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