MNN/source/backend/vulkan/execution/glsl/im2col1x1.comp

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#version 440 core
layout(std140) buffer;
layout(std430) uniform;
layout(set=0, binding=0, rgba16f) writeonly mediump uniform image2D uOutput;
layout(set=0, binding=1) mediump uniform sampler3D uInput;
layout(set=0, binding=2) readonly uniform constBuffer {
ivec2 pad;
ivec2 kernelSize;
ivec2 stride;
ivec2 dilate;
ivec4 inputSize;
ivec4 outputSize;
int batch;
int group;
} uConstant;
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
#define UP_DIV(x, y) (((x)+(y)-1)/(y))
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
ivec3 inputSize = uConstant.inputSize.xyz;
ivec3 outputSize = uConstant.outputSize.xyz;
if (pos.x < outputSize.x && pos.y < outputSize.y)
{
ivec2 s0 = pos.xy*uConstant.stride-uConstant.pad;
int fz = pos.z % uConstant.inputSize.z;
int sb = pos.z / uConstant.inputSize.z;
int destYOrigin = pos.x + pos.y*uConstant.outputSize.x + sb*uConstant.outputSize.x*uConstant.outputSize.y;
int destY = destYOrigin / 4;
int destXOffset = destYOrigin % 4;
int destX = fz*uConstant.kernelSize.x * uConstant.kernelSize.y;
vec4 color = texelFetch(uInput, ivec3(s0.x, s0.y, pos.z), 0);
imageStore(uOutput, ivec2(4*destX+destXOffset, destY), color);
}
}