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+/*
+ * Copyright (c) 2017 ARM Limited.
+ *
+ * SPDX-License-Identifier: MIT
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to
+ * deal in the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+layout(local_size_x = LOCAL_SIZE_X, local_size_y = LOCAL_SIZE_Y, local_size_z = LOCAL_SIZE_Z) in;
+
+#include "helpers.h"
+
+layout(std140) uniform shader_params
+{
+ TENSOR3D_PARAM_DECLARATION(src);
+ TENSOR3D_PARAM_DECLARATION(dst);
+ TENSOR3D_PARAM_DECLARATION(weights);
+#ifdef BIAS
+ VECTOR_PARAM_DECLARATION(biases);
+#endif /* BIAS */
+ uint weights_stride_w;
+ uint weights_depth;
+};
+
+#define LOAD12(r, name, offset) \
+ r.x = LOAD4(name, offset); \
+ r.y = LOAD4(name, offset + uint(1)); \
+ r.z = LOAD4(name, offset + uint(2))
+
+#define LOAD3X3(r, name) \
+ r[0] = LOAD4(name, tensor3D_offset(name, 0, 0, 0)); \
+ r[1] = LOAD4(name, tensor3D_offset(name, 1, 0, 0)); \
+ r[2] = LOAD4(name, tensor3D_offset(name, 2, 0, 0)); \
+ r[3] = LOAD4(name, tensor3D_offset(name, 0, 1, 0)); \
+ r[4] = LOAD4(name, tensor3D_offset(name, 1, 1, 0)); \
+ r[5] = LOAD4(name, tensor3D_offset(name, 2, 1, 0)); \
+ r[6] = LOAD4(name, tensor3D_offset(name, 0, 2, 0)); \
+ r[7] = LOAD4(name, tensor3D_offset(name, 1, 2, 0)); \
+ r[8] = LOAD4(name, tensor3D_offset(name, 2, 2, 0))
+
+#if defined(PROCESS_1_ELEMENT)
+BUFFER_DECLARATION(src, 1, float, readonly);
+BUFFER_DECLARATION(dst, 2, float, writeonly);
+BUFFER_DECLARATION(weights, 3, float, readonly);
+#ifdef BIAS
+BUFFER_DECLARATION(biases, 4, float, readonly);
+#endif /* BIAS */
+
+/** This kernel performs a direct convolution to convolve the low three dimensions.
+ *
+ * @note The data type must be passed at compile time using "#define DATA_TYPE_FP32"
+ * @note If biases are used then "define HAS_BIAS" has to be passed at compile time
+ *
+ * @param[in] src_ptr Pointer to the source tensor. Supported data types: F32
+ * @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
+ * @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
+ * @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
+ * @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
+ * @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
+ * @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
+ * @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
+ * @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
+ * @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
+ * @param[out] weights_ptr Pointer to the weights tensor. Supported data types: same as @p src_ptr
+ * @param[in] weights_stride_x Stride of the weights tensor in X dimension (in bytes)
+ * @param[in] weights_step_x weights_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] weights_stride_y Stride of the weights tensor in Y dimension (in bytes)
+ * @param[in] weights_step_y weights_stride_y * number of elements along y processed per workitem(in bytes)
+ * @param[in] weights_stride_z Stride of the weights tensor in Z dimension (in bytes)
+ * @param[in] weights_step_z weights_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] weights_offset_first_element_in_bytes The offset of the first element in the weights tensor
+ * @param[in] biases_ptr Pointer to the biases tensor. Same as @p src_ptr
+ * @param[in] biases_stride_x Stride of the biases tensor in X dimension (in bytes)
+ * @param[in] biases_step_x biases_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] biases_offset_first_element_in_bytes The offset of the first element in the biases tensor
+ * @param[in] weights_stride_w Stride of the weights tensor in the 4th dimension
+ * @param[in] weights_depth The third dimensions of the weights tensors
+ */
+void main()
+{
+ Image src = CONVERT_TO_IMAGE_STRUCT(src);
+ Tensor3D weights = CONVERT_TO_TENSOR3D_STRUCT_NO_STEP(weights);
+ Tensor3D dst = CONVERT_TO_TENSOR3D_STRUCT(dst);
+
+#ifdef BIAS
+ Vector biases = CONVERT_TO_VECTOR_STRUCT_NO_STEP(biases);
+#endif /* BIAS */
+
+ float pixels = CONVERT(0, float);
+
+ uint z_index = gl_GlobalInvocationID.z;
+
+ weights.current_offset += z_index * weights_stride_w >> 2;
+
+ for(int d = 0; d < int(weights_depth); ++d)
+ {
+ vec3 temp;
+ vec3 w;
+
+ LOAD12(temp, src, offset(src, 0, 0));
+ LOAD12(w, weights, tensor3D_offset(weights, 0, 0, 0));
+
+ pixels += temp.x * w[0] + temp.y * w[1] + temp.z * w[2];
+
+ LOAD12(temp, src, offset(src, 0, 1));
+ LOAD12(w, weights, tensor3D_offset(weights, 0, 1, 0));
+
+ pixels += temp.x * w[0] + temp.y * w[1] + temp.z * w[2];
+
+ LOAD12(temp, src, offset(src, 0, 2));
+ LOAD12(w, weights, tensor3D_offset(weights, 0, 2, 0));
+
+ pixels += temp.x * w[0] + temp.y * w[1] + temp.z * w[2];
+
+ src.current_offset += src_stride_z >> 2;
+ weights.current_offset += weights_stride_z >> 2;
+ }
+
+#ifdef BIAS
+ pixels += LOAD4(biases, vector_offset(biases, int(z_index)));
+#endif /* BIAS */
+
+ STORE4(dst, CURRENT_OFFSET(dst), pixels);
+}
