source/backend/opengl/glsl/maxpool.glsl (29 lines of code) (raw):

layout(FORMAT, binding=0) readonly uniform PRECISION image3D uInput; layout(FORMAT, binding=1) writeonly uniform PRECISION image3D uOutput; layout(location = 2) uniform ivec2 uKernel; layout(location = 3) uniform ivec2 uStride; layout(location = 4) uniform ivec2 uPad; layout(location=10) uniform ivec3 uOutputSize; layout(location=11) uniform ivec3 uInputSize; layout (local_size_x = 2, local_size_y = 2, local_size_z = 16) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); ivec3 outputSize = uOutputSize; ivec2 spos = pos.xy*uStride-uPad; if (all(lessThan(pos, outputSize))) { ivec3 inputSize = uInputSize; ivec2 sfxy = max(ivec2(0), -spos); ivec2 efxy = min(uKernel, inputSize.xy-spos); vec4 color = vec4(-100000.0); for (int fy=sfxy.y; fy<efxy.y; ++fy) { for (int fx=sfxy.x; fx<efxy.x; ++fx) { color = max(color, imageLoad(uInput, ivec3(spos.x+fx, spos.y+fy, pos.z))); } } imageStore(uOutput, pos, color); } }