#version 450 layout (local_size_x = 16, local_size_y = 16) in; layout (binding = 0) readonly buffer Host { uint data[]; } host; layout (binding = 1, rgba8) writeonly uniform image2D resultImage; layout (push_constant) uniform constants { vec4 gamma; ivec2 pitch; } cfg; const ivec2 sh02 = ivec2(0,2); const ivec4 sh1212 = ivec4(1,2,1,2); const ivec4 sh1345 = ivec4(1,3,4,5); const ivec3 sh345 = ivec3(3,4,5); const ivec3 sh678 = ivec3(6,7,8); const ivec4 sh6789 = ivec4(6,7,8,9); const ivec4 sh6543 = ivec4(6,5,4,3); const ivec4 sh9101112 = ivec4(9,10,11,12); const ivec2 i2_1 = ivec2(1,1); const ivec3 i3_1 = ivec3(1,1,1); const ivec4 i4_1 = ivec4(1,1,1,1); int getElementIndex(ivec2 p) //[0..5] { ivec2 t1=(p.xy & i2_1) << sh02; ivec4 t2=((p.xxyy >> sh1212) & i4_1) << sh1345; t1=t1 | t2.xy | t2.zw; return t1.x | t1.y; } int getPipeIndex(ivec2 p) //[6..8] { ivec3 t=(((p.xxx >> sh345) ^ (p.yyy >> sh345) ^ ivec3(p.x>>4,0,0)) & i3_1) << sh678; return t.x | t.y | t.z; } int getBankIndex(ivec2 p) //[9..12] { ivec4 bank=(((p.xxxx >> sh6789) ^ (p.yyyy >> sh6543) ^ ivec4(0,p.y>>6,0,0)) & i4_1) << sh9101112; ivec2 t=bank.xy | bank.zw; return t.x | t.y; } void main() { ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy); int element_index=getElementIndex(pixelCoords); int pipe=getPipeIndex(pixelCoords); int bank=getBankIndex(pixelCoords); //const ivec4 shmt = ivec4(7,6,6,3); const ivec2 shmt = ivec2(7,6); //const ivec2 bmod = ivec2(1,1); //ivec4 mt=(pixelCoords.xyxy >> shmt); ivec2 mt=(pixelCoords.xy >> shmt); ivec2 total_offset=(mt.xy*cfg.pitch); //+(mt.zw % bmod); int offset = element_index | pipe | bank | ((total_offset.x+total_offset.y) << 13); uint pack=host.data[offset]; ////const uvec4 shift = uvec4(16,8,0,24); ////const uvec4 mask4 = uvec4(255,255,255,255); ////uvec4 pix_int=(uvec4(pack,pack,pack,pack) >> shift) & mask4; //0,8,16,24 //R,G, B,A //16,8,0,24 //BGRA ////vec4 pixel = vec4(pix_int) / mask4; vec4 pixel=unpackUnorm4x8(pack); pixel=pixel.bgra; pixel = pow(pixel, cfg.gamma); imageStore(resultImage, pixelCoords, pixel); }