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

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#version 450 core
layout(std430) buffer;
layout(set=0, binding=0) writeonly buffer destBuffer{
float data[];
}uOutput;
layout(set=0, binding=1) readonly buffer sourceBuffer0{
float data[];
} uInput;
layout(set=0, binding=2) readonly buffer sourceBuffer1{
float data[];
} uGrid;
layout(set=0, binding=3) uniform gridSampleBuffer{
ivec4 inShape; // inW, inH
ivec4 outShape; // outW, outH
bool alignCorners;
}uGridSampleParam;
layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
void indexCubeMap(vec3 d, out int face, out float s, out float t) {
vec3 absd;
float sc, tc, ma;
absd.x = abs(d.x);
absd.y = abs(d.y);
absd.z = abs(d.z);
face = -1;
if ((absd.x >= absd.y) && (absd.x >= absd.z)) {
if (d.x > 0.0f) {
face = 0;
sc = -d.z; tc = -d.y; ma = absd.x;
} else {
face = 1;
sc = d.z; tc = -d.y; ma = absd.x;
}
}
if ((absd.y >= absd.x) && (absd.y >= absd.z)) {
if (d.y > 0.0f) {
face = 2;
sc = d.x; tc = d.z; ma = absd.y;
} else {
face = 3;
sc = d.x; tc = -d.z; ma = absd.y;
}
}
if ((absd.z >= absd.x) && (absd.z >= absd.y)) {
if (d.z > 0.0f) {
face = 4;
sc = d.x; tc = -d.y; ma = absd.z;
} else {
face = 5;
sc = -d.x; tc = -d.y; ma = absd.z;
}
}
if (ma == 0.0f) {
s = 0.0f;
t = 0.0f;
face = -1;
} else {
s = ((sc / ma) + 1.0f) * 0.5f;
t = ((tc / ma) + 1.0f) * 0.5f;
}
}
float LoadSample(int positionX, int positionY, int c, int n) {
float value;
int width = uGridSampleParam.inShape.x;
int height = uGridSampleParam.inShape.y;
#ifdef PAD_MODE_ZEROS
if (positionX < 0 || positionX >= width || positionY < 0 || positionY >= height) {
value = 0.0;
} else {
value = uInput.data[0
+ positionX * uGridSampleParam.inShape.z
+ positionY * width * uGridSampleParam.inShape.z
+ n * width * height * uGridSampleParam.inShape.z
+ c
];
}
#else
positionX = clamp(positionX, 0, width - 1);
positionY = clamp(positionY, 0, height - 1);
value = uInput.data[0
+ positionX * uGridSampleParam.inShape.z
+ positionY * width * uGridSampleParam.inShape.z
+ n * width * height * uGridSampleParam.inShape.z
+ c
];
#endif
return value;
}
void main()
{
int pos = int(gl_GlobalInvocationID.x);
// input output grid layout is NC4HW4
ivec4 inputShape = uGridSampleParam.inShape;
ivec4 outputShape = uGridSampleParam.outShape;
int total = outputShape.x * outputShape.y * outputShape.z * outputShape.w;
if(pos < total)
{
// get nchw num of output
int x = pos % outputShape.x;
int tmp = pos / outputShape.x;
int y = tmp % outputShape.y;
tmp = tmp / outputShape.y;
int z = tmp % outputShape.z;
int on = tmp / outputShape.z;
// get position in grid
int gridPosition = on * outputShape.x * outputShape.y + y * outputShape.x + x;
float u = uGrid.data[inputShape.w * gridPosition + 0];
float v = uGrid.data[inputShape.w * gridPosition + 1];
float w = uGrid.data[inputShape.w * gridPosition + 2];
float gridX;
float gridY;
int face;
indexCubeMap(vec3(u, v, w), face, gridX, gridY);
float value = 0.0;
if (face >= 0) {
int n = on * 6 + face;
// compute position of input
#ifdef NEAREST
float cordH = (gridY) * (inputShape.y);
float cordW = (gridX) * (inputShape.x);
int positionX = int(floor(cordW));
int positionY = int(floor(cordH));
value = LoadSample(positionX, positionY, z, n);
#else
float cordH = (gridY) * (inputShape.y) - 0.5;
float cordW = (gridX) * (inputShape.x) - 0.5;
int w0_h = int(floor(cordH));
int w0_w = int(floor(cordW));
int w1_h = w0_h + 1;
int w1_w = w0_w + 1;
float oneV = float(1.0);
float i00 = LoadSample(w0_w, w0_h, z, n);
float i01 = LoadSample(w1_w, w0_h, z, n);
float i10 = LoadSample(w0_w, w1_h, z, n);
float i11 = LoadSample(w1_w, w1_h, z, n);
float f0 = float(float(w1_w) - cordW);
float f1 = oneV - f0;
float h0 = float(float(w1_h) - cordH);
float h1 = oneV - h0;
float i0 = i00 * f0 + i01 * f1;
float i1 = i10 * f0 + i11 * f1;
value = i0 * h0 + i1 * h1;
#endif
}
uOutput.data[0
+ x * outputShape.z
+ y * outputShape.x * outputShape.z
+ z
+ on * outputShape.x * outputShape.y * outputShape.z
] = value;
}
}