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1#version 450 core
2#define PRECISION ${PRECISION}
3#define FORMAT ${FORMAT}
4
5layout(std430) buffer;
6
7/* Qualifiers: layout - storage - precision - memory */
8
9layout(set = 0, binding = 0, rgba8ui) uniform PRECISION restrict writeonly uimage3D   uOutput;
10layout(set = 0, binding = 1)          uniform PRECISION                    isampler3D uInput0; //quantized input
11layout(set = 0, binding = 2)          uniform PRECISION                    isampler3D uInput1; //quantized input
12layout(set = 0, binding = 3)          uniform PRECISION restrict           Block {
13  ivec4 size;
14  ivec4 isize0;
15  ivec4 isize1;
16  vec2 in_scale;
17  ivec2 in_zero_point;
18  vec2 out_scale;
19  ivec2 out_zero_point;
20} uBlock;
21
22layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
23
24void main() {
25  const ivec3 pos = ivec3(gl_GlobalInvocationID);
26  if (all(lessThan(pos, uBlock.size.xyz))) {
27    const ivec3 input0_pos = pos % uBlock.isize0.xyz;
28    const ivec3 input1_pos = pos % uBlock.isize1.xyz;
29
30    const vec4 v0 = uBlock.isize0.w == 1
31                      ? texelFetch(uInput0, input0_pos, 0).xxxx
32                      : texelFetch(uInput0, input0_pos, 0);
33    const vec4 v1 = uBlock.isize1.w == 1
34                      ? texelFetch(uInput1, input1_pos, 0).xxxx
35                      : texelFetch(uInput1, input1_pos, 0);
36
37    vec4 deq_in_0 = uBlock.in_scale.x * (v0 - uBlock.in_zero_point.x);
38    vec4 deq_in_1 = uBlock.in_scale.y * (v1 - uBlock.in_zero_point.y);
39
40    vec4 res = deq_in_0 + deq_in_1;
41    vec4 q_res = roundEven(res / uBlock.out_scale.x) + uBlock.out_zero_point.x;
42
43    uvec4 ret = uvec4(q_res);
44
45    imageStore(
46        uOutput,
47        pos,
48        ret);
49  }
50}
51