ncnn / src /layer /vulkan /shader /absval.comp
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// 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
#define shape_constant_id_offset 0
layout (constant_id = shape_constant_id_offset + 0) const int dims = 0;
layout (constant_id = shape_constant_id_offset + 1) const int w = 0;
layout (constant_id = shape_constant_id_offset + 2) const int h = 0;
layout (constant_id = shape_constant_id_offset + 3) const int c = 0;
layout (constant_id = shape_constant_id_offset + 4) const int cstep = 0;
#if NCNN_image_shader
layout (binding = 0) uniform unfp sampler3D bottom_blob_3d;
layout (binding = 1, imfmtc1) writeonly uniform unfp image3D top_blob_3d;
#else
layout (binding = 0) buffer bottom_top_blob { sfp bottom_top_blob_data[]; };
#endif
layout (push_constant) uniform parameter
{
int dims;
int w;
int h;
int c;
int cstep;
} p;
void main()
{
int gx = int(gl_GlobalInvocationID.x);
int gy = int(gl_GlobalInvocationID.y);
int gz = int(gl_GlobalInvocationID.z);
if (gx >= psc(w) || gy >= psc(h) || gz >= psc(c))
return;
#if NCNN_image_shader
afp v = image3d_ld1(bottom_blob_3d, ivec3(gx, gy, gz));
#else
const int gi = gz * psc(cstep) + gy * psc(w) + gx;
afp v = buffer_ld1(bottom_top_blob_data, gi);
#endif
v = abs(v);
#if NCNN_image_shader
image3d_st1(top_blob_3d, ivec3(gx, gy, gz), v);
#else
buffer_st1(bottom_top_blob_data, gi, v);
#endif
}