+#elif defined(PROCESS_8_ELEMENT)
+BUFFER_DECLARATION(src, 1, vec4, readonly);
+BUFFER_DECLARATION(dst, 2, vec4, writeonly);
+BUFFER_DECLARATION(weights, 3, float, readonly);
+#ifdef BIAS
+BUFFER_DECLARATION(biases, 4, float, readonly);
+#endif /* BIAS */
+
+#if STRIDE_X == 2
+#define CONVOLVE1x3(offset, w) convolve1x3_stride2(offset, w)
+#elif STRIDE_X == 1 /* STRIDE_X == 1 */
+#define CONVOLVE1x3(offset, w) convolve1x3_stride1(offset, w)
+#else /* STRIDE_X not equals 1 or 2 */
+#error STRIDE_X larger than 2 is not supported
+#endif /* STRIDE_X == 2 */
+
+vec4[2] convolve1x3_stride1(uint offset, vec3 w)
+{
+ vec4 middle;
+ vec4 right;
+ vec4 tmp[3];
+ vec4 r[2];
+
+ LOAD3(tmp, src, offset);
+
+ middle = vec4(tmp[0].yzw, tmp[1].x);
+ right = vec4(tmp[0].zw, tmp[1].xy);
+
+ r[0] = tmp[0] * w[0] + middle * w[1] + right * w[2];
+
+ middle = vec4(tmp[1].yzw, tmp[2].x);
+ right = vec4(tmp[1].zw, tmp[2].xy);
+
+ r[1] = tmp[1] * w[0] + middle * w[1] + right * w[2];
+
+ return r;
+}
+
+vec4[2] convolve1x3_stride2(uint offset, vec3 w)
+{
+ vec4 left;
+ vec4 middle;
+ vec4 right;
+ vec4 tmp[3];
+ vec4 r[2];
+
+ LOAD3(tmp, src, offset);
+
+ left = vec4(tmp[0].xz, tmp[1].xz);
+ middle = vec4(tmp[0].yw, tmp[1].yw);
+ right = vec4(tmp[0].z, tmp[1].xz, tmp[2].x);
+
+ r[0] = left * w[0] + middle * w[1] + right * w[2];
+
+ LOAD2(tmp, src, offset + ((uint(3) * src_stride_x) >> 2));
+
+ left = vec4(tmp[2].xz, tmp[0].xz);
+ middle = vec4(tmp[2].yw, tmp[0].yw);
+ right = vec4(tmp[2].z, tmp[0].xz, tmp[1].x);
+
+ r[1] = left * w[0] + middle * w[1] + right * w[2];
+
+ return r;
+}
+
+/** An optimized direct convolution 3x3 OpenGL ES compute shader for process 8 elements at once
+ *
+ * @note This OpenGL ES shader works with stride_x = 1 and 2
+ * @note The data type must be passed at compile time using "#define DATA_TYPE_FP32"
+ * @note If biases are used then "define HAS_BIAS" has to be passed at compile time
+ *
+ * @param[in] src_ptr Pointer to the source tensor. Supported data types: F32
+ * @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
+ * @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
+ * @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
+ * @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
+ * @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
+ * @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
+ * @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
+ * @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
+ * @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
+ * @param[out] weights_ptr Pointer to the weights tensor. Supported data types: same as @p src_ptr
+ * @param[in] weights_stride_x Stride of the weights tensor in X dimension (in bytes)
+ * @param[in] weights_step_x weights_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] weights_stride_y Stride of the weights tensor in Y dimension (in bytes)
+ * @param[in] weights_step_y weights_stride_y * number of elements along y processed per workitem(in bytes)
+ * @param[in] weights_stride_z Stride of the weights tensor in Z dimension (in bytes)
+ * @param[in] weights_step_z weights_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] weights_offset_first_element_in_bytes The offset of the first element in the weights tensor
+ * @param[in] biases_ptr Pointer to the biases tensor. Same as @p src_ptr
+ * @param[in] biases_stride_x Stride of the biases tensor in X dimension (in bytes)
+ * @param[in] biases_step_x biases_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] biases_offset_first_element_in_bytes The offset of the first element in the biases tensor
+ * @param[in] weights_stride_w Stride of the weights tensor in the 4th dimension
+ * @param[in] weights_depth The third dimensions of the weights tensors
+ */
+void main()
+{
+ Image src = CONVERT_TO_IMAGE_STRUCT(src);
+ Tensor3D weights = CONVERT_TO_TENSOR3D_STRUCT_NO_STEP(weights);
+ Tensor3D dst = CONVERT_TO_TENSOR3D_STRUCT(dst);
+
+#ifdef BIAS
+ Vector biases = CONVERT_TO_VECTOR_STRUCT_NO_STEP(biases);
+#endif /* BIAS */
+
+ vec4 pixels[2];
+ pixels[0] = vec4(0);
+ pixels[1] = vec4(0);
+
+ uint z_index = gl_GlobalInvocationID.z;
+
+ weights.current_offset += z_index * weights_stride_w >> 2;
+
+ for(int d = 0; d < int(weights_depth); ++d)
+ {
+ // load 3 weights once
+ vec3 w;
+ vec4 r[2];
+
+ // first line
+ LOAD3(w, weights, tensor3D_offset(weights, 0, 0, 0));
+
+ r = CONVOLVE1x3(src.current_offset >> uint(2), w);
+ pixels[0] += r[0];
+ pixels[1] += r[1];
+
+ // second line
+ LOAD3(w, weights, tensor3D_offset(weights, 0, 1, 0));
+
+ r = CONVOLVE1x3((src.current_offset + (src_stride_y >> 2)) >> uint(2), w);
+ pixels[0] += r[0];
+ pixels[1] += r[1];
+
+ // third line
+ LOAD3(w, weights, tensor3D_offset(weights, 0, 2, 0));
+
+ r = CONVOLVE1x3((src.current_offset + (src_stride_y >> 1)) >> uint(2), w);
+ pixels[0] += r[0];
+ pixels[1] += r[1];
+
+ src.current_offset += src_stride_z >> 2;
