#version 450 core #extension GL_EXT_shader_8bit_storage : require layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout (std140, set = 0, binding = 0) uniform stride_arguments { ivec4 stride_arguments_data; }; layout (std430, set = 1, binding = 1) buffer in_s { uint8_t[] in_data; }; layout (std430, set = 1, binding = 2) buffer out_s { uint8_t[] out_data; }; void main() { // Determine what slice of the stride copies this invocation will perform. int sourceStride = stride_arguments_data.x; int targetStride = stride_arguments_data.y; int bufferSize = stride_arguments_data.z; int sourceOffset = stride_arguments_data.w; int strideRemainder = targetStride - sourceStride; int invocations = int(gl_WorkGroupSize.x); int copiesRequired = bufferSize / sourceStride; // 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_LocalInvocationID.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 = sourceOffset + startCopy * sourceStride; int dstOffset = startCopy * targetStride; // Perform the copies for this region for (int i=0; i