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#version 450 |
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layout (push_constant) uniform parameter |
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{ |
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uint ne; uint d_offset; |
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uint nb00; uint nb01; uint nb02; uint nb03; |
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uint ne10; uint ne11; uint ne12; uint ne13; |
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float sf0; float sf1; float sf2; float sf3; |
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} p; |
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#include "types.comp" |
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layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in; |
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layout (binding = 0) readonly buffer A {A_TYPE data_a[];}; |
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layout (binding = 1) writeonly buffer D {D_TYPE data_d[];}; |
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void main() { |
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const uint idx = gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x; |
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if (idx >= p.ne) { |
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return; |
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} |
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const uint i10 = idx % p.ne10; |
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const uint i11 = (idx / p.ne10) % p.ne11; |
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const uint i12 = (idx / (p.ne10 * p.ne11)) % p.ne12; |
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const uint i13 = (idx / (p.ne10 * p.ne11 * p.ne12)) % p.ne13; |
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const uint i00 = uint(i10 / p.sf0); |
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const uint i01 = uint(i11 / p.sf1); |
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const uint i02 = uint(i12 / p.sf2); |
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const uint i03 = uint(i13 / p.sf3); |
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data_d[p.d_offset + idx] = D_TYPE(data_a[i03 * p.nb03 + i02 * p.nb02 + i01 * p.nb01 + i00 * p.nb00]); |
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} |
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