+ weights.current_offset += weights_stride_z >> 2;
+ }
+
+#ifdef BIAS
+ float b;
+ LOAD1(b, biases, vector_offset(biases, int(z_index)));
+ pixels[0] += vec4(b);
+ pixels[1] += vec4(b);
+#endif /* BIAS */
+
+ STORE2(dst, dst.current_offset >> uint(2), pixels);
+}
+#elif defined(PROCESS_4_ELEMENT)
+BUFFER_DECLARATION(src, 1, vec4, readonly);
+BUFFER_DECLARATION(dst, 2, vec4, writeonly);
+BUFFER_DECLARATION(weights, 3, float, readonly);
+#ifdef BIAS
+BUFFER_DECLARATION(biases, 4, float, readonly);
+#endif /* BIAS */
+
+#if STRIDE_X == 2
+#define CONVOLVE1x3(offset, w) convolve1x3_stride2(offset, w)
+#elif STRIDE_X == 1 /* STRIDE_X == 1 */
+#define CONVOLVE1x3(offset, w) convolve1x3_stride1(offset, w)
+#else /* STRIDE_X not equals 1 or 2 */
+#error STRIDE_X larger than 2 is not supported
+#endif /* STRIDE_X == 2 */
+
+vec4 convolve1x3_stride1(uint offset, vec3 w)
+{
+ vec4 tmp[2];
+ vec4 middle;
+ vec4 right;
+
+ LOAD2(tmp, src, offset);
+
+ middle = vec4(tmp[0].yzw, tmp[1].x);
+ right = vec4(tmp[0].zw, tmp[1].xy);
+
+ tmp[1] = tmp[0] * w[0] + middle * w[1] + right * w[2];
+
+ return tmp[1];
+}
+
+vec4 convolve1x3_stride2(uint offset, vec3 w)
+{
+ vec4 left;
+ vec4 middle;
+ vec4 right;
+
+ vec4 tmp[3];
+
+ LOAD3(tmp, src, offset);
+
+ left = vec4(tmp[0].xz, tmp[1].xz);
+ middle = vec4(tmp[0].yw, tmp[1].yw);
+ right = vec4(tmp[0].z, tmp[1].xz, tmp[2].x);
+
+ tmp[0] = left * w[0] + middle * w[1] + right * w[2];
+
+ return tmp[0];
+}
+
+/** An optimized direct convolution 3x3 OpenGL ES compute shader for process 4 elements at once
+ *
+ * @note This OpenGL ES shader works with stride_x = 1 and 2
+ * @note The data type must be passed at compile time using "#define DATA_TYPE_FP32"
+ * @note If biases are used then "define HAS_BIAS" has to be passed at compile time
+ *
+ * @param[in] src_ptr Pointer to the source tensor. Supported data types: F32
+ * @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
+ * @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
+ * @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
+ * @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
+ * @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
+ * @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
+ * @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
+ * @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
+ * @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
+ * @param[out] weights_ptr Pointer to the weights tensor. Supported data types: same as @p src_ptr
+ * @param[in] weights_stride_x Stride of the weights tensor in X dimension (in bytes)
+ * @param[in] weights_step_x weights_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] weights_stride_y Stride of the weights tensor in Y dimension (in bytes)
+ * @param[in] weights_step_y weights_stride_y * number of elements along y processed per workitem(in bytes)
+ * @param[in] weights_stride_z Stride of the weights tensor in Z dimension (in bytes)
+ * @param[in] weights_step_z weights_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] weights_offset_first_element_in_bytes The offset of the first element in the weights tensor
+ * @param[in] biases_ptr Pointer to the biases tensor. Same as @p src_ptr
+ * @param[in] biases_stride_x Stride of the biases tensor in X dimension (in bytes)
+ * @param[in] biases_step_x biases_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] biases_offset_first_element_in_bytes The offset of the first element in the biases tensor
+ * @param[in] weights_stride_w Stride of the weights tensor in the 4th dimension
+ * @param[in] weights_depth The third dimensions of the weights tensors
+ */
+void main()
+{
+ Image src = CONVERT_TO_IMAGE_STRUCT(src);
+ Tensor3D weights = CONVERT_TO_TENSOR3D_STRUCT_NO_STEP(weights);
+ Tensor3D dst = CONVERT_TO_TENSOR3D_STRUCT(dst);
+
+#ifdef BIAS
+ Vector biases = CONVERT_TO_VECTOR_STRUCT_NO_STEP(biases);
+#endif /* BIAS */
+
+ vec4 pixels;
+ pixels = vec4(0);
+
+ uint z_index = gl_GlobalInvocationID.z;
+
+ weights.current_offset += z_index * weights_stride_w >> 2;
+
+ for(int d = 0; d < int(weights_depth); ++d)
+ {
+ // load 3 weights once
+ vec3 w;
+
+ // first line
+ LOAD3(w, weights, tensor3D_offset(weights, 0, 0, 0));
+
+ pixels += CONVOLVE1x3(src.current_offset >> uint(2), w);
+
+ // second line
+ LOAD3(w, weights, tensor3D_offset(weights, 0, 1, 0));
+
+ pixels += CONVOLVE1x3((src.current_offset + (src_stride_y >> 2)) >> uint(2), w);
+
+ // third line
+ LOAD3(w, weights, tensor3D_offset(weights, 0, 2, 0));
+
+ pixels += CONVOLVE1x3((src.current_offset + (src_stride_y >> 1)) >> uint(2), w);
+
+ src.current_offset += src_stride_z >> 2;
+ weights.current_offset += weights_stride_z >> 2;
+ }
+
+#ifdef BIAS
+ float b;
+ LOAD1(b, biases, vector_offset(biases, int(z_index)));
+ pixels += vec4(b);
+#endif /* BIAS */
+
+ STORE1(dst, dst.current_offset >> uint(2), pixels);
+}
+#elif defined(PROCESS_X_4ELEMENTS_Y_3ELEMENTS)
