ncnn

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shufflechannel_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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layout (constant_id = 0) const int group = 0;
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layout (constant_id = 1) const int bugihfa = 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 { 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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    int group;
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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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    const int channels_g = psc(c) * 4 / psc(group);
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    ivec4 gz4 = ivec4(gz * 4) + ivec4(0, 1, 2, 3);
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    ivec4 z4 = (gz4 % psc(group)) * channels_g + (gz4 / psc(group));
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#if NCNN_image_shader
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    ivec4 sz4 = z4 / 4;
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    afpvec4 vr = image3d_ld4(bottom_blob, ivec3(gx, gy, sz4.r));
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    afpvec4 vg = image3d_ld4(bottom_blob, ivec3(gx, gy, sz4.g));
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    afpvec4 vb = image3d_ld4(bottom_blob, ivec3(gx, gy, sz4.b));
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    afpvec4 va = image3d_ld4(bottom_blob, ivec3(gx, gy, sz4.a));
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#else
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    ivec4 v_offset = (z4 / 4) * psc(cstep) + gy * psc(w) + gx;
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    // v = v4[lane]
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    afpvec4 vr = buffer_ld4(bottom_blob_data, v_offset.r);
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    afpvec4 vg = buffer_ld4(bottom_blob_data, v_offset.g);
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    afpvec4 vb = buffer_ld4(bottom_blob_data, v_offset.b);
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    afpvec4 va = buffer_ld4(bottom_blob_data, v_offset.a);
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#endif
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    ivec4 lane4 = z4 % 4;
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    afpvec4 v;
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#if NCNN_fp16_arithmetic
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    if (bugihfa == 1)
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    {
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        if (lane4.r == 0) v.r = vr.r;
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        if (lane4.r == 1) v.r = vr.g;
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        if (lane4.r == 2) v.r = vr.b;
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        if (lane4.r == 3) v.r = vr.a;
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        if (lane4.g == 0) v.g = vg.r;
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        if (lane4.g == 1) v.g = vg.g;
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        if (lane4.g == 2) v.g = vg.b;
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        if (lane4.g == 3) v.g = vg.a;
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        if (lane4.b == 0) v.b = vb.r;
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        if (lane4.b == 1) v.b = vb.g;
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        if (lane4.b == 2) v.b = vb.b;
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        if (lane4.b == 3) v.b = vb.a;
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        if (lane4.a == 0) v.a = va.r;
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        if (lane4.a == 1) v.a = va.g;
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        if (lane4.a == 2) v.a = va.b;
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        if (lane4.a == 3) v.a = va.a;
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    }
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    else
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#endif
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    {
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        v = afpvec4(vr[lane4.r], vg[lane4.g], vb[lane4.b], va[lane4.a]);
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    }
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#if NCNN_image_shader
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    image3d_st4(top_blob, ivec3(gx, gy, gz), v);
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#else
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    int gi = gz * psc(outcstep) + gy * psc(outw) + gx;
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    buffer_st4(top_blob_data, gi, v);
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#endif
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}
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