mirror of https://github.com/alibaba/MNN.git
68 lines
2.4 KiB
GLSL
68 lines
2.4 KiB
GLSL
layout(std430) buffer;
|
|
layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput;
|
|
layout(location=1) uniform mediump sampler3D uInput;
|
|
layout(location=2) uniform mediump sampler3D uKernel;
|
|
|
|
layout(binding=3) readonly buffer bias{
|
|
vec4 data[];
|
|
} uBias;
|
|
|
|
layout(location=8) uniform int uUnroll;
|
|
|
|
layout(location=10) uniform ivec3 uOutputSize;
|
|
layout(location=11) uniform ivec3 uInputSize;
|
|
|
|
#define UP_DIV(x, y) (((x)+(y)-1)/(y))
|
|
|
|
layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in;
|
|
|
|
void main()
|
|
{
|
|
ivec3 outputSize = uOutputSize;
|
|
if (all(lessThan(ivec3(gl_GlobalInvocationID), outputSize)))
|
|
{
|
|
ivec3 pos = ivec3(gl_GlobalInvocationID)*ivec3(uUnroll, 1, 1);
|
|
ivec3 inputSize = uInputSize;
|
|
int sy = pos.y;
|
|
int sx = pos.x;
|
|
int fx, fy, fz;
|
|
vec4 color = uBias.data[pos.z];
|
|
vec4 color2 = color;
|
|
vec4 color3 = color;
|
|
vec4 color4 = color;
|
|
int kernelY = pos.z;
|
|
for (fz=0; fz<inputSize.z; ++fz)
|
|
{
|
|
int kernelX = 4*fz;
|
|
vec4 k0 = texelFetch(uKernel, ivec3(kernelX+0, kernelY, 0), 0);
|
|
vec4 k1 = texelFetch(uKernel, ivec3(kernelX+1, kernelY, 0), 0);
|
|
vec4 k2 = texelFetch(uKernel, ivec3(kernelX+2, kernelY, 0), 0);
|
|
vec4 k3 = texelFetch(uKernel, ivec3(kernelX+3, kernelY, 0), 0);
|
|
|
|
mat4 k = mat4(k0, k1, k2, k3);
|
|
|
|
color += k*texelFetch(uInput, ivec3(sx+0, sy, fz), 0);
|
|
color2 += k*texelFetch(uInput, ivec3(sx+1, sy, fz), 0);
|
|
color3 += k*texelFetch(uInput, ivec3(sx+2, sy, fz), 0);
|
|
color4 += k*texelFetch(uInput, ivec3(sx+3, sy, fz), 0);
|
|
}
|
|
#ifdef RELU
|
|
color = max(color, vec4(0));
|
|
color2 = max(color2, vec4(0));
|
|
color3 = max(color3, vec4(0));
|
|
color4 = max(color4, vec4(0));
|
|
#endif
|
|
#ifdef RELU6
|
|
color = clamp(color, vec4(0), vec4(6));
|
|
color2 = clamp(color2, vec4(0), vec4(6));
|
|
color3 = clamp(color3, vec4(0), vec4(6));
|
|
color4 = clamp(color4, vec4(0), vec4(6));
|
|
#endif
|
|
imageStore(uOutput, ivec3(pos.x+0, pos.y, pos.z), color);
|
|
imageStore(uOutput, ivec3(pos.x+1, pos.y, pos.z), color2);
|
|
imageStore(uOutput, ivec3(pos.x+2, pos.y, pos.z), color3);
|
|
imageStore(uOutput, ivec3(pos.x+3, pos.y, pos.z), color4);
|
|
}
|
|
|
|
}
|