/* * 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; ${layout_declare_sampler(0, "r", "in_tex", DTYPE)} ${layout_declare_buffer(1, "w", "out_buf", DTYPE, "PRECISION", False)} layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; layout(constant_id = 3) const int niter = 1; void main() { vec4 sum = vec4(0); int i = 0; for (; i < niter; ++i){ $if DIM == 0: sum += texelFetch(in_tex, ivec3(gl_GlobalInvocationID[0], 0, 0), 0); $elif DIM == 1: sum += texelFetch(in_tex, ivec3(0, gl_GlobalInvocationID[0], 0), 0); $elif DIM == 2: sum += texelFetch(in_tex, ivec3(0, 0, gl_GlobalInvocationID[0]), 0); } // This is to ensure no compiler optimizations occur vec4 zero = vec4(i>>31); out_buf[0] = sum + zero; }