// 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 layout (constant_id = 0) const int axis = 0; #define shape_constant_id_offset 1 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 d = 0; layout (constant_id = shape_constant_id_offset + 4) const int c = 0; layout (constant_id = shape_constant_id_offset + 5) const int cstep = 0; layout (constant_id = shape_constant_id_offset + 6) const int outdims = 0; layout (constant_id = shape_constant_id_offset + 7) const int outw = 0; layout (constant_id = shape_constant_id_offset + 8) const int outh = 0; layout (constant_id = shape_constant_id_offset + 9) const int outd = 0; layout (constant_id = shape_constant_id_offset + 10) const int outc = 0; layout (constant_id = shape_constant_id_offset + 11) const int outcstep = 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) readonly buffer bottom_blob { sfp bottom_blob_data[]; }; layout (binding = 1) writeonly buffer top_blob { sfp top_blob_data[]; }; #endif layout (push_constant) uniform parameter { int dims; int w; int h; int d; int c; int cstep; int outdims; int outw; int outh; int outd; int outc; int outcstep; int offset; } 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) * psc(d) || gz >= psc(c)) return; int positive_axis = axis < 0 ? psc(dims) + axis : axis; ivec3 gxyz; if (psc(dims) == 4) { int yd = gy / psc(h); int yh = gy % psc(h); ivec4 gxydz = ivec4(gx, yh, yd, gz); gxydz[psc(dims) - 1 - positive_axis] += p.offset; gxyz = ivec3(gxydz.r, gxydz.g + gxydz.b * psc(outh), gxydz.a); } else { gxyz = ivec3(gx, gy, gz); gxyz[psc(dims) - 1 - positive_axis] += p.offset; } #if NCNN_image_shader image3d_cp1(top_blob_3d, gxyz, bottom_blob_3d, ivec3(gx, gy, gz)); #else const int gi = gz * psc(cstep) + gy * psc(w) + gx; int v_offset = gxyz.z * psc(outcstep) + gxyz.y * psc(outw) + gxyz.x; buffer_cp1(top_blob_data, v_offset, bottom_blob_data, gi); #endif }