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;
}
}