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1/*
2 * Copyright (c) Meta Platforms, Inc. and affiliates.
3 * All rights reserved.
4 *
5 * This source code is licensed under the BSD-style license found in the
6 * LICENSE file in the root directory of this source tree.
7 */
8
9#version 450 core
10
11#define PRECISION ${PRECISION}
12#define VEC4_T ${texel_type(DTYPE)}
13
14layout(std430) buffer;
15
16${layout_declare_sampler(0, "r", "in_tex", DTYPE)}
17${layout_declare_buffer(1, "w", "out_buf", DTYPE, "PRECISION", False)}
18
19layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
20
21layout(constant_id = 3) const int niter = 1;
22
23void main() {
24    vec4 sum = vec4(0);
25    int i = 0;
26    for (; i < niter; ++i){
27        $if DIM == 0:
28            sum += texelFetch(in_tex, ivec3(gl_GlobalInvocationID[0], 0, 0), 0);
29        $elif DIM == 1:
30            sum +=  texelFetch(in_tex, ivec3(0, gl_GlobalInvocationID[0], 0), 0);
31        $elif DIM == 2:
32            sum +=  texelFetch(in_tex, ivec3(0, 0, gl_GlobalInvocationID[0]), 0);
33    }
34
35    // This is to ensure no compiler optimizations occur
36    vec4 zero = vec4(i>>31);
37
38    out_buf[0] = sum + zero;
39}
40