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be903e2 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 | // Tencent is pleased to support the open source community by making ncnn available.
//
// Copyright (C) 2019 THL A29 Limited, a Tencent company. All rights reserved.
//
// Licensed under the BSD 3-Clause License (the "License"); you may not use this file except
// in compliance with the License. You may obtain a copy of the License at
//
// https://opensource.org/licenses/BSD-3-Clause
//
// 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.
#version 450
#if NCNN_fp16_storage
#extension GL_EXT_shader_16bit_storage: require
#endif
#if NCNN_fp16_arithmetic
#extension GL_EXT_shader_explicit_arithmetic_types_float16: require
#endif
#extension GL_GOOGLE_include_directive: enable
#include "vulkan_activation.comp"
layout (constant_id = 0) const int bias_term = 0;
layout (constant_id = 1) const int activation_type = 0;
layout (constant_id = 2) const float activation_param_0 = 0;
layout (constant_id = 3) const float activation_param_1 = 0;
#define shape_constant_id_offset 4
layout (constant_id = shape_constant_id_offset + 0) const int w = 0;
layout (constant_id = shape_constant_id_offset + 1) const int h = 0;
layout (constant_id = shape_constant_id_offset + 2) const int c = 0;
layout (constant_id = shape_constant_id_offset + 3) const int cstep = 0;
layout (constant_id = shape_constant_id_offset + 4) const int outw = 0;
layout (constant_id = shape_constant_id_offset + 5) const int outh = 0;
layout (constant_id = shape_constant_id_offset + 6) const int outc = 0;
layout (constant_id = shape_constant_id_offset + 7) const int outcstep = 0;
#if NCNN_image_shader
layout (binding = 0) uniform unfp sampler3D bottom_blob;
layout (binding = 1, imfmtc1) writeonly uniform unfp image3D top_blob;
layout (binding = 2) uniform unfp sampler3D weight_blob;
layout (binding = 3) uniform unfp sampler3D bias_blob;
#else
#if NCNN_fp16_packed
layout (binding = 0) readonly buffer bottom_blob { vec4 bottom_blob_data[]; };
layout (binding = 1) writeonly buffer top_blob { vec4 top_blob_data[]; };
#else
layout (binding = 0) readonly buffer bottom_blob { sfpvec4 bottom_blob_data[]; };
layout (binding = 1) writeonly buffer top_blob { sfpvec4 top_blob_data[]; };
#endif
layout (binding = 2) readonly buffer weight_blob { sfp weight_data[]; };
layout (binding = 3) readonly buffer bias_blob { sfp bias_data[]; };
#endif
layout (push_constant) uniform parameter
{
int w;
int h;
int c;
int cstep;
int outw;
int outh;
int outc;
int outcstep;
} p;
void main()
{
#if NCNN_image_shader
int gx = int(gl_GlobalInvocationID.x) * 4;
int gy = int(gl_GlobalInvocationID.y);
if (gx >= psc(outw) * psc(outh) || gy >= psc(outc))
return;
#else
int gx = int(gl_GlobalInvocationID.x);
int gy = int(gl_GlobalInvocationID.y);
if (gx * 4 >= psc(outcstep) || gy >= psc(outc))
return;
#endif
afpvec4 sum;
if (bias_term == 1)
{
#if NCNN_image_shader
sum = afpvec4(image3d_ld1(bias_blob, ivec3(gy, 0, 0)));
#else
sum = afpvec4(buffer_ld1(bias_data, gy));
#endif
}
else
{
sum = afpvec4(0.f);
}
#if NCNN_image_shader
ivec4 gx4 = gx + ivec4(0, 1, 2, 3);
ivec4 sy4 = gx4 / psc(w);
ivec4 sx4 = gx4 % psc(w);
for (int z = 0; z < psc(c); z++)
{
afp k = image3d_ld1(weight_blob, ivec3(0, z, gy));
sum.r += k * image3d_ld1(bottom_blob, ivec3(sx4.r, sy4.r, z));
sum.g += k * image3d_ld1(bottom_blob, ivec3(sx4.g, sy4.g, z));
sum.b += k * image3d_ld1(bottom_blob, ivec3(sx4.b, sy4.b, z));
sum.a += k * image3d_ld1(bottom_blob, ivec3(sx4.a, sy4.a, z));
}
#else
int w_offset = gy * psc(c);
int v_offset = gx;
for (int z = 0; z < psc(c); z++)
{
#if NCNN_fp16_packed
sum += afp(weight_data[w_offset]) * afpvec4(bottom_blob_data[v_offset]);
#else
sum += buffer_ld1(weight_data, w_offset) * buffer_ld4(bottom_blob_data, v_offset);
#endif
w_offset += 1;
v_offset += psc(cstep) / 4;
}
#endif
sum = activation_afpvec4(sum, activation_type, activation_param_0, activation_param_1);
#if NCNN_image_shader
image3d_st1(top_blob, ivec3(sx4.r, sy4.r, gy), sum.r);
image3d_st1(top_blob, ivec3(sx4.g, sy4.g, gy), sum.g);
image3d_st1(top_blob, ivec3(sx4.b, sy4.b, gy), sum.b);
image3d_st1(top_blob, ivec3(sx4.a, sy4.a, gy), sum.a);
#else
const int gi = gy * psc(outcstep) / 4 + gx;
#if NCNN_fp16_packed
top_blob_data[gi] = sum;
#else
buffer_st4(top_blob_data, gi, sum);
#endif
#endif
}
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