MNN/source/backend/vulkan/execution/glslbackup/nhwcToimage_uint8.comp

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#version 450 core
layout(std430) uniform;
layout(set=0, binding=0, rgba8ui) writeonly restrict lowp uniform uimage3D uOutput;
layout(std430, set=0, binding=1) readonly buffer destBuffer{
uint data[];
} uInBuffer;
layout(set=0, binding=2) uniform constBuffer{
int width;
int height;
int channel;
int batch;
} uConstant;
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
int channelC4 = (uConstant.channel + 3) / 4;
int batchIndex = pos.z / channelC4;
int zDiv4 = pos.z % channelC4;
int lastZ = uConstant.channel / 4;
int cIndex = uConstant.channel % 4;
if (pos.x < uConstant.width && pos.y < uConstant.height)
{
uvec4 color = uvec4(0);
int z = zDiv4*4;
int basicOffset = 0
+ z
+ uConstant.width*uConstant.channel*pos.y
+ uConstant.height*batchIndex*uConstant.channel*uConstant.width
+ uConstant.channel*pos.x;
color.r = uInBuffer.data[basicOffset+0];
color.g = uInBuffer.data[basicOffset+1];
color.b = uInBuffer.data[basicOffset+2];
color.a = uInBuffer.data[basicOffset+3];
imageStore(uOutput, pos, color);
}
}