source/backend/opengl/glsl/image_to_nchw_buffer.glsl (20 lines of code) (raw):

layout(FORMAT, binding=0) readonly uniform PRECISION image3D uImage; layout(binding=1) writeonly buffer destBuffer{ float data[]; } uOutBuffer; layout(location = 2) uniform int uWidth; layout(location = 3) uniform int uHeight; layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); if (pos.x < uWidth && pos.y < uHeight) { vec4 color = imageLoad(uImage, pos); int z = pos.z*4; uOutBuffer.data[uWidth*pos.y+pos.x+(z+0)*uWidth*uHeight] = color.r; uOutBuffer.data[uWidth*pos.y+pos.x+(z+1)*uWidth*uHeight] = color.g; uOutBuffer.data[uWidth*pos.y+pos.x+(z+2)*uWidth*uHeight] = color.b; uOutBuffer.data[uWidth*pos.y+pos.x+(z+3)*uWidth*uHeight] = color.a; } }