1#version 450
2#define LOCAL_SZ_X 256
3layout(push_constant) uniform pushBlock {
4    int in_h;
5    int in_w;
6    int out_h;
7    int out_w;
8    int stride_h;
9    int stride_w;
10    int pad_h;
11    int pad_w;
12    int filter_h;
13    int filter_w;
14    int dilation_h;
15    int dilation_w;
16    int channels;
17    int batch;
18    int has_bias;
19    int M;
20    int K;
21    int N;
22    int basic_shader_batch_idx;
23    int basic_shader_partition_idx;
24    int basic_shader_partition_size;
25} p;
26
27layout(binding = 0) readonly buffer Input0{
28    float in_buffer[];
29};
30layout(binding = 1) readonly buffer Input1 {
31    float bias_data[];
32};
33layout(binding = 2) readonly buffer Input3{
34    float weight_data[];
35};
36layout(binding = 3) writeonly buffer Output{
37    float out_buffer[];
38};
39layout(local_size_x = LOCAL_SZ_X, local_size_y = 1, local_size_z = 1) in;
40
41/*
42   Each work item compute one output cell
43*/
44void main()
45{
46    int gx = int(gl_GlobalInvocationID.x);
47    int gy = int(gl_GlobalInvocationID.y);
48    int gz = int(gl_GlobalInvocationID.z);
49    if(gx < p.out_w && gy < p.out_h && gz < p.channels)
50    {
51        float sum = 0.0f;
52
53        int org_y = gy * p.stride_h - p.pad_h;
54        int org_x = gx * p.stride_w - p.pad_w;
55
56        int weight_off = gz * p.filter_h * p.filter_w;
57        int input_off = (p.basic_shader_batch_idx * p.channels + gz) * p.in_h * p.in_w + org_y * p.in_w + org_x;
58        for(int y = 0; y < p.filter_h; y++)
59        {
60            for(int x = 0; x < p.filter_w; x++)
61            {
62                if(org_y + y * p.dilation_h >= 0 && org_y + y * p.dilation_h < p.in_h && org_x + x * p.dilation_w >= 0 && org_x + x * p.dilation_w < p.in_w)
63                {
64                    sum += in_buffer[input_off + x * p.dilation_w] * weight_data[weight_off + x];
65                }
66            }
67            weight_off += p.filter_w;
68            input_off += p.in_w * p.dilation_h;
69        }
70
71        int offset = (p.basic_shader_batch_idx * p.channels + gz) * p.out_h * p.out_w + gy * p.out_w + gx;
72        if (p.has_bias == 1)
73            out_buffer[offset] = sum + bias_data[gz];
74        else
75            out_buffer[offset] = sum;
76    }
77}
78