ncnn

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slice.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 axis = 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, imfmtc1) writeonly uniform unfp image3D top_blob_3d;
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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 { sfp 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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    int offset;
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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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    int positive_axis = axis < 0 ? psc(dims) + axis : axis;
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    ivec3 gxyz;
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    if (psc(dims) == 4)
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    {
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        int yd = gy / psc(outh);
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        int yh = gy % psc(outh);
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        ivec4 gxydz = ivec4(gx, yh, yd, gz);
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        gxydz[psc(dims) - 1 - positive_axis] += p.offset;
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        gxyz = ivec3(gxydz.r, gxydz.g + gxydz.b * psc(h), gxydz.a);
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    }
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    else
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    {
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        gxyz = ivec3(gx, gy, gz);
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        gxyz[psc(dims) - 1 - positive_axis] += p.offset;
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    }
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#if NCNN_image_shader
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    image3d_cp1(top_blob_3d, ivec3(gx, gy, gz), bottom_blob_3d, gxyz);
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#else
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    const int gi = gz * psc(outcstep) + gy * psc(outw) + gx;
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    int v_offset = gxyz.z * psc(cstep) + gxyz.y * psc(w) + gxyz.x;
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    buffer_cp1(top_blob_data, gi, bottom_blob_data, v_offset);
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#endif
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}
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