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- // Tencent is pleased to support the open source community by making ncnn available.
- //
- // Copyright (C) 2020 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
- struct sfpvec8 { f16vec4 abcd; f16vec4 efgh; };
- #endif
- #if NCNN_fp16_arithmetic
- #extension GL_EXT_shader_explicit_arithmetic_types_float16: require
- #endif
-
- layout (constant_id = 0) const int num_slope = 0;
- layout (constant_id = 1) const float slope_value = 1.f;
-
- #define shape_constant_id_offset 2
- 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;
-
- #if NCNN_image_shader
- layout (binding = 0) uniform unfp sampler3D bottom_blob_3d;
- layout (binding = 1, imfmtc4) writeonly uniform unfp image3D top_blob_3d;
- layout (binding = 2) uniform unfp sampler3D slope_blob;
- #else
- layout (binding = 0) buffer bottom_top_blob { sfpvec8 bottom_top_blob_data[]; };
- layout (binding = 1) readonly buffer slope_blob { sfpvec8 slope_blob_data[]; };
- #endif
-
- 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 >= psc(w) || gy >= psc(h) || gz >= psc(c))
- return;
-
- #if NCNN_image_shader
- afpvec8 v = image3d_ld8(bottom_blob_3d, ivec3(gx, gy, gz));
- #else
- const int gi = gz * psc(cstep) + gy * psc(w) + gx;
-
- afpvec8 v = buffer_ld8(bottom_top_blob_data, gi);
- #endif
-
- afpvec8 slope;
-
- if (num_slope == 1)
- {
- slope = afpvec8(afpvec4(slope_value), afpvec4(slope_value));
- }
- else
- {
- const ivec3 gxyz = ivec3(gx, gy, gz);
- const int abi = gxyz[psc(dims) - 1];
-
- #if NCNN_image_shader
- slope = image3d_ld8(slope_blob, ivec3(abi, 0, 0));
- #else
- slope = buffer_ld8(slope_blob_data, abi);
- #endif
- }
-
- v[0] = mix(v[0], v[0] * slope[0], lessThan(v[0], afpvec4(0.f)));
- v[1] = mix(v[1], v[1] * slope[1], lessThan(v[1], afpvec4(0.f)));
-
- #if NCNN_image_shader
- image3d_st8(top_blob_3d, ivec3(gx, gy, gz), v);
- #else
- buffer_st8(bottom_top_blob_data, gi, v);
- #endif
- }
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