+BUFFER_DECLARATION(src, 1, vec4, readonly);
+BUFFER_DECLARATION(dst, 2, vec4, writeonly);
+BUFFER_DECLARATION(weights, 3, float, readonly);
+#ifdef BIAS
+BUFFER_DECLARATION(biases, 4, float, readonly);
+#endif /* BIAS */
+
+#define CONVOLVE1x3(left, middle, right, w) convolve1x3_stride1(left, middle, right, w)
+
+vec4 convolve1x3_stride1(vec4 left, vec4 middle, vec4 right, vec3 w)
+{
+ vec4 r;
+
+ r = left * w[0] + middle * w[1] + right * w[2];
+
+ return r;
+}
+
+/** An optimized direct convolution 3x3 OpenGL ES compute shader for process 4x3 elements at once
+ *
+ * @note This OpenGL ES shader works with stride_x = 1 and 2
+ * @note The data type must be passed at compile time using "#define DATA_TYPE_FP32"
+ * @note If biases are used then "define HAS_BIAS" has to be passed at compile time
+ *
+ * @param[in] src_ptr Pointer to the source tensor. Supported data types: F32
+ * @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
+ * @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
+ * @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
+ * @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
+ * @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
+ * @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
+ * @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
+ * @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
+ * @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
+ * @param[out] weights_ptr Pointer to the weights tensor. Supported data types: same as @p src_ptr
+ * @param[in] weights_stride_x Stride of the weights tensor in X dimension (in bytes)
+ * @param[in] weights_step_x weights_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] weights_stride_y Stride of the weights tensor in Y dimension (in bytes)
+ * @param[in] weights_step_y weights_stride_y * number of elements along y processed per workitem(in bytes)
+ * @param[in] weights_stride_z Stride of the weights tensor in Z dimension (in bytes)
+ * @param[in] weights_step_z weights_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] weights_offset_first_element_in_bytes The offset of the first element in the weights tensor
+ * @param[in] biases_ptr Pointer to the biases tensor. Same as @p src_ptr
+ * @param[in] biases_stride_x Stride of the biases tensor in X dimension (in bytes)
+ * @param[in] biases_step_x biases_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] biases_offset_first_element_in_bytes The offset of the first element in the biases tensor
+ * @param[in] weights_stride_w Stride of the weights tensor in the 4th dimension
+ * @param[in] weights_depth The third dimensions of the weights tensors
+ */
+void main()
+{
+ Image src = CONVERT_TO_IMAGE_STRUCT(src);
+ Tensor3D weights = CONVERT_TO_TENSOR3D_STRUCT_NO_STEP(weights);
+ Tensor3D dst = CONVERT_TO_TENSOR3D_STRUCT(dst);
+
+#ifdef BIAS
+ Vector biases = CONVERT_TO_VECTOR_STRUCT_NO_STEP(biases);
+#endif /* BIAS */
+
+ vec4 pixels[3];
+ pixels[0] = vec4(0);
+ pixels[1] = vec4(0);
+ pixels[2] = vec4(0);
+
+ uint z_index = gl_GlobalInvocationID.z;
+
+ weights.current_offset += z_index * weights_stride_w >> 2;
+
+ for(int d = 0; d < int(weights_depth); ++d)
+ {
+ // load 3 weights once
+ vec3 w[3];
+
+ LOAD3(w[0], weights, tensor3D_offset(weights, 0, 0, 0));
+ LOAD3(w[1], weights, tensor3D_offset(weights, 0, 1, 0));
+ LOAD3(w[2], weights, tensor3D_offset(weights, 0, 2, 0));
+
+ vec4 s[2];
+ vec4 middle;
+ vec4 right;
+ // first line
+ LOAD2(s, src, src.current_offset >> uint(2));
+ middle = vec4(s[0].yzw, s[1].x);
+ right = vec4(s[0].zw, s[1].xy);
+ pixels[0] += CONVOLVE1x3(s[0], middle, right, w[0]);
+
+ // second line
+ LOAD2(s, src, (src.current_offset + (src_stride_y >> 2)) >> uint(2));
+ middle = vec4(s[0].yzw, s[1].x);
+ right = vec4(s[0].zw, s[1].xy);
+ pixels[0] += CONVOLVE1x3(s[0], middle, right, w[1]);
+ pixels[1] += CONVOLVE1x3(s[0], middle, right, w[0]);
+
+ // third line
+ LOAD2(s, src, (src.current_offset + (src_stride_y >> 1)) >> uint(2));
+ middle = vec4(s[0].yzw, s[1].x);
+ right = vec4(s[0].zw, s[1].xy);
+ pixels[0] += CONVOLVE1x3(s[0], middle, right, w[2]);
+ pixels[1] += CONVOLVE1x3(s[0], middle, right, w[1]);
+ pixels[2] += CONVOLVE1x3(s[0], middle, right, w[0]);
+
+ // forth line
+ LOAD2(s, src, (src.current_offset + (uint(3) * (src_stride_y >> 2))) >> uint(2));
+ middle = vec4(s[0].yzw, s[1].x);
+ right = vec4(s[0].zw, s[1].xy);
+ pixels[1] += CONVOLVE1x3(s[0], middle, right, w[2]);
+ pixels[2] += CONVOLVE1x3(s[0], middle, right, w[1]);
+
+ // fifth line
+ LOAD2(s, src, (src.current_offset + (src_stride_y)) >> uint(2));
+ middle = vec4(s[0].yzw, s[1].x);
+ right = vec4(s[0].zw, s[1].xy);
+ pixels[2] += CONVOLVE1x3(s[0], middle, right, w[2]);
+
+ src.current_offset += src_stride_z >> 2;
+ weights.current_offset += weights_stride_z >> 2;
+ }
+
+#ifdef BIAS
+ float b;
+ LOAD1(b, biases, vector_offset(biases, int(z_index)));
+
+ pixels[0] += vec4(b);
+ pixels[1] += vec4(b);
