ncnn

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pooling_global_reduce_max_first_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) 2023 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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#define FLT_MAX 3.402823466e+38
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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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layout (constant_id = shape_constant_id_offset + 4) const int outw = 0;
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layout (constant_id = shape_constant_id_offset + 5) 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 { sfpvec8 bottom_blob_data[]; };
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layout (binding = 1) writeonly buffer top_blob { sfpvec8 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 w;
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    int h;
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    int c;
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    int cstep;
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    int outw;
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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 >= 1 || gz >= psc(c))
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        return;
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    const int size_1 = psc(w) * psc(h) - 1;
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    const int v_offset = gz * psc(cstep);
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    afpvec8 res = afpvec8(afpvec4(-FLT_MAX), afpvec4(-FLT_MAX));
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    for (int ii = 0; ii < 8; ii++)
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    {
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        int i = min(gx + ii * psc(outw), size_1);
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#if NCNN_image_shader
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        int y = i / psc(w);
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        int x = i % psc(w);
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        afpvec8 v = image3d_ld8(bottom_blob, ivec3(x, y, gz));
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#else
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        afpvec8 v = buffer_ld8(bottom_blob_data, v_offset + i);
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#endif
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        res[0] = max(res[0], v[0]);
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        res[1] = max(res[1], v[1]);
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    }
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#if NCNN_image_shader
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    image3d_st8(top_blob, ivec3(gx, 0, gz), res);
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#else
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    buffer_st8(top_blob_data, gz * psc(outcstep) + gx, res);
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#endif
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}
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