source/backend/opengl/glsl/nhwc_buffer_to_image.glsl (22 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(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;
int z = pos.z*4;
color.r = uInBuffer.data[pos.y*uWidth*uChannel + pos.x*uChannel + (z+0)];
color.g = uInBuffer.data[pos.y*uWidth*uChannel + pos.x*uChannel + (z+1)];
color.b = uInBuffer.data[pos.y*uWidth*uChannel + pos.x*uChannel + (z+2)];
color.a = uInBuffer.data[pos.y*uWidth*uChannel + pos.x*uChannel + (z+3)];
imageStore(uImage, pos, color);
}
}