// // GLConverter.cpp // MNN // // Created by MNN on 2019/01/31. // Copyright © 2018, Alibaba Group Holding Limited // #include "backend/opengl/GLConverter.hpp" #include "AllShader.hpp" #include "backend/opengl/GLBackend.hpp" #include "core/Macro.h" #include "core/TensorUtils.hpp" namespace MNN { namespace OpenGL { GLConverter::GLConverter(const std::vector &inputs, const Op *op, Backend *bn) : Execution(bn) { } GLConverter::~GLConverter() { } ErrorCode GLConverter::onResize(const std::vector &inputs, const std::vector &outputs) { std::vector prefix; setLocalSize(prefix, mLocalSize, 8, 8, 1); mProgram = ((GLBackend *)backend())->getProgram("convert", glsl_converter_glsl, prefix); return NO_ERROR; } ErrorCode GLConverter::onExecute(const std::vector &inputs, const std::vector &outputs) { auto input = inputs[0]; auto output = outputs[0]; std::vector inputShape = tensorShapeFormat(input); int ib = inputShape.at(0); int ih = inputShape.at(1); int iw = inputShape.at(2); int ic = inputShape.at(3); int ic_4 = UP_DIV(ic, 4); mProgram->useProgram(); glBindImageTexture(0, output->deviceId(), 0, GL_TRUE, 0, GL_WRITE_ONLY, ((GLBackend *)backend())->getTextrueFormat()); OPENGL_CHECK_ERROR; { int texId = 0; glActiveTexture(GL_TEXTURE0 + texId); glUniform1i(1, texId); glBindTexture(GL_TEXTURE_3D, input->deviceId()); OPENGL_CHECK_ERROR; } glUniform1i(2, iw); glUniform1i(3, ih); glUniform1i(4, ic_4); ((GLBackend *)backend())->compute(UP_DIV(iw, mLocalSize[0]), UP_DIV(ih, mLocalSize[1]), UP_DIV(ic_4, mLocalSize[2])); return NO_ERROR; } GLCreatorRegister> __converter_op(OpType_ConvertTensor); } // namespace OpenGL } // namespace MNN