+ pixels[2] += vec4(b);
+#endif /* BIAS */
+
+ STORE1(dst, dst.current_offset >> uint(2), pixels[0]);
+ STORE1(dst, (dst.current_offset + (dst_stride_y >> 2)) >> uint(2), pixels[1]);
+ STORE1(dst, (dst.current_offset + (dst_stride_y >> 1)) >> uint(2), pixels[2]);
+}
+#elif defined(PROCESS_X_8ELEMENTS_Y_3ELEMENTS_FP16)
+precision mediump float;
+
+BUFFER_DECLARATION(src, 1, uvec4, readonly);
+BUFFER_DECLARATION(dst, 2, uvec4, writeonly);
+BUFFER_DECLARATION(weights, 3, uint, readonly);
+#ifdef BIAS
+BUFFER_DECLARATION(biases, 4, uint, readonly);
+#endif /* BIAS */
+
+#define CONVOLVE1x3(s, w) convolve1x3_stride1(s, w)
+
+vec4[2] convolve1x3_stride1(vec4 tmp[3], vec3 w)
+{
+ vec4 middle;
+ vec4 right;
+ vec4 r[2];
+
+ middle = vec4(tmp[0].yzw, tmp[1].x);
+ right = vec4(tmp[0].zw, tmp[1].xy);
+
+ r[0] = tmp[0] * w[0] + middle * w[1] + right * w[2];
+
+ middle = vec4(tmp[1].yzw, tmp[2].x);
+ right = vec4(tmp[1].zw, tmp[2].xy);
+
+ r[1] = tmp[1] * w[0] + middle * w[1] + right * w[2];
+
+ return r;
+}
+
+vec4[3] load_and_unpack(uint offset)
+{
+ uvec4 packed_s[2];
+ vec4 s[3];
+
+ LOAD1(packed_s[0], src, offset);
+ LOAD1(packed_s[1], src, offset + uint(1));
+ ;
+
+ s[0] = vec4(unpackHalf2x16(packed_s[0].x), unpackHalf2x16(packed_s[0].y));
+ s[1] = vec4(unpackHalf2x16(packed_s[0].z), unpackHalf2x16(packed_s[0].w));
+ s[2] = vec4(unpackHalf2x16(packed_s[1].x), unpackHalf2x16(packed_s[1].y));
+
+ return s;
+}
+
+/** An optimized direct convolution 3x3 OpenGL ES compute shader for process 8x3 elements at once
+ *
+ * @note This OpenGL ES shader works with stride_x = 1 and 2
+ * @note The data type must be passed at compile time using "#define DATA_TYPE_FP16"
+ * @note If biases are used then "define HAS_BIAS" has to be passed at compile time
+ *
+ * @param[in] src_ptr Pointer to the source tensor. Supported data types: F16
+ * @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
+ * @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
+ * @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
+ * @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
+ * @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
+ * @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
+ * @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
+ * @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
+ * @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
+ * @param[out] weights_ptr Pointer to the weights tensor. Supported data types: same as @p src_ptr
+ * @param[in] weights_stride_x Stride of the weights tensor in X dimension (in bytes)
+ * @param[in] weights_step_x weights_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] weights_stride_y Stride of the weights tensor in Y dimension (in bytes)
+ * @param[in] weights_step_y weights_stride_y * number of elements along y processed per workitem(in bytes)
+ * @param[in] weights_stride_z Stride of the weights tensor in Z dimension (in bytes)
+ * @param[in] weights_step_z weights_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] weights_offset_first_element_in_bytes The offset of the first element in the weights tensor
+ * @param[in] biases_ptr Pointer to the biases tensor. Same as @p src_ptr
+ * @param[in] biases_stride_x Stride of the biases tensor in X dimension (in bytes)
+ * @param[in] biases_step_x biases_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] biases_offset_first_element_in_bytes The offset of the first element in the biases tensor
+ * @param[in] weights_stride_w Stride of the weights tensor in the 4th dimension
+ * @param[in] weights_depth The third dimensions of the weights tensors
+ */
+void main()
+{
+ Image src = CONVERT_TO_IMAGE_STRUCT_FP16(src);
+ Tensor3D weights = CONVERT_TO_TENSOR3D_STRUCT_NO_STEP_FP16(weights);
+ Tensor3D dst = CONVERT_TO_TENSOR3D_STRUCT_FP16(dst);
+
+#ifdef BIAS
+ Vector biases = CONVERT_TO_VECTOR_STRUCT_NO_STEP_FP16(biases);
+#endif /* BIAS */
+
+ uvec2 packed_d[2];
+ uvec4 vd;
+
+ vec4 pixels[3][2];
+ int i, j;
+ for(i = 0; i < 3; i++)
+ {
+ for(j = 0; j < 2; j++)
+ {
+ pixels[i][j] = vec4(0);
+ }
+ }
+
+ uint z_index = gl_GlobalInvocationID.z;
+
+ weights.current_offset += z_index * weights_stride_w;
+
+ for(int d = 0; d < int(weights_depth); ++d)
+ {
+ // load 3 weights once
+ uvec2 packed_w[3];
+
+ LOAD2(packed_w[0], weights, tensor3D_offset_fp16(weights, 0, 0, 0) >> 2);
+ LOAD2(packed_w[1], weights, tensor3D_offset_fp16(weights, 0, 1, 0) >> 2);
+ LOAD2(packed_w[2], weights, tensor3D_offset_fp16(weights, 0, 2, 0) >> 2);
+
+ vec3 w[3];
+ w[0] = vec3(unpackHalf2x16(packed_w[0].x), unpackHalf2x16(packed_w[0].y).x);
+ w[1] = vec3(unpackHalf2x16(packed_w[1].x), unpackHalf2x16(packed_w[1].y).x);
+ w[2] = vec3(unpackHalf2x16(packed_w[2].x), unpackHalf2x16(packed_w[2].y).x);
+
+ uvec4 packed_s[2];
+ vec4 s[3];
+ vec4 r[2];
+ uint offset;
+ // first line
+ offset = src.current_offset >> uint(4);
+ s = load_and_unpack(offset);
+
+ r = CONVOLVE1x3(s, w[0]);
