source/backend/opengl/glsl/im2col1x1.glsl (25 lines of code) (raw):

layout(std430) buffer; layout(binding=0, FORMAT) writeonly mediump uniform image2D uOutput; layout(location=1) uniform mediump sampler3D uInput; layout(location=5) uniform int ic_4; layout(location=6) uniform int outputWidth; layout(location=7) uniform int outputHeight; layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in; #define UP_DIV(x, y) (((x)+(y)-1)/(y)) //index : ib*ic/4, oh, ow //input image ic/4, ih, iw * ic4 //output : temp image : (ib*oh*ow)/ 4, ic/4*(ib*oh*ow)%4*ic4 void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); if (pos.x < outputWidth && pos.y < outputHeight) { int ic_4_i = pos.z % ic_4; int ib_i = pos.z / ic_4; int destYOrigin = ib_i*outputWidth*outputHeight + pos.y*outputWidth + pos.x; int destY = destYOrigin / 4; int destXOffset = destYOrigin % 4; vec4 color = texelFetch(uInput, ivec3(pos.x, pos.y, pos.z), 0); imageStore(uOutput, ivec2(ic_4_i*4+destXOffset, destY), color); } }