#version 450 core #define PRECISION ${PRECISION} #define FORMAT ${FORMAT} layout(std430) buffer; /* * Output Image */ layout(set = 0, binding = 0, rgba8ui) uniform PRECISION restrict writeonly uimage2D uImage; /* * Input Buffer */ layout(set = 0, binding = 1) buffer PRECISION restrict readonly Buffer { uint data[]; } uBuffer; /* * Params Buffer */ layout(set = 0, binding = 2) uniform PRECISION restrict Block { // xyz contain the extents of the output texture, w contains HxW to help // calculate buffer offsets ivec4 out_extents; } uBlock; /* * Local Work Group Size */ 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, uBlock.out_extents.xyz))) { return; } const int base_index = pos.x + uBlock.out_extents.x * pos.y + (4 * uBlock.out_extents.w) * pos.z; const ivec4 buf_indices = base_index + ivec4(0, 1, 2, 3) * uBlock.out_extents.w; int shift = (1 << 8) - 1; ivec4 masks; masks.x = shift << 8 * (buf_indices.x % 4); masks.y = shift << 8 * (buf_indices.y % 4); masks.z = shift << 8 * (buf_indices.z % 4); masks.w = shift << 8 * (buf_indices.w % 4); uint buf_in_1 = uBuffer.data[buf_indices.x / 4]; uint a_v = (buf_in_1 & masks.x) >> 8 * (buf_indices.x % 4); uint buf_in_2 = uBuffer.data[buf_indices.y / 4]; uint b_v = (buf_in_2 & masks.y) >> 8 * (buf_indices.y % 4); uint buf_in_3 = uBuffer.data[buf_indices.z / 4]; uint g_v = (buf_in_3 & masks.z) >> 8 * (buf_indices.z % 4); uint buf_in_4 = uBuffer.data[buf_indices.w / 4]; uint r_v = (buf_in_4 & masks.w) >> 8 * (buf_indices.w % 4); imageStore(uImage, pos.xy, uvec4(a_v, b_v, g_v, r_v)); }