// Tencent is pleased to support the open source community by making ncnn available. // // Copyright (C) 2019 THL A29 Limited, a Tencent company. All rights reserved. // // Licensed under the BSD 3-Clause License (the "License"); you may not use this file except // in compliance with the License. You may obtain a copy of the License at // // https://opensource.org/licenses/BSD-3-Clause // // Unless required by applicable law or agreed to in writing, software distributed // under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR // CONDITIONS OF ANY KIND, either express or implied. See the License for the // specific language governing permissions and limitations under the License. #version 450 layout (constant_id = 0) const float slope = 0; layout (local_size_x_id = 233) in; layout (local_size_y_id = 234) in; layout (local_size_z_id = 235) in; layout (binding = 0) buffer bottom_top_blob { vec4 bottom_top_blob_data[]; }; layout (push_constant) uniform parameter { int dims; int w; int h; int c; int cstep; } p; void main() { int gx = int(gl_GlobalInvocationID.x); int gy = int(gl_GlobalInvocationID.y); int gz = int(gl_GlobalInvocationID.z); if (gx >= p.w || gy >= p.h || gz >= p.c) return; const int gi = gz * p.cstep + gy * p.w + gx; vec4 v = bottom_top_blob_data[gi]; if (slope == 0) v = max(v, 0.0); else v = mix(v, v * slope, lessThan(v, vec4(0.0))); bottom_top_blob_data[gi] = v; }