struct Params { filterDim : u32; blockDim : u32; } @group(0) @binding(0) var samp : sampler; @group(0) @binding(1) var<uniform> params : Params; @group(1) @binding(1) var inputTex : texture_2d<f32>; @group(1) @binding(2) var outputTex : texture_storage_2d<rgba8unorm, write>; struct Flip { value : u32; } @group(1) @binding(3) var<uniform> flip : Flip; var<workgroup> tile : array<array<vec3<f32>, 256>, 4>; @stage(compute) @workgroup_size(64, 1, 1) fn main(@builtin(workgroup_id) WorkGroupID : vec3<u32>, @builtin(local_invocation_id) LocalInvocationID : vec3<u32>) { let filterOffset : u32 = ((params.filterDim - 1u) / 2u); let dims : vec2<i32> = textureDimensions(inputTex, 0); let baseIndex = (vec2<i32>(((WorkGroupID.xy * vec2<u32>(params.blockDim, 4u)) + (LocalInvocationID.xy * vec2<u32>(4u, 1u)))) - vec2<i32>(i32(filterOffset), 0)); for(var r : u32 = 0u; (r < 4u); r = (r + 1u)) { for(var c : u32 = 0u; (c < 4u); c = (c + 1u)) { var loadIndex = (baseIndex + vec2<i32>(i32(c), i32(r))); if ((flip.value != 0u)) { loadIndex = loadIndex.yx; } tile[r][((4u * LocalInvocationID.x) + c)] = textureSampleLevel(inputTex, samp, ((vec2<f32>(loadIndex) + vec2<f32>(0.25, 0.25)) / vec2<f32>(dims)), 0.0).rgb; } } workgroupBarrier(); for(var r : u32 = 0u; (r < 4u); r = (r + 1u)) { for(var c : u32 = 0u; (c < 4u); c = (c + 1u)) { var writeIndex = (baseIndex + vec2<i32>(i32(c), i32(r))); if ((flip.value != 0u)) { writeIndex = writeIndex.yx; } let center : u32 = ((4u * LocalInvocationID.x) + c); if ((((center >= filterOffset) && (center < (256u - filterOffset))) && all((writeIndex < dims)))) { var acc : vec3<f32> = vec3<f32>(0.0, 0.0, 0.0); for(var f : u32 = 0u; (f < params.filterDim); f = (f + 1u)) { var i : u32 = ((center + f) - filterOffset); acc = (acc + ((1.0 / f32(params.filterDim)) * tile[r][i])); } textureStore(outputTex, writeIndex, vec4<f32>(acc, 1.0)); } } } }