source/backend/opengl/glsl/roiPooling.glsl (42 lines of code) (raw):

layout(location=0) uniform mediump sampler3D uInput; layout(FORMAT, binding=1) writeonly uniform PRECISION image3D uOutput; layout(location=2) uniform mediump sampler3D uRoI; layout(location=10) uniform ivec3 uOutputSize; layout(location=11) uniform ivec3 uInputSize; layout(location=12) uniform float spatialScale; layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); if(pos.x < uOutputSize.x && pos.y < uOutputSize.y) { ivec3 uInputSize = uInputSize.xyz; int roiBatchIndex = pos.z / uInputSize.z; int inputZIndex = pos.z % uInputSize.z; // 0, xmin, ymin, xmax, ymax vec4 roiData0 = texelFetch(uRoI, ivec3(0, 0, roiBatchIndex), 0); vec4 roiData1 = texelFetch(uRoI, ivec3(0, 0, roiBatchIndex + 1), 0); int x1 = int(round(float(roiData0.y) * spatialScale)); int y1 = int(round(float(roiData0.z) * spatialScale)); int x2 = int(round(float(roiData0.w) * spatialScale)); int y2 = int(round(float(roiData1.x) * spatialScale)); int roiW = max(x2 - x1 + 1, 1); int roiH = max(y2 - y1 + 1, 1); float binSizeW = float(roiW) / float(uOutputSize.x); float binSizeH = float(roiH) / float(uOutputSize.y); int wStart = clamp(x1 + int(floor(float(pos.x) * binSizeW)), 0, uInputSize.x); int wEnd = clamp(x1 + int(ceil(float(pos.x + 1) * binSizeW)), 0, uInputSize.x); int hStart = clamp(y1 + int(floor(float(pos.y) * binSizeH)), 0, uInputSize.y); int hEnd = clamp(y1 + int(ceil(float(pos.y + 1) * binSizeH)), 0, uInputSize.y); bool isEmpty = (hEnd <= hStart) || (wEnd <= wStart); vec4 res = isEmpty ? vec4(0.0) : texelFetch(uInput, ivec3(0, 0, inputZIndex), 0); for(int i = hStart; i < hEnd; ++i) { for(int j = wStart; j < wEnd; ++j) { res = max(res, texelFetch(uInput, ivec3(j, i, inputZIndex), 0)); } } imageStore(uOutput, pos, res); } }