source/backend/opengl/glsl/nchw_buffer_to_image.glsl (21 lines of code) (raw):
layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uImage;
layout(binding=1) readonly buffer destBuffer{
float data[];
} uInBuffer;
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;
int z = pos.z*4;
color.r = uInBuffer.data[uWidth*pos.y+pos.x+(z+0)*uWidth*uHeight];
color.g = uInBuffer.data[uWidth*pos.y+pos.x+(z+1)*uWidth*uHeight];
color.b = uInBuffer.data[uWidth*pos.y+pos.x+(z+2)*uWidth*uHeight];
color.a = uInBuffer.data[uWidth*pos.y+pos.x+(z+3)*uWidth*uHeight];
imageStore(uImage, pos, color);
}
}