ncnn

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flatten_pack1to4.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) 2019 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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#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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#define shape_constant_id_offset 0
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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_3d;
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layout (binding = 1, imfmtc4) writeonly uniform unfp image3D top_blob;
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#else
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layout (binding = 0) readonly buffer bottom_blob { sfp bottom_blob_data[]; };
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layout (binding = 1) writeonly buffer top_blob { sfpvec4 top_blob_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 >= 1 || gz >= 1)
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        return;
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    ivec4 i4 = gx * 4 + ivec4(0, 1, 2, 3);
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#if NCNN_image_shader
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    afpvec4 v;
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    if (psc(dims) == 2)
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    {
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        ivec4 y4 = i4 / psc(w);
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        ivec4 x4 = i4 % psc(w);
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        v.r = image3d_ld1(bottom_blob_3d, ivec3(x4.r, y4.r, 0));
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        v.g = image3d_ld1(bottom_blob_3d, ivec3(x4.g, y4.g, 0));
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        v.b = image3d_ld1(bottom_blob_3d, ivec3(x4.b, y4.b, 0));
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        v.a = image3d_ld1(bottom_blob_3d, ivec3(x4.a, y4.a, 0));
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    }
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    else // if (psc(dims) == 3)
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    {
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        int size = psc(w) * psc(h);
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        ivec4 z4 = i4 / size;
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        ivec4 y4 = i4 % size / psc(w);
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        ivec4 x4 = i4 % size % psc(w);
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        v.r = image3d_ld1(bottom_blob_3d, ivec3(x4.r, y4.r, z4.r));
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        v.g = image3d_ld1(bottom_blob_3d, ivec3(x4.g, y4.g, z4.g));
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        v.b = image3d_ld1(bottom_blob_3d, ivec3(x4.b, y4.b, z4.b));
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        v.a = image3d_ld1(bottom_blob_3d, ivec3(x4.a, y4.a, z4.a));
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    }
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    image3d_st4(top_blob, ivec3(gx, 0, 0), v);
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#else
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    ivec4 v_offset;
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    if (psc(dims) == 2)
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    {
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        ivec4 y4 = i4 / psc(w);
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        ivec4 x4 = i4 % psc(w);
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        v_offset = y4 * psc(w) + x4;
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    }
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    else // if (psc(dims) == 3)
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    {
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        int size = psc(w) * psc(h);
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        ivec4 z4 = i4 / size;
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        ivec4 y4 = i4 % size / psc(w);
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        ivec4 x4 = i4 % size % psc(w);
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        v_offset = z4 * psc(cstep) + y4 * psc(w) + x4;
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    }
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    buffer_cp1to4(top_blob_data, gx, bottom_blob_data, v_offset);
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#endif
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}
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