// Copyright 2019 The Android Open Source Project // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(push_constant) uniform ImageFormatBlock { uint compFormat; uint baseLayer; } u_pushConstant; layout(binding = 0, rg32ui) readonly uniform uimage${type} u_image0; layout(binding = 1, r16) writeonly uniform image${type} u_image1; void main(void) { ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); pos.z += int(u_pushConstant.baseLayer); uvec4 srcBlock = imageLoad(u_image0, getPos${type}(pos)); float[16] decompressed = eac_decode_single_channel_block_float( flip32(srcBlock[0]), flip32(srcBlock[1]), false); for (int y = 0; y < BLOCK_Y_SIZE_${type}; y++) { for (int x = 0; x < 4; x++) { imageStore(u_image1, getPos${type}(ivec3(pos.xy * 4 + ivec2(x, y), pos.z)), vec4(decompressed[y * 4 + x], 0, 0, 1)); } } }