+ pixels[0][0] += r[0];
+ pixels[0][1] += r[1];
+
+ // second line
+ offset = (src.current_offset + src_stride_y) >> uint(4);
+ s = load_and_unpack(offset);
+
+ r = CONVOLVE1x3(s, w[1]);
+ pixels[0][0] += r[0];
+ pixels[0][1] += r[1];
+ r = CONVOLVE1x3(s, w[0]);
+ pixels[1][0] += r[0];
+ pixels[1][1] += r[1];
+
+ // third line
+ offset = (src.current_offset + (src_stride_y << 1)) >> uint(4);
+ s = load_and_unpack(offset);
+
+ r = CONVOLVE1x3(s, w[2]);
+ pixels[0][0] += r[0];
+ pixels[0][1] += r[1];
+ r = CONVOLVE1x3(s, w[1]);
+ pixels[1][0] += r[0];
+ pixels[1][1] += r[1];
+ r = CONVOLVE1x3(s, w[0]);
+ pixels[2][0] += r[0];
+ pixels[2][1] += r[1];
+
+ // forth line
+ offset = (src.current_offset + uint(3) * (src_stride_y)) >> uint(4);
+ s = load_and_unpack(offset);
+
+ r = CONVOLVE1x3(s, w[2]);
+ pixels[1][0] += r[0];
+ pixels[1][1] += r[1];
+ r = CONVOLVE1x3(s, w[1]);
+ pixels[2][0] += r[0];
+ pixels[2][1] += r[1];
+
+ // fifth line
+ offset = (src.current_offset + (src_stride_y << 2)) >> uint(4);
+ s = load_and_unpack(offset);
+
+ r = CONVOLVE1x3(s, w[2]);
+ pixels[2][0] += r[0];
+ pixels[2][1] += r[1];
+
+ src.current_offset += src_stride_z;
+ weights.current_offset += weights_stride_z;
+ }
+
+#ifdef BIAS
+ uint packed_b;
+ float b;
+ LOAD1(packed_b, biases, vector_offset_fp16(biases, int(z_index)) >> 2);
+
+ if(z_index % uint(2) == uint(0))
+ {
+ b = unpackHalf2x16(packed_b).x;
+ }
+ else
+ {
+ b = unpackHalf2x16(packed_b).y;
+ }
+
+ for(i = 0; i < 3; i++)
+ {
+ for(j = 0; j < 2; j++)
+ {
+ pixels[i][j] += vec4(b);
+ }
+ }
+#endif /* BIAS */
+
+ packed_d[0] = uvec2(packHalf2x16(pixels[0][0].xy), packHalf2x16(pixels[0][0].zw));
+ packed_d[1] = uvec2(packHalf2x16(pixels[0][1].xy), packHalf2x16(pixels[0][1].zw));
+ vd = uvec4(packed_d[0], packed_d[1]);
+ STORE1(dst, dst.current_offset >> uint(4), vd);
+
+ packed_d[0] = uvec2(packHalf2x16(pixels[1][0].xy), packHalf2x16(pixels[1][0].zw));
+ packed_d[1] = uvec2(packHalf2x16(pixels[1][1].xy), packHalf2x16(pixels[1][1].zw));
+ vd = uvec4(packed_d[0], packed_d[1]);
+ STORE1(dst, (dst.current_offset + dst_stride_y) >> uint(4), vd);
+
+ packed_d[0] = uvec2(packHalf2x16(pixels[2][0].xy), packHalf2x16(pixels[2][0].zw));
+ packed_d[1] = uvec2(packHalf2x16(pixels[2][1].xy), packHalf2x16(pixels[2][1].zw));
+ vd = uvec4(packed_d[0], packed_d[1]);
+ STORE1(dst, (dst.current_offset + (dst_stride_y << 1)) >> uint(4), vd);
+}
+#elif defined(PROCESS_X_4ELEMENTS_FP16)
+precision mediump float;
+
+BUFFER_DECLARATION(src, 1, uvec2, readonly);
+BUFFER_DECLARATION(dst, 2, uvec2, writeonly);
+BUFFER_DECLARATION(weights, 3, uint, readonly);
+#ifdef BIAS
+BUFFER_DECLARATION(biases, 4, uint, readonly);
+#endif /* BIAS */
+
+#if STRIDE_X == 2
+#define CONVOLVE1x3(s, w) convolve1x3_stride2(s, w)
+#define LOAD_AND_UNPACK(offset) load_and_unpack_stride2(offset)
+#elif STRIDE_X == 1 /* STRIDE_X == 1 */
+#define CONVOLVE1x3(s, w) convolve1x3_stride1(s, w)
+#define LOAD_AND_UNPACK(offset) load_and_unpack_stride1(offset)
+#else /* STRIDE_X not equals 1 or 2 */
+#error STRIDE_X larger than 2 is not supported
+#endif /* STRIDE_X == 2 */
+
+vec4 convolve1x3_stride1(vec4 tmp[2], vec3 w)
+{
+ vec4 middle;
+ vec4 right;
+ vec4 r;
+
+ middle = vec4(tmp[0].yzw, tmp[1].x);
+ right = vec4(tmp[0].zw, tmp[1].xy);
+
+ r = tmp[0] * w[0] + middle * w[1] + right * w[2];
+
+ return r;
+}
+
+vec4 convolve1x3_stride2(vec4 tmp[3], vec3 w)
+{
+ vec4 left;
+ vec4 middle;
+ vec4 right;
+ vec4 r;
+
+ left = vec4(tmp[0].xz, tmp[1].xz);
+ middle = vec4(tmp[0].yw, tmp[1].yw);
+ right = vec4(tmp[0].z, tmp[1].xz, tmp[2].x);
+
+ r = left * w[0] + middle * w[1] + right * w[2];
+
+ return r;
+}
+
+vec4[2] load_and_unpack_stride1(uint offset)
+{
+ uvec2 packed_s[2];
+ vec4 s[2];
+
+ LOAD1(packed_s[0], src, offset);
+ LOAD1(packed_s[1], src, offset + uint(1));
+
+ s[0] = vec4(unpackHalf2x16(packed_s[0].x), unpackHalf2x16(packed_s[0].y));
+ s[1] = vec4(unpackHalf2x16(packed_s[1].x), unpackHalf2x16(packed_s[1].y));
+
+ return s;
+}
+
+vec4[3] load_and_unpack_stride2(uint offset)
+{
+ uvec2 packed_s[3];
+ vec4 s[3];
+
+ LOAD1(packed_s[0], src, offset);
+ LOAD1(packed_s[1], src, offset + uint(1));
+ LOAD1(packed_s[2], src, offset + uint(2));
+
+ s[0] = vec4(unpackHalf2x16(packed_s[0].x), unpackHalf2x16(packed_s[0].y));
+ s[1] = vec4(unpackHalf2x16(packed_s[1].x), unpackHalf2x16(packed_s[1].y));
+ s[2] = vec4(unpackHalf2x16(packed_s[2].x), unpackHalf2x16(packed_s[2].y));
+
+ return s;
+}
+
+/** An optimized direct convolution 3x3 OpenGL ES compute shader for process 4 elements at once
+ *
+ * @note This OpenGL ES shader works with stride_x = 1 and 2
+ * @note The data type must be passed at compile time using "#define DATA_TYPE_FP16"
+ * @note If biases are used then "define HAS_BIAS" has to be passed at compile time
+ *
+ * @param[in] src_ptr Pointer to the source tensor. Supported data types: F16
+ * @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
