117 lines
3.0 KiB
Plaintext
117 lines
3.0 KiB
Plaintext
#version 450 core
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layout(std430) buffer;
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layout(set=0, binding=0) writeonly buffer destBuffer{
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float data[];
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}uOutput;
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layout(set=0, binding=1) readonly buffer sourceBuffer0{
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float data[];
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} uInput;
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layout(set=0, binding=2) readonly buffer sourceBuffer1{
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float data[];
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} uGrid;
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layout(set=0, binding=3) uniform gridSampleBuffer{
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ivec4 inShape; // inW, inH
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ivec4 outShape; // outW, outH
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bool alignCorners;
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}uGridSampleParam;
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layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
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float LoadSample(int positionX, int positionY, int c, int n) {
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float value;
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int width = uGridSampleParam.inShape.x;
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int height = uGridSampleParam.inShape.y;
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#ifdef PAD_MODE_ZEROS
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if (positionX < 0 || positionX >= width || positionY < 0 || positionY >= height) {
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value = 0.0;
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} else {
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value = uInput.data[0
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+ positionX * uGridSampleParam.inShape.z
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+ positionY * width * uGridSampleParam.inShape.z
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+ n * width * height * uGridSampleParam.inShape.z
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+ c
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];
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}
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#else
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positionX = clamp(positionX, 0, width - 1);
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positionY = clamp(positionY, 0, height - 1);
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value = uInput.data[0
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+ positionX * uGridSampleParam.inShape.z
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+ positionY * width * uGridSampleParam.inShape.z
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+ n * width * height * uGridSampleParam.inShape.z
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+ c
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];
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#endif
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return value;
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}
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void main()
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{
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int pos = int(gl_GlobalInvocationID.x);
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// input output grid layout is NC4HW4
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ivec4 inputShape = uGridSampleParam.inShape;
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ivec4 outputShape = uGridSampleParam.outShape;
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int total = outputShape.x * outputShape.y * outputShape.z * outputShape.w;
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if(pos < total)
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{
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// get nchw num of output
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int x = pos % outputShape.x;
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int tmp = pos / outputShape.x;
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int y = tmp % outputShape.y;
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tmp = tmp / outputShape.y;
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int z = tmp % outputShape.z;
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int n = tmp / outputShape.z;
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// get position in grid
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int gridPosition = n * outputShape.x * outputShape.y + y * outputShape.x + x;
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float gridX = uGrid.data[inputShape.w * gridPosition + 0];
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float gridY = uGrid.data[inputShape.w * gridPosition + 1];
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// compute position of input
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#ifdef NEAREST
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float cordH = (gridY) * (inputShape.y);
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float cordW = (gridX) * (inputShape.x);
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int positionX = int(floor(cordW));
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int positionY = int(floor(cordH));
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float value = LoadSample(positionX, positionY, z, n);
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#else
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float cordH = (gridY) * (inputShape.y) - 0.5;
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float cordW = (gridX) * (inputShape.x) - 0.5;
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int w0_h = int(floor(cordH));
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int w0_w = int(floor(cordW));
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int w1_h = w0_h + 1;
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int w1_w = w0_w + 1;
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float oneV = float(1.0);
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float i00 = LoadSample(w0_w, w0_h, z, n);
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float i01 = LoadSample(w1_w, w0_h, z, n);
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float i10 = LoadSample(w0_w, w1_h, z, n);
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float i11 = LoadSample(w1_w, w1_h, z, n);
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float f0 = float(float(w1_w) - cordW);
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float f1 = oneV - f0;
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float h0 = float(float(w1_h) - cordH);
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float h1 = oneV - h0;
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float i0 = i00 * f0 + i01 * f1;
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float i1 = i10 * f0 + i11 * f1;
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float value = i0 * h0 + i1 * h1;
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#endif
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uOutput.data[0
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+ x * outputShape.z
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+ y * outputShape.x * outputShape.z
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+ z
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+ n * outputShape.x * outputShape.y * outputShape.z
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] = value;
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}
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}
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