MNN/source/backend/vulkan/buffer/render/glsl/load_render_unit.comp

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2025-03-27 11:19:34 +08:00
#version 440 core
layout(std430) buffer;
layout(set = 0, binding = 0) writeonly buffer scaleBuffer{
float data[];
}uOutput;
layout(set = 0, binding = 1) uniform sampler2D uInput;
layout(set = 0, binding = 2) uniform constBuffer{
ivec4 imgSize;
ivec4 unit;
}uConst;
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
ivec4 imgSize = uConst.imgSize;
int totalUnit = uConst.unit.x;
int selectUnit = uConst.unit.y;
int offsetUnit = uConst.unit.z;
if(all(lessThan(pos.xy, imgSize.xy))) {
vec4 color = texelFetch(uInput, pos.xy, 0);
int offset = (pos.x + pos.y * imgSize.x) * totalUnit + offsetUnit;
if (selectUnit == 4) {
uOutput.data[offset + 0] = color.x;
uOutput.data[offset + 1] = color.y;
uOutput.data[offset + 2] = color.z;
uOutput.data[offset + 3] = color.w;
} else if (selectUnit == 3) {
uOutput.data[offset + 0] = color.x;
uOutput.data[offset + 1] = color.y;
uOutput.data[offset + 2] = color.z;
} else if (selectUnit == 2) {
uOutput.data[offset + 0] = color.x;
uOutput.data[offset + 1] = color.y;
} else if (selectUnit == 1) {
uOutput.data[offset + 0] = color.x;
}
}
}