1// Tencent is pleased to support the open source community by making ncnn available.
2//
3// Copyright (C) 2020 THL A29 Limited, a Tencent company. All rights reserved.
4//
5// Licensed under the BSD 3-Clause License (the "License"); you may not use this file except
6// in compliance with the License. You may obtain a copy of the License at
7//
8// https://opensource.org/licenses/BSD-3-Clause
9//
10// Unless required by applicable law or agreed to in writing, software distributed
11// under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
12// CONDITIONS OF ANY KIND, either express or implied. See the License for the
13// specific language governing permissions and limitations under the License.
14
15#version 450
16
17#if NCNN_fp16_storage
18#extension GL_EXT_shader_16bit_storage: require
19struct sfpvec8 { f16vec4 abcd; f16vec4 efgh; };
20#endif
21#if NCNN_fp16_arithmetic
22#extension GL_EXT_shader_explicit_arithmetic_types_float16: require
23#endif
24
25layout (constant_id = 0) const int num_slope = 0;
26layout (constant_id = 1) const float slope_value = 1.f;
27
28#define shape_constant_id_offset 2
29layout (constant_id = shape_constant_id_offset + 0) const int dims = 0;
30layout (constant_id = shape_constant_id_offset + 1) const int w = 0;
31layout (constant_id = shape_constant_id_offset + 2) const int h = 0;
32layout (constant_id = shape_constant_id_offset + 3) const int c = 0;
33layout (constant_id = shape_constant_id_offset + 4) const int cstep = 0;
34
35#if NCNN_image_shader
36layout (binding = 0) uniform unfp sampler3D bottom_blob_3d;
37layout (binding = 1, imfmtc4) writeonly uniform unfp image3D top_blob_3d;
38layout (binding = 2) uniform unfp sampler3D slope_blob;
39#else
40layout (binding = 0) buffer bottom_top_blob { sfpvec8 bottom_top_blob_data[]; };
41layout (binding = 1) readonly buffer slope_blob { sfpvec8 slope_blob_data[]; };
42#endif
43
44layout (push_constant) uniform parameter
45{
46    int dims;
47    int w;
48    int h;
49    int c;
50    int cstep;
51} p;
52
53void main()
54{
55    int gx = int(gl_GlobalInvocationID.x);
56    int gy = int(gl_GlobalInvocationID.y);
57    int gz = int(gl_GlobalInvocationID.z);
58
59    if (gx >= psc(w) || gy >= psc(h) || gz >= psc(c))
60        return;
61
62#if NCNN_image_shader
63    afpvec8 v = image3d_ld8(bottom_blob_3d, ivec3(gx, gy, gz));
64#else
65    const int gi = gz * psc(cstep) + gy * psc(w) + gx;
66
67    afpvec8 v = buffer_ld8(bottom_top_blob_data, gi);
68#endif
69
70    afpvec8 slope;
71
72    if (num_slope == 1)
73    {
74        slope = afpvec8(afpvec4(slope_value), afpvec4(slope_value));
75    }
76    else
77    {
78        const ivec3 gxyz = ivec3(gx, gy, gz);
79        const int abi = gxyz[psc(dims) - 1];
80
81#if NCNN_image_shader
82        slope = image3d_ld8(slope_blob, ivec3(abi, 0, 0));
83#else
84        slope = buffer_ld8(slope_blob_data, abi);
85#endif
86    }
87
88    v[0] = mix(v[0], v[0] * slope[0], lessThan(v[0], afpvec4(0.f)));
89    v[1] = mix(v[1], v[1] * slope[1], lessThan(v[1], afpvec4(0.f)));
90
91#if NCNN_image_shader
92    image3d_st8(top_blob_3d, ivec3(gx, gy, gz), v);
93#else
94    buffer_st8(bottom_top_blob_data, gi, v);
95#endif
96}
97