/* * 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)} #include "indexing_utils.h" layout(std430) buffer; ${layout_declare_tensor(0, "w", "image_out", DTYPE, "texture3d")} ${layout_declare_ubo(1, "ivec4", "sizes")} 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; layout(constant_id = 4) const int offset = 10; void main() { const ivec3 pos = ivec3(gl_GlobalInvocationID); const ivec4 idx = to_tensor_idx(pos, sizes, packed_dim); if (any(greaterThanEqual(idx, sizes))) { return; } const ivec4 buf_indices = get_texel_nchw_buffer_ixs(idx, sizes, packed_dim); VEC4_T texel = VEC4_T(buf_indices) + offset; imageStore(image_out, pos, texel); }