mirror of https://github.com/alibaba/MNN.git
33 lines
1.0 KiB
GLSL
33 lines
1.0 KiB
GLSL
layout(std430) buffer;
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layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput;
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layout(binding=2) readonly buffer kernel{
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vec4 data[];
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} uKernel;
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layout(location = 3) uniform int uFxFy;
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layout(location = 4) uniform int uIc_4;
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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//weight buffer : oc ic h w -> oc/4, ic/4, ky kx ic4 oc4
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//index : ky kx, oc/4, ic/4
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//weight image : ky kx, oc/4, ic/4*ic4 oc4
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void main()
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{
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ivec3 pos = ivec3(gl_GlobalInvocationID) * ivec3(4, 1, 1);
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int kernelPos = 0
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+ pos.x * uFxFy
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+ 4*pos.y * uIc_4 * uFxFy
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+ 4*pos.z
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;
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vec4 color0 = uKernel.data[kernelPos+0];
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vec4 color1 = uKernel.data[kernelPos+1];
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vec4 color2 = uKernel.data[kernelPos+2];
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vec4 color3 = uKernel.data[kernelPos+3];
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imageStore(uOutput, ivec3(pos.x+0, pos.y, pos.z), color0);
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imageStore(uOutput, ivec3(pos.x+1, pos.y, pos.z), color1);
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imageStore(uOutput, ivec3(pos.x+2, pos.y, pos.z), color2);
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imageStore(uOutput, ivec3(pos.x+3, pos.y, pos.z), color3);
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}
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