+ * @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
+ * @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
+ * @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
+ * @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
+ * @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
+ * @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
+ * @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
+ * @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
+ * @param[out] weights_ptr Pointer to the weights tensor. Supported data types: same as @p src_ptr
+ * @param[in] weights_stride_x Stride of the weights tensor in X dimension (in bytes)
+ * @param[in] weights_step_x weights_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] weights_stride_y Stride of the weights tensor in Y dimension (in bytes)
+ * @param[in] weights_step_y weights_stride_y * number of elements along y processed per workitem(in bytes)
+ * @param[in] weights_stride_z Stride of the weights tensor in Z dimension (in bytes)
+ * @param[in] weights_step_z weights_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] weights_offset_first_element_in_bytes The offset of the first element in the weights tensor
+ * @param[in] biases_ptr Pointer to the biases tensor. Same as @p src_ptr
+ * @param[in] biases_stride_x Stride of the biases tensor in X dimension (in bytes)
+ * @param[in] biases_step_x biases_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] biases_offset_first_element_in_bytes The offset of the first element in the biases tensor
+ * @param[in] weights_stride_w Stride of the weights tensor in the 4th dimension
+ * @param[in] weights_depth The third dimensions of the weights tensors
+ */
+void main()
+{
+ Image src = CONVERT_TO_IMAGE_STRUCT_FP16(src);
+ Tensor3D weights = CONVERT_TO_TENSOR3D_STRUCT_NO_STEP_FP16(weights);
+ Tensor3D dst = CONVERT_TO_TENSOR3D_STRUCT_FP16(dst);
+
+#ifdef BIAS
+ Vector biases = CONVERT_TO_VECTOR_STRUCT_NO_STEP_FP16(biases);
+#endif /* BIAS */
+
+ uvec2 packed_d;
+
+ vec4 pixels = vec4(0);
+
+ uint z_index = gl_GlobalInvocationID.z;
+
+ weights.current_offset += z_index * weights_stride_w;
+
+ for(int d = 0; d < int(weights_depth); ++d)
+ {
+ // load 3 weights once
+ uvec2 packed_w[3];
+
+ LOAD2(packed_w[0], weights, tensor3D_offset_fp16(weights, 0, 0, 0) >> 2);
+ LOAD2(packed_w[1], weights, tensor3D_offset_fp16(weights, 0, 1, 0) >> 2);
+ LOAD2(packed_w[2], weights, tensor3D_offset_fp16(weights, 0, 2, 0) >> 2);
+
+ vec3 w[3];
+ w[0] = vec3(unpackHalf2x16(packed_w[0].x), unpackHalf2x16(packed_w[0].y).x);
+ w[1] = vec3(unpackHalf2x16(packed_w[1].x), unpackHalf2x16(packed_w[1].y).x);
+ w[2] = vec3(unpackHalf2x16(packed_w[2].x), unpackHalf2x16(packed_w[2].y).x);
+
+#if STRIDE_X == 2
+ vec4 s[3];
+#elif STRIDE_X == 1 /* STRIDE_X == 1 */
+ vec4 s[2];
+#else /* STRIDE_X not equals 1 or 2 */
+#error STRIDE_X larger than 2 is not supported
+#endif /* STRIDE_X == 2 */
+ vec4 r;
+ uint offset;
+ // first line
+ offset = src.current_offset >> uint(3);
+ s = LOAD_AND_UNPACK(offset);
+
+ pixels += CONVOLVE1x3(s, w[0]);
+
+ // second line
+ offset = (src.current_offset + src_stride_y) >> uint(3);
+ s = LOAD_AND_UNPACK(offset);
+
+ pixels += CONVOLVE1x3(s, w[1]);
+
+ // third line
+ offset = (src.current_offset + (src_stride_y << 1)) >> uint(3);
+ s = LOAD_AND_UNPACK(offset);
+
+ pixels += CONVOLVE1x3(s, w[2]);
+
+ src.current_offset += src_stride_z;
+ weights.current_offset += weights_stride_z;
+ }
+
+#ifdef BIAS
+ uint packed_b;
+ float b;
+ LOAD1(packed_b, biases, vector_offset_fp16(biases, int(z_index)) >> 2);
+
+ if(z_index % uint(2) == uint(0))
+ {
+ b = unpackHalf2x16(packed_b).x;
+ }
+ else
+ {
+ b = unpackHalf2x16(packed_b).y;
+ }
+
+ pixels += vec4(b);
+#endif /* BIAS */
+
+ packed_d = uvec2(packHalf2x16(pixels.xy), packHalf2x16(pixels.zw));
+ STORE1(dst, dst.current_offset >> uint(3), packed_d);
+}
+#elif defined(PROCESS_X_4ELEMENTS_Y_3ELEMENTS_FP16)
+precision mediump float;
+
+BUFFER_DECLARATION(src, 1, uvec2, readonly);
+BUFFER_DECLARATION(dst, 2, uvec2, writeonly);
+BUFFER_DECLARATION(weights, 3, uint, readonly);
+#ifdef BIAS
+BUFFER_DECLARATION(biases, 4, uint, readonly);
+#endif /* BIAS */
+
+#define CONVOLVE1x3(s, w) convolve1x3_stride1(s, w)
+
+vec4 convolve1x3_stride1(vec4 tmp[2], vec3 w)
+{
+ vec4 middle;
+ vec4 right;
+ vec4 r;
+
+ middle = vec4(tmp[0].yzw, tmp[1].x);
+ right = vec4(tmp[0].zw, tmp[1].xy);
+
+ r = tmp[0] * w[0] + middle * w[1] + right * w[2];
+
+ return r;
+}
+
+vec4[2] load_and_unpack(uint offset)
+{
+ uvec2 packed_s[2];
+ vec4 s[2];
+
+ LOAD1(packed_s[0], src, offset);
+ LOAD1(packed_s[1], src, offset + uint(1));
+
+ s[0] = vec4(unpackHalf2x16(packed_s[0].x), unpackHalf2x16(packed_s[0].y));
+ s[1] = vec4(unpackHalf2x16(packed_s[1].x), unpackHalf2x16(packed_s[1].y));
+
+ return s;
+}
+
+/** An optimized direct convolution 3x3 OpenGL ES compute shader for process 4x3 elements at once
