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// Tencent is pleased to support the open source community by making ncnn available.
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// Copyright (C) 2021 THL A29 Limited, a Tencent company. All rights reserved.
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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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// https://opensource.org/licenses/BSD-3-Clause
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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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#extension GL_EXT_shader_16bit_storage: require
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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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layout (constant_id = 0) const int type = 1;
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layout (constant_id = 1) const float value = 0;
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layout (constant_id = 2) const int per_channel_pad = 0;
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#define shape_constant_id_offset 3
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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 d = 0;
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layout (constant_id = shape_constant_id_offset + 4) const int c = 0;
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layout (constant_id = shape_constant_id_offset + 5) const int cstep = 0;
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layout (constant_id = shape_constant_id_offset + 6) const int outdims = 0;
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layout (constant_id = shape_constant_id_offset + 7) const int outw = 0;
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layout (constant_id = shape_constant_id_offset + 8) const int outh = 0;
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layout (constant_id = shape_constant_id_offset + 9) const int outd = 0;
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layout (constant_id = shape_constant_id_offset + 10) const int outc = 0;
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layout (constant_id = shape_constant_id_offset + 11) const int outcstep = 0;
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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 per_channel_pad_blob;
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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 per_channel_pad_blob { sfpvec4 per_channel_pad_blob_data[]; };
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layout (push_constant) uniform parameter
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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 >= psc(outh) * psc(outd) || gz >= psc(outc))
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// if (psc(dims) == 4)
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const int gi = gz * psc(outcstep) + gy * psc(outw) + gx;
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int yh = gy % psc(outh) - p.top;
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int yd = gy / psc(outh) - p.front;
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int y = yd * psc(h) + yh;
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if (x >= 0 && x < psc(w) && yh >= 0 && yh < psc(h) && yd >= 0 && yd < psc(d) && z >= 0 && z < psc(c))
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image3d_cp4(top_blob, ivec3(gx, gy, gz), bottom_blob, ivec3(x, y, z));
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int v_offset = z * psc(cstep) + y * psc(w) + x;
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buffer_cp4(top_blob_data, gi, bottom_blob_data, v_offset);
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else if (per_channel_pad == 1)
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image3d_cp4(top_blob, ivec3(gx, gy, gz), per_channel_pad_blob, ivec3(gz, 0, 0));
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buffer_cp4(top_blob_data, gi, per_channel_pad_blob_data, gz);
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afpvec4 v = afpvec4(value);
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image3d_st4(top_blob, ivec3(gx, gy, gz), v);
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buffer_st4(top_blob_data, gi, v);
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// TODO implement type 1 and 2