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avg_pool2d.glsl
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avg_pool2d.glsl
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#version 450 core
#define PRECISION $precision
layout(std430) buffer;
layout(std430) uniform;
/* Qualifiers: layout - storage - precision - memory */
layout(set = 0, binding = 0, rgba16f) uniform PRECISION restrict writeonly image3D uOutput;
layout(set = 0, binding = 1) uniform PRECISION sampler3D uInput;
layout(set = 0, binding = 2) uniform restrict Block {
ivec4 inputSize;
ivec4 outputSize;
ivec2 kernelSize;
ivec2 stride;
ivec2 padding;
ivec2 dilate;
} uBlock;
#define UP_DIV(x, y) (((x) + (y)-1) / (y))
layout(local_size_x_id = 1, local_size_y_id = 2, local_size_z_id = 3) in;
void main() {
ivec3 pos = ivec3(gl_GlobalInvocationID);
if (all(lessThan(pos, uBlock.outputSize.xyz))) {
ivec2 s0 = pos.xy * uBlock.stride - uBlock.padding;
ivec2 sfxy = max(ivec2(0), (UP_DIV(-s0, uBlock.dilate)));
ivec2 efxy = min(uBlock.kernelSize, UP_DIV(uBlock.inputSize.xy - s0, uBlock.dilate));
vec4 r = vec4(1.0) / float(efxy.x - sfxy.x) / float(efxy.x - sfxy.x);
vec4 acc = vec4(0);
for (int kyi = sfxy.y; kyi < efxy.y; ++kyi) {
for (int kxi = sfxy.x; kxi < efxy.x; ++kxi) {
ivec2 ixy = s0 + ivec2(kxi, kyi);
acc += texelFetch(uInput, ivec3(ixy.x, ixy.y, pos.z), 0);
}
}
imageStore(uOutput, pos, r * acc);
}
}