ncnn

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prelu_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 num_slope = 0;
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layout (constant_id = 1) const float slope_value = 1.f;
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#define shape_constant_id_offset 2
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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_3d;
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layout (binding = 1, imfmtc4) writeonly uniform unfp image3D top_blob_3d;
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layout (binding = 2) uniform unfp sampler3D slope_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 slope_blob { sfpvec8 slope_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_3d, 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 slope;
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    if (num_slope == 1)
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    {
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        slope = afpvec8(afpvec4(slope_value), afpvec4(slope_value));
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    }
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    else
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    {
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        const ivec3 gxyz = ivec3(gx, gy, gz);
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        const int abi = gxyz[psc(dims) - 1];
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#if NCNN_image_shader
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        slope = image3d_ld8(slope_blob, ivec3(abi, 0, 0));
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#else
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        slope = buffer_ld8(slope_blob_data, abi);
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#endif
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    }
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    v[0] = mix(v[0], v[0] * slope[0], lessThan(v[0], afpvec4(0.f)));
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    v[1] = mix(v[1], v[1] * slope[1], lessThan(v[1], afpvec4(0.f)));
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#if NCNN_image_shader
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    image3d_st8(top_blob_3d, 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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