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2026-07-13 13:33:03 +08:00

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layout(set=0, binding=0) writeonly buffer destBuffer{
FLOAT4 data[];
}uOutput;
layout(set=0, binding=1) readonly buffer inputBuffer {
FLOAT4 data[];
} uInput;
layout(set=0, binding=2) readonly buffer KernelBuffer{
uint data[];
} uKernel;
layout(set=0, binding=3) readonly buffer BiasBuffer{
FLOAT4 data[];
} uBias;
layout(set=0, binding=4) readonly buffer wss{
FLOAT4 data[];
} uWeightScale;
layout(set=0, binding=5) uniform constBuffer {
ivec2 pad;
ivec2 kernelSize;
ivec2 stride;
ivec2 dilate;
ivec4 inputSize;
ivec4 outputSize;
ivec4 offset;//batchOffset, hOffset, outputHeight, other
} uConstant;
#define UP_DIV(x, y) (((x)+(y)-1)/(y))
layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
void main()
{
int gpuIndex = int(gl_GlobalInvocationID.x);
int gpuIndexX = gpuIndex % uConstant.outputSize.x;
int temp = gpuIndex / uConstant.outputSize.x;
int gpuIndexY = temp % uConstant.outputSize.y;
int gpuIndexZ = temp / uConstant.outputSize.y;
ivec3 pos = ivec3(gpuIndexX, gpuIndexY, gpuIndexZ);
ivec3 outputSize = uConstant.outputSize.xyz;
int oz = pos.z / uConstant.outputSize.w;
int ob = pos.z % uConstant.outputSize.w;
if (gpuIndex < uConstant.outputSize.x * uConstant.outputSize.y * uConstant.outputSize.z * uConstant.outputSize.w)
{
ivec3 inputSize = uConstant.inputSize.xyz;
ivec2 s0 = pos.xy*uConstant.stride-uConstant.pad;
ivec2 sta = max(ivec2(0, 0), (UP_DIV(-s0, uConstant.dilate)));
ivec2 end = min(uConstant.kernelSize, UP_DIV(uConstant.inputSize.xy - s0, uConstant.dilate));
int fx, fy, fz;
FLOAT4 color = uBias.data[oz];
FLOAT4 ws = uWeightScale.data[oz];
FLOAT4 wb = uWeightScale.data[oz+uConstant.outputSize.z];
for (fy=sta.y; fy<end.y; ++fy)
{
int sy = fy*uConstant.dilate.y + s0.y;
for (fx=sta.x; fx<end.x; ++fx)
{
int sx = fx*uConstant.dilate.x + s0.x;
int kPosOffset = (fx+fy*uConstant.kernelSize.x + oz * uConstant.kernelSize.x * uConstant.kernelSize.y) * uConstant.inputSize.z;
for (fz=0; fz<uConstant.inputSize.z; ++fz)
{
int iPos = sx
+ sy * uConstant.inputSize.x
+ fz * uConstant.inputSize.x * uConstant.inputSize.y * uConstant.inputSize.w
+ ob * uConstant.inputSize.x * uConstant.inputSize.y
;
FLOAT4 inputValue = uInput.data[iPos];
FLOAT4 k0 = FLOAT4(unpackSnorm4x8(uKernel.data[(kPosOffset+fz) * 4 + 0]));
FLOAT4 k1 = FLOAT4(unpackSnorm4x8(uKernel.data[(kPosOffset+fz) * 4 + 1]));
FLOAT4 k2 = FLOAT4(unpackSnorm4x8(uKernel.data[(kPosOffset+fz) * 4 + 2]));
FLOAT4 k3 = FLOAT4(unpackSnorm4x8(uKernel.data[(kPosOffset+fz) * 4 + 3]));
k0 = k0 * ws + wb;
k1 = k1 * ws + wb;
k2 = k2 * ws + wb;
k3 = k3 * ws + wb;
color += k0*inputValue.x;
color += k1*inputValue.y;
color += k2*inputValue.z;
color += k3*inputValue.w;
}
}
}
#ifdef RELU
color = max(color, FLOAT4(0));
#endif
#ifdef RELU6
color = clamp(color, FLOAT4(0), FLOAT4(6));
#endif
int oPos = pos.x
+ pos.y * uConstant.outputSize.x
+ pos.z * uConstant.outputSize.x * uConstant.outputSize.y
;
uOutput.data[oPos] = color;
}
}