#version 450 layout (push_constant) uniform parameter { uint ne; uint d_offset; uint nb00; uint nb01; uint nb02; uint nb03; uint ne10; uint ne11; uint ne12; uint ne13; float sf0; float sf1; float sf2; float sf3; } p; #include "types.comp" layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in; layout (binding = 0) readonly buffer A {A_TYPE data_a[];}; layout (binding = 1) writeonly buffer D {D_TYPE data_d[];}; void main() { const uint idx = gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x; if (idx >= p.ne) { return; } const uint i10 = idx % p.ne10; const uint i11 = (idx / p.ne10) % p.ne11; const uint i12 = (idx / (p.ne10 * p.ne11)) % p.ne12; const uint i13 = (idx / (p.ne10 * p.ne11 * p.ne12)) % p.ne13; const uint i00 = uint(i10 / p.sf0); const uint i01 = uint(i11 / p.sf1); const uint i02 = uint(i12 / p.sf2); const uint i03 = uint(i13 / p.sf3); data_d[p.d_offset + idx] = D_TYPE(data_a[i03 * p.nb03 + i02 * p.nb02 + i01 * p.nb01 + i00 * p.nb00]); }