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)} #define T ${texel_component_type(DTYPE)} 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; }; // index to select layout(set = 0, binding = 4) uniform PRECISION restrict IndexVal { int index; }; layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; void main() { const ivec3 pos = ivec3(gl_GlobalInvocationID); if (any(greaterThanEqual(pos, out_limits))) { return; } const int tex = index / 4; const int ind = index % 4; const T v = VEC4_T(texelFetch(image_in, ivec3(pos.x, pos.y, tex), 0))[ind]; imageStore(image_out, ivec3(pos.x, pos.y, 0), VEC4_T(v, 0, 0, 0)); }