ncnn

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normalize_norm_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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layout (constant_id = 0) const int across_spatial = 0;
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layout (constant_id = 1) const int across_channel = 0;
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layout (constant_id = 2) const int channel_shared = 0;
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layout (constant_id = 3) const int scale_term = 0;
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layout (constant_id = 4) const float channel_shared_scale = 1.f;
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#define shape_constant_id_offset 5
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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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#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 coeffs_blob;
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layout (binding = 3) uniform unfp sampler3D scale_blob;
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#else
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layout (binding = 0) buffer bottom_top_blob { sfpvec8 bottom_top_blob_data[]; };
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layout (binding = 1) readonly buffer coeffs_blob { sfpvec8 coeffs_blob_data[]; };
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layout (binding = 2) readonly buffer scale_blob { sfpvec8 scale_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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} 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(w) || gy >= psc(h) || gz >= psc(c))
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        return;
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#if NCNN_image_shader
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    afpvec8 v = image3d_ld8(bottom_blob, ivec3(gx, gy, gz));
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#else
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    const int gi = gz * psc(cstep) + gy * psc(w) + gx;
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    afpvec8 v = buffer_ld8(bottom_top_blob_data, gi);
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#endif
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    afpvec8 a;
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    if (across_spatial == 1 && across_channel == 1)
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    {
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#if NCNN_image_shader
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        a = image3d_ld8(coeffs_blob, ivec3(0, 0, 0));
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#else
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        a = buffer_ld8(coeffs_blob_data, 0);
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#endif
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    }
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    if (across_spatial == 1 && across_channel == 0)
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    {
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#if NCNN_image_shader
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        a = image3d_ld8(coeffs_blob, ivec3(gz, 0, 0));
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#else
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        a = buffer_ld8(coeffs_blob_data, gz);
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#endif
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    }
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    if (across_spatial == 0 && across_channel == 1)
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    {
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#if NCNN_image_shader
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        a = image3d_ld8(coeffs_blob, ivec3(gy * psc(w) + gx, 0, 0));
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#else
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        a = buffer_ld8(coeffs_blob_data, gy * psc(w) + gx);
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#endif
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    }
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#if !NCNN_image_shader && (NCNN_fp16_packed || NCNN_fp16_storage)
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    // NOTE coeffs may produce (X, undef, X, undef) on nvidia fp16p/fp16s
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    // TODO only enable this workaround for some nvidia driver
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    if (across_channel == 1)
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    {
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        a = afpvec8(afpvec4(a[0].r), afpvec4(a[0].r));
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    }
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#endif
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    v[0] = v[0] * a[0];
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    v[1] = v[1] * a[1];
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    if (scale_term == 1)
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    {
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        if (channel_shared == 1)
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        {
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            v[0] = v[0] * afp(channel_shared_scale);
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            v[1] = v[1] * afp(channel_shared_scale);
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        }
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        else
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        {
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#if NCNN_image_shader
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            afpvec8 scale = image3d_ld8(scale_blob, ivec3(gz, 0, 0));
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#else
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            afpvec8 scale = buffer_ld8(scale_blob_data, gz);
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#endif
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            v[0] = v[0] * scale[0];
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            v[1] = v[1] * scale[1];
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        }
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    }
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#if NCNN_image_shader
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    image3d_st8(top_blob, ivec3(gx, gy, gz), v);
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#else
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    buffer_st8(bottom_top_blob_data, gi, v);
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#endif
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}
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