2 #extension GL_QCOM_image_processing : require
3 #extension GL_QCOM_image_processing2 : require
7 // fragment shader inputs and outputs
8 layout (location = 0) in vec4 v_texcoord;
10 layout (location = 0) out vec4 fragColor;
12 // fragment shader resources
13 layout(set = 0, binding = 0) uniform texture2DArray tex2DArray_weights;
14 layout(set = 0, binding = 1) uniform texture2D tex2D_src1;
15 layout(set = 0, binding = 2) uniform texture2D tex2D_src2;
16 layout(set = 0, binding = 3) uniform sampler samp;
17 layout(set = 0, binding = 4) uniform sampler2D target_samp;
18 layout(set = 0, binding = 5) uniform sampler2D ref_samp;
23 uvec2 tgt_coords; tgt_coords.x = uint(v_texcoord.x); tgt_coords.x = uint(v_texcoord.y);
24 uvec2 ref_coords; ref_coords.x = uint(v_texcoord.z); ref_coords.y = uint(v_texcoord.w);
25 uvec2 blockSize = uvec2(4, 4);
26 fragColor = textureBlockMatchWindowSSDQCOM(
27 sampler2D(tex2D_src1, samp), // target texture
28 tgt_coords, // target coords
29 sampler2D(tex2D_src2, samp), // reference texture
30 ref_coords, // reference coords
31 blockSize); // block size
32 fragColor = textureBlockMatchWindowSSDQCOM(
33 target_samp, // target texture
34 tgt_coords, // target coords
35 ref_samp, // reference texture
36 ref_coords, // reference coords
37 blockSize); // block size