/* * 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(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; } // w const int src_x = pos.x; // h const int src_y = index; // c const int src_z = pos.y; const VEC4_T v = VEC4_T(texelFetch(image_in, ivec3(src_x, src_y, src_z), 0)); for (int i = 0; i < 4; i++) { ivec3 new_pos = ivec3(pos.x, pos.y * 4 + i, 0); // When the C-channel exceeds original block size, exit early if (new_pos.y >= sizes.y) { return; } imageStore(image_out, new_pos, VEC4_T(v[i], 0, 0, 0)); } }