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author | Giorgio Arena <giorgio.arena@arm.com> | 2018-04-04 17:44:26 +0100 |
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committer | Anthony Barbier <anthony.barbier@arm.com> | 2018-11-02 16:50:48 +0000 |
commit | 7657224de2b697a8a92cccf26d98e53ccd7c1a03 (patch) | |
tree | 1dcfa4541dbaf753854a628c93991652158d373e /src/core/GLES_COMPUTE/cs_shaders/depthwise_convolution3x3.cs | |
parent | e74b201ca1abca040ca9f30837fdf19aa610e7c4 (diff) | |
download | ComputeLibrary-7657224de2b697a8a92cccf26d98e53ccd7c1a03.tar.gz |
COMPMID-926 Add depth multiplier support to NEON/CL/GLES depthwise convolution
Change-Id: I03f32c62350e5ea43e77bb15fc5a832d83719e3b
Reviewed-on: https://eu-gerrit-1.euhpc.arm.com/126657
Tested-by: Jenkins <bsgcomp@arm.com>
Reviewed-by: Michele DiGiorgio <michele.digiorgio@arm.com>
Reviewed-by: Georgios Pinitas <georgios.pinitas@arm.com>
Diffstat (limited to 'src/core/GLES_COMPUTE/cs_shaders/depthwise_convolution3x3.cs')
-rw-r--r-- | src/core/GLES_COMPUTE/cs_shaders/depthwise_convolution3x3.cs | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/src/core/GLES_COMPUTE/cs_shaders/depthwise_convolution3x3.cs b/src/core/GLES_COMPUTE/cs_shaders/depthwise_convolution3x3.cs index adfc126c95..134cc1060f 100644 --- a/src/core/GLES_COMPUTE/cs_shaders/depthwise_convolution3x3.cs +++ b/src/core/GLES_COMPUTE/cs_shaders/depthwise_convolution3x3.cs @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 ARM Limited. + * Copyright (c) 2017-2018 ARM Limited. * * SPDX-License-Identifier: MIT * @@ -108,6 +108,8 @@ void main() uint z_index = gl_GlobalInvocationID.z; TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_index * weights_attrs.stride_z); + src_iter.current_offset_in_bytes -= int((z_index - z_index / uint(DEPTH_MULTIPLIER)) * src_attrs.step_z); + vec4 w[3]; w[0] = LOAD_UNPACK4_CURRENT_ITEM_HALF(weights_ptr, weights_iter); w[1] = LOAD_UNPACK4_HALF(weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); @@ -263,6 +265,8 @@ void main() uint z_index = gl_GlobalInvocationID.z; TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_index * weights_attrs.stride_z); + src_iter.current_offset_in_bytes -= int((z_index - z_index / uint(DEPTH_MULTIPLIER)) * src_attrs.step_z); + vec4 w[3]; w[0] = LOAD_UNPACK4_CURRENT_ITEM_HALF(weights_ptr, weights_iter); w[1] = LOAD_UNPACK4_HALF(weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); |