#version 450 core #extension GL_EXT_scalar_block_layout : require layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout (std430, set = 0, binding = 0) uniform stride_arguments { int pixelCount; int dstStartOffset; }; layout (std430, set = 1, binding = 1) buffer in_s { uint[] in_data; }; layout (std430, set = 1, binding = 2) buffer out_s { uint[] out_data; }; void main() { // Determine what slice of the stride copies this invocation will perform. int invocations = int(gl_WorkGroupSize.x * gl_NumWorkGroups.x); int copiesRequired = pixelCount; // Find the copies that this invocation should perform. // - Copies that all invocations perform. int allInvocationCopies = copiesRequired / invocations; // - Extra remainder copy that this invocation performs. int index = int(gl_GlobalInvocationID.x); int extra = (index < (copiesRequired % invocations)) ? 1 : 0; int copyCount = allInvocationCopies + extra; // Finally, get the starting offset. Make sure to count extra copies. int startCopy = allInvocationCopies * index + min(copiesRequired % invocations, index); int srcOffset = startCopy * 2; int dstOffset = dstStartOffset + startCopy; // Perform the conversion for this region. for (int i = 0; i < copyCount; i++) { float depth = uintBitsToFloat(in_data[srcOffset++]); uint stencil = in_data[srcOffset++]; uint rescaledDepth = uint(clamp(depth, 0.0, 1.0) * 16777215.0); out_data[dstOffset++] = (rescaledDepth << 8) | (stencil & 0xff); } }