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); } }