91 lines
3.2 KiB
Plaintext
91 lines
3.2 KiB
Plaintext
layout(set=0, binding=0) writeonly buffer destBuffer{
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FLOAT4 data[];
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}uOutput;
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layout(set=0, binding=1) readonly buffer inputBuffer {
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FLOAT4 data[];
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} uInput;
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layout(set=0, binding=2) readonly buffer KernelBuffer{
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FLOAT4 data[];
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} uKernel;
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layout(set=0, binding=3) readonly buffer BiasBuffer{
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FLOAT4 data[];
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} uBias;
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layout(set=0, binding=4) uniform constBuffer {
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ivec2 pad;
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ivec2 kernelSize;
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ivec2 stride;
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ivec2 dilate;
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ivec4 inputSize;
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ivec4 outputSize;
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ivec4 offset;//batchOffset, hOffset, outputHeight, other
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} uConstant;
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#define UP_DIV(x, y) (((x)+(y)-1)/(y))
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layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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void main()
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{
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int gpuIndex = int(gl_GlobalInvocationID.x);
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int gpuIndexX = gpuIndex % uConstant.outputSize.x;
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int temp = gpuIndex / uConstant.outputSize.x;
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int gpuIndexY = temp % uConstant.outputSize.y;
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int gpuIndexZ = temp / uConstant.outputSize.y;
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ivec3 pos = ivec3(gpuIndexX, gpuIndexY, gpuIndexZ);
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ivec3 outputSize = uConstant.outputSize.xyz;
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int oz = pos.z / uConstant.outputSize.w;
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int ob = pos.z % uConstant.outputSize.w;
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if (gpuIndex < uConstant.outputSize.x * uConstant.outputSize.y * uConstant.outputSize.z * uConstant.outputSize.w)
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{
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ivec3 inputSize = uConstant.inputSize.xyz;
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ivec2 s0 = pos.xy*uConstant.stride-uConstant.pad;
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ivec2 sta = max(ivec2(0, 0), (UP_DIV(-s0, uConstant.dilate)));
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ivec2 end = min(uConstant.kernelSize, UP_DIV(uConstant.inputSize.xy - s0, uConstant.dilate));
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int fx, fy, fz;
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FLOAT4 color = uBias.data[oz];
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for (fy=sta.y; fy<end.y; ++fy)
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{
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int sy = fy*uConstant.dilate.y + s0.y;
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for (fx=sta.x; fx<end.x; ++fx)
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{
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int sx = fx*uConstant.dilate.x + s0.x;
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int kPosOffset = (fx+fy*uConstant.kernelSize.x + oz * uConstant.kernelSize.x * uConstant.kernelSize.y) * uConstant.inputSize.z;
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for (fz=0; fz<uConstant.inputSize.z; ++fz)
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{
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int iPos = sx
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+ sy * uConstant.inputSize.x
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+ fz * uConstant.inputSize.x * uConstant.inputSize.y * uConstant.inputSize.w
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+ ob * uConstant.inputSize.x * uConstant.inputSize.y
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;
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FLOAT4 inputValue = uInput.data[iPos];
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FLOAT4 k0 = uKernel.data[(kPosOffset+fz) * 4 + 0];
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FLOAT4 k1 = uKernel.data[(kPosOffset+fz) * 4 + 1];
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FLOAT4 k2 = uKernel.data[(kPosOffset+fz) * 4 + 2];
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FLOAT4 k3 = uKernel.data[(kPosOffset+fz) * 4 + 3];
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color += k0*inputValue.x;
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color += k1*inputValue.y;
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color += k2*inputValue.z;
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color += k3*inputValue.w;
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}
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}
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}
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#ifdef RELU
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color = max(color, FLOAT4(0.0));
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#endif
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#ifdef RELU6
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color = clamp(color, FLOAT4(0.0), FLOAT4(6.0));
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#endif
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int oPos = pos.x
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+ pos.y * uConstant.outputSize.x
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+ pos.z * uConstant.outputSize.x * uConstant.outputSize.y
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;
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uOutput.data[oPos] = color;
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}
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}
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