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softmax_reduce_sum_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 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 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_top_blob_3d;
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layout (binding = 1, imfmtc4) writeonly uniform unfp image3D sum_workspace_3d;
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#else
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layout (binding = 0) readonly buffer bottom_top_blob { sfpvec8 bottom_top_blob_data[]; };
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layout (binding = 1) writeonly buffer sum_workspace { sfpvec8 sum_workspace_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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    int positive_axis = axis < 0 ? psc(dims) + axis : axis;
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    afpvec8 sum_value = afpvec8(afpvec4(0.f), afpvec4(0.f));
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    if (psc(dims) == 1) // positive_axis == 0
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    {
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        for (int i = 0; i < psc(w); i++)
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        {
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#if NCNN_image_shader
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            afpvec8 v = image3d_ld8(bottom_top_blob_3d, ivec3(i, 0, 0));
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#else
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            afpvec8 v = buffer_ld8(bottom_top_blob_data, i);
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#endif
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            sum_value += v;
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        }
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        afpvec4 sum4 = sum_value[0] + sum_value[1];
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        afpvec2 sum2 = sum4.rg + sum4.ba;
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        afp sum1 = sum2.r + sum2.g;
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        sum_value = afpvec8(afpvec4(sum1), afpvec4(sum1));
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#if NCNN_image_shader
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        image3d_st8(sum_workspace_3d, ivec3(0, 0, 0), sum_value);
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#else
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        buffer_st8(sum_workspace_data, 0, sum_value);
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#endif
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        return;
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    }
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    if (psc(dims) == 2 && positive_axis == 0)
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    {
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        for (int i = 0; i < psc(h); i++)
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        {
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#if NCNN_image_shader
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            afpvec8 v = image3d_ld8(bottom_top_blob_3d, ivec3(gx, i, 0));
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#else
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            int v_offset = i * psc(w) + gx;
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            afpvec8 v = buffer_ld8(bottom_top_blob_data, v_offset);
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#endif
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            sum_value += v;
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        }
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        afpvec4 sum4 = sum_value[0] + sum_value[1];
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        afpvec2 sum2 = sum4.rg + sum4.ba;
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        afp sum1 = sum2.r + sum2.g;
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        sum_value = afpvec8(afpvec4(sum1), afpvec4(sum1));
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#if NCNN_image_shader
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        image3d_st8(sum_workspace_3d, ivec3(gx, 0, 0), sum_value);
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#else
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        buffer_st8(sum_workspace_data, gx, sum_value);
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#endif
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        return;
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    }
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    if (psc(dims) == 2 && positive_axis == 1)
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    {
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        for (int i = 0; i < psc(w); i++)
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        {
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#if NCNN_image_shader
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            afpvec8 v = image3d_ld8(bottom_top_blob_3d, ivec3(i, gx, 0));
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#else
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            int v_offset = gx * psc(w) + i;
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            afpvec8 v = buffer_ld8(bottom_top_blob_data, v_offset);
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#endif
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            sum_value += v;
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        }
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#if NCNN_image_shader
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        image3d_st8(sum_workspace_3d, ivec3(gx, 0, 0), sum_value);
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#else
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        buffer_st8(sum_workspace_data, gx, sum_value);
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#endif
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        return;
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    }
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    if (psc(dims) == 3 && positive_axis == 0)
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    {
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        for (int i = 0; i < psc(c); i++)
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        {
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#if NCNN_image_shader
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            afpvec8 v = image3d_ld8(bottom_top_blob_3d, ivec3(gx, gy, i));
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#else
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            int v_offset = i * psc(cstep) + gy * psc(w) + gx;
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            afpvec8 v = buffer_ld8(bottom_top_blob_data, v_offset);
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#endif
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            sum_value += v;
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        }
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        afpvec4 sum4 = sum_value[0] + sum_value[1];
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        afpvec2 sum2 = sum4.rg + sum4.ba;
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        afp sum1 = sum2.r + sum2.g;
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        sum_value = afpvec8(afpvec4(sum1), afpvec4(sum1));
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#if NCNN_image_shader
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        image3d_st8(sum_workspace_3d, ivec3(gx, gy, 0), sum_value);
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#else
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        buffer_st8(sum_workspace_data, gy * psc(w) + gx, sum_value);
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#endif
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        return;
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    }
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    if (psc(dims) == 3 && positive_axis == 1)
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    {
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        for (int i = 0; i < psc(h); i++)
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        {
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#if NCNN_image_shader
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            afpvec8 v = image3d_ld8(bottom_top_blob_3d, ivec3(gx, i, gy));
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#else
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            int v_offset = gy * psc(cstep) + i * psc(w) + gx;
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            afpvec8 v = buffer_ld8(bottom_top_blob_data, v_offset);
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#endif
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            sum_value += v;
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        }
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#if NCNN_image_shader
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        image3d_st8(sum_workspace_3d, ivec3(gx, gy, 0), sum_value);
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#else
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        buffer_st8(sum_workspace_data, gy * psc(w) + gx, sum_value);
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#endif
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        return;
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    }
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    if (psc(dims) == 3 && positive_axis == 2)
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    {
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        for (int i = 0; i < psc(w); i++)
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        {
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#if NCNN_image_shader
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            afpvec8 v = image3d_ld8(bottom_top_blob_3d, ivec3(i, gx, gy));
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#else
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            int v_offset = gy * psc(cstep) + gx * psc(w) + i;
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            afpvec8 v = buffer_ld8(bottom_top_blob_data, v_offset);
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#endif
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            sum_value += v;
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        }
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#if NCNN_image_shader
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        image3d_st8(sum_workspace_3d, ivec3(gx, gy, 0), sum_value);
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#else
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        buffer_st8(sum_workspace_data, gy * psc(h) + gx, sum_value);
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#endif
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        return;
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    }
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}
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