source/backend/opengl/glsl/image_to_nhwc_buffer.glsl (21 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(location = 4) uniform int uChannel; layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) 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[pos.y*uWidth*uChannel+pos.x*uChannel+(z+0)] = color.r; uOutBuffer.data[pos.y*uWidth*uChannel+pos.x*uChannel+(z+1)] = color.g; uOutBuffer.data[pos.y*uWidth*uChannel+pos.x*uChannel+(z+2)] = color.b; uOutBuffer.data[pos.y*uWidth*uChannel+pos.x*uChannel+(z+3)] = color.a; } }