ncnn

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deconvolutiondepthwise_pack8.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 kernel_w = 1;
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layout (constant_id = 1) const int kernel_h = 1;
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layout (constant_id = 2) const int dilation_w = 1;
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layout (constant_id = 3) const int dilation_h = 1;
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layout (constant_id = 4) const int stride_w = 1;
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layout (constant_id = 5) const int stride_h = 1;
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layout (constant_id = 6) const int bias_term = 0;
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layout (constant_id = 7) const int group = 1;
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layout (constant_id = 8) const int activation_type = 0;
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layout (constant_id = 9) const float activation_param_0 = 0;
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layout (constant_id = 10) const float activation_param_1 = 0;
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#define shape_constant_id_offset 11
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layout (constant_id = shape_constant_id_offset + 0) const int dims = 0;
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layout (constant_id = shape_constant_id_offset + 1) const int w = 0;
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layout (constant_id = shape_constant_id_offset + 2) const int h = 0;
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layout (constant_id = shape_constant_id_offset + 3) const int c = 0;
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layout (constant_id = shape_constant_id_offset + 4) const int cstep = 0;
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layout (constant_id = shape_constant_id_offset + 5) const int outdims = 0;
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layout (constant_id = shape_constant_id_offset + 6) const int outw = 0;
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layout (constant_id = shape_constant_id_offset + 7) const int outh = 0;
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layout (constant_id = shape_constant_id_offset + 8) const int outc = 0;
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layout (constant_id = shape_constant_id_offset + 9) 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, imfmtc4) 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 { sfpvec8 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 { sfpvec8 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 dims;
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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 outdims;
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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);
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    int gy = int(gl_GlobalInvocationID.y);
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    int gz = int(gl_GlobalInvocationID.z);
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    if (gx >= psc(outw) || gy >= psc(outh) || gz >= psc(outc))
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        return;
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    afpvec8 sum;
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    if (bias_term == 1)
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    {
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#if NCNN_image_shader
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        sum = image3d_ld8(bias_blob, ivec3(gz, 0, 0));
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#else
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        sum = buffer_ld8(bias_data, gz);
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#endif
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    }
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    else
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    {
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        sum = afpvec8(afpvec4(0.f), afpvec4(0.f));
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    }
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    const int kernel_extent_w = dilation_w * (kernel_w - 1) + 1;
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    const int kernel_extent_h = dilation_h * (kernel_h - 1) + 1;
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    // depth-wise deconvolution
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#if NCNN_image_shader
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    for (int y = 0; y < kernel_h; y++)
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    {
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        int sys = (gy + y * dilation_h - (kernel_extent_h - 1));
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        if (sys < 0 || sys % stride_h != 0)
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            continue;
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        int sy = sys / stride_h;
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        if (sy >= psc(h))
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            continue;
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        for (int x = 0; x < kernel_w; x++)
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        {
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            int sxs = (gx + x * dilation_w - (kernel_extent_w - 1));
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            if (sxs < 0 || sxs % stride_w != 0)
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                continue;
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            int sx = sxs / stride_w;
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            if (sx >= psc(w))
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                continue;
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            int wx = y * kernel_w + x;
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            afpvec8 v = image3d_ld8(bottom_blob, ivec3(sx, sy, gz));
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            afpvec8 k = image3d_ld8(weight_blob, ivec3(wx, gz, 0));
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            // sum += v * k;
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            sum[0] += v[0] * k[0];
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            sum[1] += v[1] * k[1];
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        }
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    }
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#else
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    int v_offset_0 = gz * psc(cstep);
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    int w_offset_0 = gz * kernel_w * kernel_h;
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    for (int y = 0; y < kernel_h; y++)
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    {
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        int sys = (gy + y * dilation_h - (kernel_extent_h - 1));
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        if (sys < 0 || sys % stride_h != 0)
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            continue;
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        int sy = sys / stride_h;
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        if (sy >= psc(h))
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            continue;
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        for (int x = 0; x < kernel_w; x++)
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        {
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            int sxs = (gx + x * dilation_w - (kernel_extent_w - 1));
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            if (sxs < 0 || sxs % stride_w != 0)
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                continue;
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            int sx = sxs / stride_w;
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            if (sx >= psc(w))
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                continue;
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            int v_offset = v_offset_0 + sy * psc(w) + sx;
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            int w_offset = w_offset_0 + y * kernel_w + x;
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            afpvec8 v = buffer_ld8(bottom_blob_data, v_offset);
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            afpvec8 k = buffer_ld8(weight_data, w_offset);
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            // sum += v * k;
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            sum[0] += v[0] * k[0];
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            sum[1] += v[1] * k[1];
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        }
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    }
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#endif
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    sum = activation_afpvec8(sum, activation_type, activation_param_0, activation_param_1);
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#if NCNN_image_shader
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    image3d_st8(top_blob, ivec3(gx, gy, gz), sum);
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#else
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    const int gi = gz * psc(outcstep) + gy * psc(outw) + gx;
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    buffer_st8(top_blob_data, gi, sum);
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#endif
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}
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