ncnn

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instancenorm_reduce_mean_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) 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 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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#if NCNN_image_shader
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layout (binding = 0) uniform highp sampler3D bottom_top_blob;
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layout (binding = 1, rgba32f) writeonly uniform highp image3D mean_blob;
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#else
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layout (binding = 0) readonly buffer bottom_top_blob { vec4 bottom_top_blob_data[]; };
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layout (binding = 1) writeonly buffer mean_blob { vec4 mean_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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    float area;
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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(c) || gy >= 1 || gz >= 1)
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        return;
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    vec4 sum = vec4(0.f);
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#if NCNN_image_shader
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    for (int i = 0; i < p.h; i++)
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    {
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        for (int j = 0; j < p.w; j++)
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        {
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            sum += texelFetch(bottom_top_blob, ivec3(j, i, gx), 0);
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        }
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    }
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#else
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    int v_offset = gx * psc(cstep);
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    for (int i = 0; i < p.w; i++)
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    {
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        sum += bottom_top_blob_data[v_offset];
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        v_offset += 1;
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    }
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#endif
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    vec4 mean = sum / p.area;
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#if NCNN_image_shader
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    imageStore(mean_blob, ivec3(gx, 0, 0), mean);
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#else
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    mean_data[gx] = mean;
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#endif
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}
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