mirror of https://github.com/alibaba/MNN.git
75 lines
2.2 KiB
C++
75 lines
2.2 KiB
C++
//
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// GLRoiPooling.cpp
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// MNN
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//
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// Created by MNN on 2019/01/31.
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// Copyright © 2018, Alibaba Group Holding Limited
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//
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#include "backend/opengl/GLROIPooling.hpp"
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#include "AllShader.hpp"
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#include "backend/opengl/GLBackend.hpp"
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#include "core/Macro.h"
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namespace MNN {
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namespace OpenGL {
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GLRoiPooling::GLRoiPooling(const std::vector<Tensor *> &inputs, const Op *op, Backend *bn) : Execution(bn) {
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auto extra = (GLBackend *)bn;
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std::vector<std::string> prefix;
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setLocalSize(prefix, mLocalSize, 8, 8, 1);
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mPoolProgram = extra->getProgram("roipooling", glsl_roiPooling_glsl, prefix);
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mSpatialScale = op->main_as_RoiParameters()->spatialScale();
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}
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GLRoiPooling::~GLRoiPooling() {
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}
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ErrorCode GLRoiPooling::onResize(const std::vector<Tensor *> &inputs, const std::vector<Tensor *> &outputs) {
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return NO_ERROR;
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}
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ErrorCode GLRoiPooling::onExecute(const std::vector<Tensor *> &inputs, const std::vector<Tensor *> &outputs) {
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auto output = outputs[0];
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auto input = inputs[0];
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auto roi = inputs[0];
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int ob = output->batch();
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int oc = output->channel();
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int oh = output->height();
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int ow = output->width();
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int oc_4 = UP_DIV(oc, 4);
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mPoolProgram->useProgram();
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{
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int texId = 0;
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glActiveTexture(GL_TEXTURE0 + texId);
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glUniform1i(0, texId);
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glBindTexture(GL_TEXTURE_3D, input->deviceId());
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OPENGL_CHECK_ERROR;
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}
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glBindImageTexture(1, output->deviceId(), 0, GL_TRUE, 0, GL_WRITE_ONLY, ((GLBackend *)backend())->getTextrueFormat());
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{
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int texId = 1;
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glActiveTexture(GL_TEXTURE0 + texId);
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glUniform1i(2, texId);
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glBindTexture(GL_TEXTURE_3D, roi->deviceId());
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OPENGL_CHECK_ERROR;
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}
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glUniform3i(10, output->width(), output->height(), UP_DIV(output->channel(), 4));
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glUniform3i(11, input->width(), input->height(), UP_DIV(input->channel(), 4));
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glUniform1f(12, mSpatialScale);
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OPENGL_CHECK_ERROR;
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((GLBackend *)backend())->compute(UP_DIV(ow, mLocalSize[0]), UP_DIV(oh, mLocalSize[1]), UP_DIV(oc_4, mLocalSize[2]));
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OPENGL_CHECK_ERROR;
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return NO_ERROR;
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}
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GLCreatorRegister<TypedCreator<GLRoiPooling>> __roipooling_op(OpType_ROIPooling);
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} // namespace OpenGL
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} // namespace MNN
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