// Copyright 2019 The Android Open Source Project // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #version 450 #include "Etc2ShaderLib.comp" layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(push_constant) uniform ImageFormatBlock { uint compFormat; uint baseLayer; } u_pushConstant; layout(binding = 0, rgba32ui) readonly uniform WITH_TYPE(uimage) u_image0; layout(binding = 1, rg16_snorm) writeonly uniform WITH_TYPE(image) u_image1; void main(void) { ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); pos.z += int(u_pushConstant.baseLayer); uvec4 srcBlock = imageLoad(u_image0, WITH_TYPE(getPos)(pos)); float[16] decompressedR = eac_decode_single_channel_block_float(flip32(srcBlock[0]), flip32(srcBlock[1]), true); float[16] decompressedG = eac_decode_single_channel_block_float(flip32(srcBlock[2]), flip32(srcBlock[3]), true); for (int y = 0; y < WITH_TYPE(BLOCK_Y_SIZE_); y++) { for (int x = 0; x < 4; x++) { imageStore(u_image1, WITH_TYPE(getPos)(ivec3(pos.xy * 4 + ivec2(x, y), pos.z)), vec4(decompressedR[y * 4 + x], decompressedG[y * 4 + x], 0, 1)); } } }