ncnn

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pooling_adaptive_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 FLT_MAX 3.402823466e+38
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layout (constant_id = 0) const int pooling_type = 0;
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#define shape_constant_id_offset 1
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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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#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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#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 >= psc(outh) || gz >= psc(outc))
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        return;
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    afpvec4 res;
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    // calculate adaptive kernel size
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    const int sx = psc(w) * gx / psc(outw);
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    const int ex = (psc(w) * (gx + 1) + psc(outw) - 1) / psc(outw);
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    const int kernel_w = ex - sx;
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    const int sy = psc(h) * gy / psc(outh);
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    const int ey = (psc(h) * (gy + 1) + psc(outh) - 1) / psc(outh);
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    const int kernel_h = ey - sy;
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    if (pooling_type == 0)
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    {
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        res = afpvec4(-FLT_MAX);
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#if NCNN_image_shader
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        for (int y = 0; y < kernel_h; y++)
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        {
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            for (int x = 0; x < kernel_w; x++)
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            {
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                afpvec4 v = image3d_ld4(bottom_blob, ivec3(sx + x, sy + y, gz));
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                res = max(res, v);
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            }
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        }
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#else
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        int v_offset = gz * psc(cstep) + sy * psc(w) + sx;
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        for (int y = 0; y < kernel_h; y++)
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        {
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            for (int x = 0; x < kernel_w; x++)
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            {
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                afpvec4 v = buffer_ld4(bottom_blob_data, v_offset + x);
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                res = max(res, v);
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            }
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            v_offset += psc(w);
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        }
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#endif
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    }
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    else if (pooling_type == 1)
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    {
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        vec4 res_fp32 = vec4(0.f);  // force accumulation in fp32
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#if NCNN_image_shader
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        for (int y = 0; y < kernel_h; y++)
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        {
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            for (int x = 0; x < kernel_w; x++)
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            {
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                res_fp32 += image3d_ld4(bottom_blob, ivec3(sx + x, sy + y, gz));
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            }
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        }
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#else
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        int v_offset = gz * psc(cstep) + sy * psc(w) + sx;
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        for (int y = 0; y < kernel_h; y++)
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        {
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            for (int x = 0; x < kernel_w; x++)
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            {
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                res_fp32 += buffer_ld4(bottom_blob_data, v_offset + x);
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            }
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            v_offset += psc(w);
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        }
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#endif
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        res_fp32 /= float(kernel_h * kernel_w);
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        res = afpvec4(res_fp32);  // cast to fp16 if possible
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    }
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#if NCNN_image_shader
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    image3d_st4(top_blob, ivec3(gx, gy, gz), res);
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#else
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    const int gi = gz * psc(outcstep) + gy * psc(outw) + gx;
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    buffer_st4(top_blob_data, gi, res);
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#endif
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}
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