ncnn

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convolution_pack8to1_1x1s1d1.comp 
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// Tencent is pleased to support the open source community by making ncnn available.
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//
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// Copyright (C) 2020 THL A29 Limited, a Tencent company. All rights reserved.
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//
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// Licensed under the BSD 3-Clause License (the "License"); you may not use this file except
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// in compliance with the License. You may obtain a copy of the License at
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//
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// https://opensource.org/licenses/BSD-3-Clause
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//
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// Unless required by applicable law or agreed to in writing, software distributed
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// under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
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// CONDITIONS OF ANY KIND, either express or implied. See the License for the
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// specific language governing permissions and limitations under the License.
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#version 450
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#if NCNN_fp16_storage
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#extension GL_EXT_shader_16bit_storage: require
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struct sfpvec8 { f16vec4 abcd; f16vec4 efgh; };
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#endif
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#if NCNN_fp16_arithmetic
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#extension GL_EXT_shader_explicit_arithmetic_types_float16: require
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#endif
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#extension GL_GOOGLE_include_directive: enable
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#include "vulkan_activation.comp"
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layout (constant_id = 0) const int bias_term = 0;
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layout (constant_id = 1) const int activation_type = 0;
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layout (constant_id = 2) const float activation_param_0 = 0;
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layout (constant_id = 3) const float activation_param_1 = 0;
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#define shape_constant_id_offset 4
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layout (constant_id = shape_constant_id_offset + 0) const int w = 0;
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layout (constant_id = shape_constant_id_offset + 1) const int h = 0;
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layout (constant_id = shape_constant_id_offset + 2) const int c = 0;
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layout (constant_id = shape_constant_id_offset + 3) const int cstep = 0;
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layout (constant_id = shape_constant_id_offset + 4) const int outw = 0;
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layout (constant_id = shape_constant_id_offset + 5) const int outh = 0;
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layout (constant_id = shape_constant_id_offset + 6) const int outc = 0;
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layout (constant_id = shape_constant_id_offset + 7) const int outcstep = 0;
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#if NCNN_image_shader
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layout (binding = 0) uniform unfp sampler3D bottom_blob;
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layout (binding = 1, imfmtc1) writeonly uniform unfp image3D top_blob;
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layout (binding = 2) uniform unfp sampler3D weight_blob;
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layout (binding = 3) uniform unfp sampler3D bias_blob;
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#else
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layout (binding = 0) readonly buffer bottom_blob { sfpvec8 bottom_blob_data[]; };
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layout (binding = 1) writeonly buffer top_blob { sfp top_blob_data[]; };
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layout (binding = 2) readonly buffer weight_blob { sfpvec8 weight_data[]; };
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layout (binding = 3) readonly buffer bias_blob { sfp bias_data[]; };
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#endif
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layout (push_constant) uniform parameter
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{
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    int w;
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    int h;
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    int c;
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    int cstep;
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    int outw;
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    int outh;
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    int outc;
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    int outcstep;
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} p;
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void main()
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{
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    int gx = int(gl_GlobalInvocationID.x) * 4;
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    int gy = int(gl_GlobalInvocationID.y);
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#if NCNN_image_shader
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    if (gx >= psc(outw) * psc(outh) || gy >= psc(outc))
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        return;
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#else
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    if (gx >= psc(outcstep) || gy >= psc(outc))
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        return;
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#endif
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    afp sum0;
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    afp sum1;
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    afp sum2;
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    afp sum3;
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    if (bias_term == 1)
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    {
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#if NCNN_image_shader
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        afp b = image3d_ld1(bias_blob, ivec3(gy, 0, 0));
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#else
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        afp b = buffer_ld1(bias_data, gy);
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#endif
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        sum0 = b;
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        sum1 = b;
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        sum2 = b;
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        sum3 = b;
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    }
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    else
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    {
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        sum0 = afp(0.f);
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        sum1 = afp(0.f);
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        sum2 = afp(0.f);
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        sum3 = afp(0.f);
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    }
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#if NCNN_image_shader
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    ivec4 gx4 = gx + ivec4(0, 1, 2, 3);
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    ivec4 sy4 = gx4 / psc(w);
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    ivec4 sx4 = gx4 % psc(w);
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    for (int z = 0; z < psc(c); z++)
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    {
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        afpvec8 v0 = image3d_ld8(bottom_blob, ivec3(sx4.r, sy4.r, z));
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        afpvec8 v1 = image3d_ld8(bottom_blob, ivec3(sx4.g, sy4.g, z));
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        afpvec8 v2 = image3d_ld8(bottom_blob, ivec3(sx4.b, sy4.b, z));
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        afpvec8 v3 = image3d_ld8(bottom_blob, ivec3(sx4.a, sy4.a, z));
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        afpvec8 k = image3d_ld8(weight_blob, ivec3(0, z, gy));
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        // sum += dot(v, k);
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        sum0 += dot(v0[0], k[0]) + dot(v0[1], k[1]);
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        sum1 += dot(v1[0], k[0]) + dot(v1[1], k[1]);
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        sum2 += dot(v2[0], k[0]) + dot(v2[1], k[1]);
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        sum3 += dot(v3[0], k[0]) + dot(v3[1], k[1]);
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    }
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#else
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    int w_offset = gy * psc(c);
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    int v_offset = gx;
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    for (int z = 0; z < psc(c); z++)
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    {
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        afpvec8 v0 = buffer_ld8(bottom_blob_data, v_offset + 0);
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        afpvec8 v1 = buffer_ld8(bottom_blob_data, v_offset + 1);
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        afpvec8 v2 = buffer_ld8(bottom_blob_data, v_offset + 2);
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        afpvec8 v3 = buffer_ld8(bottom_blob_data, v_offset + 3);
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        afpvec8 k = buffer_ld8(weight_data, w_offset);
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        // sum += dot(v, k);
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        sum0 += dot(v0[0], k[0]) + dot(v0[1], k[1]);
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        sum1 += dot(v1[0], k[0]) + dot(v1[1], k[1]);
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        sum2 += dot(v2[0], k[0]) + dot(v2[1], k[1]);
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        sum3 += dot(v3[0], k[0]) + dot(v3[1], k[1]);
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        w_offset += 1;
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        v_offset += psc(cstep);
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    }
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#endif
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    sum0 = activation_afp(sum0, activation_type, activation_param_0, activation_param_1);
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    sum1 = activation_afp(sum1, activation_type, activation_param_0, activation_param_1);
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    sum2 = activation_afp(sum2, activation_type, activation_param_0, activation_param_1);
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    sum3 = activation_afp(sum3, activation_type, activation_param_0, activation_param_1);
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#if NCNN_image_shader
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    image3d_st1(top_blob, ivec3(sx4.r, sy4.r, gy), sum0);
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    image3d_st1(top_blob, ivec3(sx4.g, sy4.g, gy), sum1);
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    image3d_st1(top_blob, ivec3(sx4.b, sy4.b, gy), sum2);
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    image3d_st1(top_blob, ivec3(sx4.a, sy4.a, gy), sum3);
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#else
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    int gi = gy * psc(outcstep) + gx;
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    buffer_st1(top_blob_data, gi + 0, sum0);
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    if (gx + 1 < psc(outcstep)) buffer_st1(top_blob_data, gi + 1, sum1);
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    if (gx + 2 < psc(outcstep)) buffer_st1(top_blob_data, gi + 2, sum2);
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    if (gx + 3 < psc(outcstep)) buffer_st1(top_blob_data, gi + 3, sum3);
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#endif
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}
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