// Tencent is pleased to support the open source community by making ncnn available. // // Copyright (C) 2020 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 struct sfpvec8 { f16vec4 abcd; f16vec4 efgh; }; #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, imfmtc4) writeonly uniform unfp image3D top_blob_3d; layout (binding = 2) uniform unfp sampler3D a; layout (binding = 3) uniform unfp sampler3D b; #else layout (binding = 0) buffer bottom_top_blob { sfpvec8 bottom_top_blob_data[]; }; layout (binding = 1) readonly buffer a { sfpvec8 a_data[]; }; layout (binding = 2) readonly buffer b { sfpvec8 b_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 afpvec8 v = image3d_ld8(bottom_blob_3d, ivec3(gx, gy, gz)); #else const int gi = gz * psc(cstep) + gy * psc(w) + gx; afpvec8 v = buffer_ld8(bottom_top_blob_data, gi); #endif const ivec3 gxyz = ivec3(gx, gy, gz); const int abi = gxyz[psc(dims) - 1]; #if NCNN_image_shader afpvec8 b = image3d_ld8(b, ivec3(abi, 0, 0)); afpvec8 a = image3d_ld8(a, ivec3(abi, 0, 0)); #else afpvec8 b = buffer_ld8(b_data, abi); afpvec8 a = buffer_ld8(a_data, abi); #endif v[0] = b[0] * v[0] + a[0]; v[1] = b[1] * v[1] + a[1]; #if NCNN_image_shader image3d_st8(top_blob_3d, ivec3(gx, gy, gz), v); #else buffer_st8(bottom_top_blob_data, gi, v); #endif }