ncnn

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reorg_pack1to8.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 stride = 0;
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layout (constant_id = 1) const int mode = 0;
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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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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 { sfp 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 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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    ivec4 gz4 = gz * 8 + ivec4(0, 1, 2, 3);
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    ivec4 gzz4 = gz4 + 4;
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    ivec4 z4;
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    ivec4 zi4;
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    ivec4 zz4;
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    ivec4 zii4;
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    if (mode == 0)
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    {
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        z4 = gz4 / (stride * stride);
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        zi4 = gz4 % (stride * stride);
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        zz4 = gzz4 / (stride * stride);
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        zii4 = gzz4 % (stride * stride);
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    }
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    else // if (mode == 1)
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    {
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        z4 = gz4 % psc(c);
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        zi4 = gz4 / psc(c);
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        zz4 = gzz4 % psc(c);
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        zii4 = gzz4 / psc(c);
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    }
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    ivec4 y4 = gy * stride + zi4 / stride;
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    ivec4 x4 = gx * stride + zi4 % stride;
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    ivec4 yy4 = gy * stride + zii4 / stride;
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    ivec4 xx4 = gx * stride + zii4 % stride;
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#if NCNN_image_shader
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    afpvec8 v;
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    v[0].r = image3d_ld1(bottom_blob, ivec3(x4.r, y4.r, z4.r));
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    v[0].g = image3d_ld1(bottom_blob, ivec3(x4.g, y4.g, z4.g));
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    v[0].b = image3d_ld1(bottom_blob, ivec3(x4.b, y4.b, z4.b));
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    v[0].a = image3d_ld1(bottom_blob, ivec3(x4.a, y4.a, z4.a));
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    v[1].r = image3d_ld1(bottom_blob, ivec3(xx4.r, yy4.r, zz4.r));
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    v[1].g = image3d_ld1(bottom_blob, ivec3(xx4.g, yy4.g, zz4.g));
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    v[1].b = image3d_ld1(bottom_blob, ivec3(xx4.b, yy4.b, zz4.b));
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    v[1].a = image3d_ld1(bottom_blob, ivec3(xx4.a, yy4.a, zz4.a));
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    image3d_st8(top_blob, ivec3(gx, gy, gz), v);
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#else
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    ivec4 v_offset = z4 * psc(cstep) + y4 * psc(w) + x4;
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    ivec4 vv_offset = zz4 * psc(cstep) + yy4 * psc(w) + xx4;
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    int gi = gz * psc(outcstep) + gy * psc(outw) + gx;
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    buffer_cp1to8(top_blob_data, gi, bottom_blob_data, v_offset, vv_offset);
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#endif
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}
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