ncnn

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innerproduct_reduce_sum8_pack4.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) 2022 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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#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 outw = 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 bias_blob;
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#else
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layout (binding = 0) readonly buffer bottom_blob { sfpvec4 bottom_blob_data[]; };
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layout (binding = 1) writeonly buffer top_blob { sfpvec4 top_blob_data[]; };
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layout (binding = 2) readonly buffer bias_blob { sfpvec4 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 outw;
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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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    afpvec4 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_ld4(bias_blob, ivec3(gx, 0, 0));
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#else
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        sum = buffer_ld4(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 = afpvec4(0.f);
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    }
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#if NCNN_image_shader
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    for (int i = 0; i < psc(w); i++)
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    {
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        sum += image3d_ld4(bottom_blob, ivec3(i, gx, 0));
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    }
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#else
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    int v_offset = gx * psc(w);
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    for (int i = 0; i < psc(w); i++)
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    {
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        sum += buffer_ld4(bottom_blob_data, v_offset + i);
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    }
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#endif
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    sum = activation_afpvec4(sum, activation_type, activation_param_0, activation_param_1);
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#if NCNN_image_shader
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    image3d_st4(top_blob, ivec3(gx, 0, 0), sum);
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#else
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    buffer_st4(top_blob_data, gx, sum);
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#endif
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}
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