// Tencent is pleased to support the open source community by making ncnn available. // // Copyright (C) 2018 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 #if NCNN_fp16_storage #extension GL_EXT_shader_16bit_storage: require #endif #if NCNN_fp16_arithmetic #extension GL_EXT_shader_explicit_arithmetic_types_float16: require #endif layout (constant_id = 0) const int type = 1; layout (constant_id = 1) const float value = 0; layout (constant_id = 2) const int per_channel_pad = 0; #define shape_constant_id_offset 3 layout (constant_id = shape_constant_id_offset + 0) const int dims = 0; layout (constant_id = shape_constant_id_offset + 1) const int w = 0; layout (constant_id = shape_constant_id_offset + 2) const int h = 0; layout (constant_id = shape_constant_id_offset + 3) const int c = 0; layout (constant_id = shape_constant_id_offset + 4) const int cstep = 0; layout (constant_id = shape_constant_id_offset + 5) const int outdims = 0; layout (constant_id = shape_constant_id_offset + 6) const int outw = 0; layout (constant_id = shape_constant_id_offset + 7) const int outh = 0; layout (constant_id = shape_constant_id_offset + 8) const int outc = 0; layout (constant_id = shape_constant_id_offset + 9) const int outcstep = 0; #if NCNN_image_shader layout (binding = 0) uniform unfp sampler3D bottom_blob; layout (binding = 1, imfmtc1) writeonly uniform unfp image3D top_blob; layout (binding = 2) uniform unfp sampler3D per_channel_pad_blob; #else layout (binding = 0) readonly buffer bottom_blob { sfp bottom_blob_data[]; }; layout (binding = 1) writeonly buffer top_blob { sfp top_blob_data[]; }; layout (binding = 2) readonly buffer per_channel_pad_blob { sfp per_channel_pad_blob_data[]; }; #endif layout (push_constant) uniform parameter { int dims; int w; int h; int c; int cstep; int outdims; int outw; int outh; int outc; int outcstep; int left; int top; int front; } p; void main() { int gx = int(gl_GlobalInvocationID.x); int gy = int(gl_GlobalInvocationID.y); int gz = int(gl_GlobalInvocationID.z); if (gx >= psc(outw) || gy >= psc(outh) || gz >= psc(outc)) return; if (psc(dims) == 1) { int x = gx - p.left; if (type == 0) { if (x >= 0 && x < psc(w)) { #if NCNN_image_shader image3d_cp1(top_blob, ivec3(gx, 0, 0), bottom_blob, ivec3(x, 0, 0)); #else buffer_cp1(top_blob_data, gx, bottom_blob_data, x); #endif } else { afp v = afp(value); #if NCNN_image_shader image3d_st1(top_blob, ivec3(gx, 0, 0), v); #else buffer_st1(top_blob_data, gx, v); #endif } } if (type == 1) { x = clamp(x, 0, psc(w) - 1); #if NCNN_image_shader image3d_cp1(top_blob, ivec3(gx, 0, 0), bottom_blob, ivec3(x, 0, 0)); #else buffer_cp1(top_blob_data, gx, bottom_blob_data, x); #endif } if (type == 2) { x = abs(x); // NOTE psc(X) get zeros on nvidia // TODO only enable this workaround for some nvidia driver x = (p.w - 1) - abs(x - (p.w - 1)); // x = (psc(w) - 1) - abs(x - (psc(w) - 1)); #if NCNN_image_shader image3d_cp1(top_blob, ivec3(gx, 0, 0), bottom_blob, ivec3(x, 0, 0)); #else buffer_cp1(top_blob_data, gx, bottom_blob_data, x); #endif } } else if (psc(dims) == 2) { const int gi = gy * psc(outw) + gx; int x = gx - p.left; int y = gy - p.top; if (type == 0) { if (x >= 0 && x < psc(w) && y >= 0 && y < psc(h)) { #if NCNN_image_shader image3d_cp1(top_blob, ivec3(gx, gy, 0), bottom_blob, ivec3(x, y, 0)); #else int v_offset = y * psc(w) + x; buffer_cp1(top_blob_data, gi, bottom_blob_data, v_offset); #endif } else { afp v = afp(value); #if NCNN_image_shader image3d_st1(top_blob, ivec3(gx, gy, 0), v); #else buffer_st1(top_blob_data, gi, v); #endif } } if (type == 1) { x = clamp(x, 0, psc(w) - 1); y = clamp(y, 0, psc(h) - 1); #if NCNN_image_shader image3d_cp1(top_blob, ivec3(gx, gy, 0), bottom_blob, ivec3(x, y, 0)); #else int v_offset = y * psc(w) + x; buffer_cp1(top_blob_data, gi, bottom_blob_data, v_offset); #endif } if (type == 2) { x = abs(x); y = abs(y); // NOTE psc(X) get zeros on nvidia // TODO only enable this workaround for some nvidia driver x = (p.w - 1) - abs(x - (p.w - 1)); y = (p.h - 1) - abs(y - (p.h - 1)); // x = (psc(w) - 1) - abs(x - (psc(w) - 1)); // y = (psc(h) - 1) - abs(y - (psc(h) - 1)); #if NCNN_image_shader image3d_cp1(top_blob, ivec3(gx, gy, 0), bottom_blob, ivec3(x, y, 0)); #else int v_offset = y * psc(w) + x; buffer_cp1(top_blob_data, gi, bottom_blob_data, v_offset); #endif } } else // if (psc(dims) == 3) { const int gi = gz * psc(outcstep) + gy * psc(outw) + gx; int x = gx - p.left; int y = gy - p.top; int z = gz - p.front; if (type == 0) { if (x >= 0 && x < psc(w) && y >= 0 && y < psc(h) && z >= 0 && z < psc(c)) { #if NCNN_image_shader image3d_cp1(top_blob, ivec3(gx, gy, gz), bottom_blob, ivec3(x, y, z)); #else int v_offset = z * psc(cstep) + y * psc(w) + x; buffer_cp1(top_blob_data, gi, bottom_blob_data, v_offset); #endif } else if (per_channel_pad == 1) { #if NCNN_image_shader image3d_cp1(top_blob, ivec3(gx, gy, gz), per_channel_pad_blob, ivec3(gz, 0, 0)); #else buffer_cp1(top_blob_data, gi, per_channel_pad_blob_data, gz); #endif } else { afp v = afp(value); #if NCNN_image_shader image3d_st1(top_blob, ivec3(gx, gy, gz), v); #else buffer_st1(top_blob_data, gi, v); #endif } } if (type == 1) { x = clamp(x, 0, psc(w) - 1); y = clamp(y, 0, psc(h) - 1); z = clamp(z, 0, psc(c) - 1); #if NCNN_image_shader image3d_cp1(top_blob, ivec3(gx, gy, gz), bottom_blob, ivec3(x, y, z)); #else int v_offset = z * psc(cstep) + y * psc(w) + x; buffer_cp1(top_blob_data, gi, bottom_blob_data, v_offset); #endif } if (type == 2) { x = abs(x); y = abs(y); z = abs(z); // NOTE psc(X) get zeros on nvidia // TODO only enable this workaround for some nvidia driver x = (p.w - 1) - abs(x - (p.w - 1)); y = (p.h - 1) - abs(y - (p.h - 1)); z = (p.c - 1) - abs(z - (p.c - 1)); // x = (psc(w) - 1) - abs(x - (psc(w) - 1)); // y = (psc(h) - 1) - abs(y - (psc(h) - 1)); // z = (psc(c) - 1) - abs(z - (psc(c) - 1)); #if NCNN_image_shader image3d_cp1(top_blob, ivec3(gx, gy, gz), bottom_blob, ivec3(x, y, z)); #else int v_offset = z * psc(cstep) + y * psc(w) + x; buffer_cp1(top_blob_data, gi, bottom_blob_data, v_offset); #endif } } }