ncnn

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innerproduct_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 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 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 >= 1 || gz >= 1)
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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(gx, 0, 0));
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#else
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        sum = buffer_ld8(bias_data, gx);
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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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#if NCNN_image_shader
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    int wx = 0;
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    for (int i = 0; i < psc(w); i++)
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    {
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        afpvec8 v = image3d_ld8(bottom_blob, ivec3(i, 0, 0));
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        afpvec8 k0 = image3d_ld8(weight_blob, ivec3(wx + 0, gx, 0));
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        afpvec8 k1 = image3d_ld8(weight_blob, ivec3(wx + 1, gx, 0));
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        afpvec8 k2 = image3d_ld8(weight_blob, ivec3(wx + 2, gx, 0));
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        afpvec8 k3 = image3d_ld8(weight_blob, ivec3(wx + 3, gx, 0));
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        afpvec8 k4 = image3d_ld8(weight_blob, ivec3(wx + 4, gx, 0));
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        afpvec8 k5 = image3d_ld8(weight_blob, ivec3(wx + 5, gx, 0));
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        afpvec8 k6 = image3d_ld8(weight_blob, ivec3(wx + 6, gx, 0));
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        afpvec8 k7 = image3d_ld8(weight_blob, ivec3(wx + 7, gx, 0));
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        // sum += v * k
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        sum[0].r += dot(v[0], k0[0]) + dot(v[1], k0[1]);
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        sum[0].g += dot(v[0], k1[0]) + dot(v[1], k1[1]);
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        sum[0].b += dot(v[0], k2[0]) + dot(v[1], k2[1]);
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        sum[0].a += dot(v[0], k3[0]) + dot(v[1], k3[1]);
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        sum[1].r += dot(v[0], k4[0]) + dot(v[1], k4[1]);
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        sum[1].g += dot(v[0], k5[0]) + dot(v[1], k5[1]);
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        sum[1].b += dot(v[0], k6[0]) + dot(v[1], k6[1]);
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        sum[1].a += dot(v[0], k7[0]) + dot(v[1], k7[1]);
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        wx += 8;
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    }
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#else
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    int w_offset = gx * psc(w);
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    for (int i = 0; i < psc(w); i++)
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    {
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        afpvec8 v = buffer_ld8(bottom_blob_data, i);
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        afpvec8 k0 = buffer_ld8(weight_data, (w_offset + i) * 8 + 0);
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        afpvec8 k1 = buffer_ld8(weight_data, (w_offset + i) * 8 + 1);
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        afpvec8 k2 = buffer_ld8(weight_data, (w_offset + i) * 8 + 2);
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        afpvec8 k3 = buffer_ld8(weight_data, (w_offset + i) * 8 + 3);
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        afpvec8 k4 = buffer_ld8(weight_data, (w_offset + i) * 8 + 4);
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        afpvec8 k5 = buffer_ld8(weight_data, (w_offset + i) * 8 + 5);
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        afpvec8 k6 = buffer_ld8(weight_data, (w_offset + i) * 8 + 6);
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        afpvec8 k7 = buffer_ld8(weight_data, (w_offset + i) * 8 + 7);
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        // sum += v * k
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        sum[0].r += dot(v[0], k0[0]) + dot(v[1], k0[1]);
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        sum[0].g += dot(v[0], k1[0]) + dot(v[1], k1[1]);
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        sum[0].b += dot(v[0], k2[0]) + dot(v[1], k2[1]);
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        sum[0].a += dot(v[0], k3[0]) + dot(v[1], k3[1]);
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        sum[1].r += dot(v[0], k4[0]) + dot(v[1], k4[1]);
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        sum[1].g += dot(v[0], k5[0]) + dot(v[1], k5[1]);
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        sum[1].b += dot(v[0], k6[0]) + dot(v[1], k6[1]);
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        sum[1].a += dot(v[0], k7[0]) + dot(v[1], k7[1]);
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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, 0, 0), sum);
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#else
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    buffer_st8(top_blob_data, gx, sum);
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#endif
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}
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