ncnn

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reshape_pack8to4.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 ndim = 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 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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#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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#else
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#if NCNN_fp16_packed
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layout (binding = 0) readonly buffer bottom_blob { sfpvec2 bottom_blob_data[]; };
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#else
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layout (binding = 0) readonly buffer bottom_blob { sfp bottom_blob_data[]; };
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#endif
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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 d;
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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 outd;
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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) * psc(outd) || gz >= psc(outc))
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        return;
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    ivec4 i4;
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    if (ndim == 1) i4 = gx * 4 + ivec4(0, 1, 2, 3);
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    if (ndim == 2) i4 = (gy * 4) * psc(outw) + gx + ivec4(0, 1, 2, 3) * psc(outw);
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    if (ndim == 3) i4 = (gz * 4) * psc(outh) * psc(outw) + gy * psc(outw) + gx + ivec4(0, 1, 2, 3) * psc(outh) * psc(outw);
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    if (ndim == 4) i4 = (gz * 4) * psc(outd) * psc(outh) * psc(outw) + gy * psc(outw) + gx + ivec4(0, 1, 2, 3) * psc(outd) * psc(outh) * psc(outw);
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    ivec4 x4;
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    ivec4 y4;
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    ivec4 z4;
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#if NCNN_image_shader
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    ivec4 lane2;
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    ivec4 lane4;
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#else
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    ivec4 v_offset;
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#if NCNN_fp16_packed
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    ivec4 lane2;
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#endif
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#endif
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    if (psc(dims) == 1)
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    {
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        z4 = ivec4(0);
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        y4 = ivec4(0);
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        x4 = i4;
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#if NCNN_image_shader
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        lane2 = (x4 % 8) / 4;
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        lane4 = x4 % 4;
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        x4 = x4 / 8;
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#else
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#if NCNN_fp16_packed
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        v_offset = i4 / 2;
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        lane2 = i4 % 2;
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#else
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        v_offset = i4;
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#endif
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#endif
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    }
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    else if (psc(dims) == 2)
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    {
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        z4 = ivec4(0);
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        y4 = i4 / psc(w);
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        x4 = i4 % psc(w);
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#if NCNN_image_shader
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        lane2 = (y4 % 8) / 4;
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        lane4 = y4 % 4;
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        y4 = y4 / 8;
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#else
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#if NCNN_fp16_packed
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        v_offset = ((y4 / 8) * psc(w) + x4) * 4 + (y4 % 8) / 2;
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        lane2 = y4 % 2;
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#else
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        v_offset = ((y4 / 8) * psc(w) + x4) * 8 + y4 % 8;
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#endif
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#endif
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    }
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    else if (psc(dims) == 3)
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    {
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        int size = psc(w) * psc(h);
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        z4 = i4 / size;
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        y4 = i4 % size / psc(w);
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        x4 = i4 % size % psc(w);
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#if NCNN_image_shader
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        lane2 = (z4 % 8) / 4;
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        lane4 = z4 % 4;
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        z4 = z4 / 8;
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#else
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#if NCNN_fp16_packed
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        v_offset = ((z4 / 8) * psc(cstep) + y4 * psc(w) + x4) * 4 + (z4 % 8) / 2;
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        lane2 = z4 % 2;
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#else
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        v_offset = ((z4 / 8) * psc(cstep) + y4 * psc(w) + x4) * 8 + z4 % 8;
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#endif
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#endif
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    }
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    else // if (psc(dims) == 4)
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    {
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        int size = psc(w) * psc(h) * psc(d);
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        int dsize = psc(w) * psc(h);
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        z4 = i4 / size;
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        ivec4 yd4 = i4 % size / dsize;
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        ivec4 yh4 = i4 % size % dsize / psc(w);
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        x4 = i4 % size % dsize % psc(w);
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        y4 = yd4 * psc(h) + yh4;
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#if NCNN_image_shader
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        lane2 = (z4 % 8) / 4;
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        lane4 = z4 % 4;
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        z4 = z4 / 8;
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#else
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#if NCNN_fp16_packed
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        v_offset = ((z4 / 8) * psc(cstep) + y4 * psc(w) + x4) * 4 + (z4 % 8) / 2;
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        lane2 = z4 % 2;
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#else
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        v_offset = ((z4 / 8) * psc(cstep) + y4 * psc(w) + x4) * 8 + z4 % 8;
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#endif
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#endif
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    }
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#if NCNN_image_shader
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    afpvec8 v0 = image3d_ld8(bottom_blob_3d, ivec3(x4.r, y4.r, z4.r));
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    afpvec8 v1 = image3d_ld8(bottom_blob_3d, ivec3(x4.g, y4.g, z4.g));
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    afpvec8 v2 = image3d_ld8(bottom_blob_3d, ivec3(x4.b, y4.b, z4.b));
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    afpvec8 v3 = image3d_ld8(bottom_blob_3d, ivec3(x4.a, y4.a, z4.a));
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    afpvec4 v;
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    v.r = v0[lane2.r][lane4.r];
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    v.g = v1[lane2.g][lane4.g];
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    v.b = v2[lane2.b][lane4.b];
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    v.a = v3[lane2.a][lane4.a];
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    if (ndim == 1) image3d_st4(top_blob_3d, ivec3(gx, 0, 0), v);
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    if (ndim == 2) image3d_st4(top_blob_3d, ivec3(gx, gy, 0), v);
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    if (ndim == 3 || ndim == 4) image3d_st4(top_blob_3d, ivec3(gx, gy, gz), v);
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#else
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    int gi;
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    if (ndim == 1) gi = gx;
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    if (ndim == 2) gi = gy * psc(outw) + gx;
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    if (ndim == 3 || ndim == 4) gi = gz * psc(outcstep) + gy * psc(outw) + gx;
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#if NCNN_fp16_packed
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    afpvec2 vr = buffer_ld2(bottom_blob_data, v_offset.r);
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    afpvec2 vg = buffer_ld2(bottom_blob_data, v_offset.g);
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    afpvec2 vb = buffer_ld2(bottom_blob_data, v_offset.b);
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    afpvec2 va = buffer_ld2(bottom_blob_data, v_offset.a);
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    afpvec4 v = afpvec4(vr[lane2.r], vg[lane2.g], vb[lane2.b], va[lane2.a]);
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    buffer_st4(top_blob_data, gi, v);
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#else
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    buffer_cp1to4(top_blob_data, gi, bottom_blob_data, v_offset);
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#endif
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#endif
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}
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