+ *
+ * @note This OpenGL ES shader works with stride_x = 1 and 2
+ * @note The data type must be passed at compile time using "#define DATA_TYPE_FP16"
+ * @note If biases are used then "define HAS_BIAS" has to be passed at compile time
+ *
+ * @param[in] src_ptr Pointer to the source tensor. Supported data types: F16
+ * @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
+ * @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
+ * @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
+ * @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
+ * @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
+ * @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
+ * @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
+ * @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
+ * @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
+ * @param[out] weights_ptr Pointer to the weights tensor. Supported data types: same as @p src_ptr
+ * @param[in] weights_stride_x Stride of the weights tensor in X dimension (in bytes)
+ * @param[in] weights_step_x weights_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] weights_stride_y Stride of the weights tensor in Y dimension (in bytes)
+ * @param[in] weights_step_y weights_stride_y * number of elements along y processed per workitem(in bytes)
+ * @param[in] weights_stride_z Stride of the weights tensor in Z dimension (in bytes)
+ * @param[in] weights_step_z weights_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] weights_offset_first_element_in_bytes The offset of the first element in the weights tensor
+ * @param[in] biases_ptr Pointer to the biases tensor. Same as @p src_ptr
+ * @param[in] biases_stride_x Stride of the biases tensor in X dimension (in bytes)
+ * @param[in] biases_step_x biases_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] biases_offset_first_element_in_bytes The offset of the first element in the biases tensor
+ * @param[in] weights_stride_w Stride of the weights tensor in the 4th dimension
+ * @param[in] weights_depth The third dimensions of the weights tensors
+ */
+void main()
+{
+ Image src = CONVERT_TO_IMAGE_STRUCT_FP16(src);
+ Tensor3D weights = CONVERT_TO_TENSOR3D_STRUCT_NO_STEP_FP16(weights);
+ Tensor3D dst = CONVERT_TO_TENSOR3D_STRUCT_FP16(dst);
+
+#ifdef BIAS
+ Vector biases = CONVERT_TO_VECTOR_STRUCT_NO_STEP_FP16(biases);
+#endif /* BIAS */
+
+ uvec2 packed_d;
+
+ vec4 pixels[3];
+ int i;
+
+ for(i = 0; i < 3; i++)
+ {
+ pixels[i] = vec4(0);
+ }
+
+ uint z_index = gl_GlobalInvocationID.z;
+
+ weights.current_offset += z_index * weights_stride_w;
+
+ for(int d = 0; d < int(weights_depth); ++d)
+ {
+ // load 3 weights once
+ uvec2 packed_w[3];
+
+ LOAD2(packed_w[0], weights, tensor3D_offset_fp16(weights, 0, 0, 0) >> 2);
+ LOAD2(packed_w[1], weights, tensor3D_offset_fp16(weights, 0, 1, 0) >> 2);
+ LOAD2(packed_w[2], weights, tensor3D_offset_fp16(weights, 0, 2, 0) >> 2);
+
+ vec3 w[3];
+ w[0] = vec3(unpackHalf2x16(packed_w[0].x), unpackHalf2x16(packed_w[0].y).x);
+ w[1] = vec3(unpackHalf2x16(packed_w[1].x), unpackHalf2x16(packed_w[1].y).x);
+ w[2] = vec3(unpackHalf2x16(packed_w[2].x), unpackHalf2x16(packed_w[2].y).x);
+
+ vec4 s[2];
+ vec4 r;
+ uint offset;
+ // first line
+ offset = src.current_offset >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[0] += CONVOLVE1x3(s, w[0]);
+
+ // second line
+ offset = (src.current_offset + src_stride_y) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[0] += CONVOLVE1x3(s, w[1]);
+ pixels[1] += CONVOLVE1x3(s, w[0]);
+
+ // third line
+ offset = (src.current_offset + (src_stride_y << 1)) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[0] += CONVOLVE1x3(s, w[2]);
+ pixels[1] += CONVOLVE1x3(s, w[1]);
+ pixels[2] += CONVOLVE1x3(s, w[0]);
+
+ // forth line
+ offset = (src.current_offset + uint(3) * (src_stride_y)) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[1] += CONVOLVE1x3(s, w[2]);
+ pixels[2] += CONVOLVE1x3(s, w[1]);
+
+ // fifth line
+ offset = (src.current_offset + (src_stride_y << 2)) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[2] += CONVOLVE1x3(s, w[2]);
+
+ src.current_offset += src_stride_z;
+ weights.current_offset += weights_stride_z;
+ }
+
+#ifdef BIAS
+ uint packed_b;
+ float b;
+ LOAD1(packed_b, biases, vector_offset_fp16(biases, int(z_index)) >> 2);
+
+ if(z_index % uint(2) == uint(0))
+ {
+ b = unpackHalf2x16(packed_b).x;
+ }
+ else
+ {
+ b = unpackHalf2x16(packed_b).y;
+ }
+
+ for(i = 0; i < 3; i++)
+ {
+ pixels[i] += vec4(b);
+ }
+#endif /* BIAS */
+
+ packed_d = uvec2(packHalf2x16(pixels[0].xy), packHalf2x16(pixels[0].zw));
+ STORE1(dst, dst.current_offset >> uint(3), packed_d);
+
+ packed_d = uvec2(packHalf2x16(pixels[1].xy), packHalf2x16(pixels[1].zw));
+ STORE1(dst, (dst.current_offset + dst_stride_y) >> uint(3), packed_d);
+
+ packed_d = uvec2(packHalf2x16(pixels[2].xy), packHalf2x16(pixels[2].zw));
+ STORE1(dst, (dst.current_offset + (dst_stride_y << 1)) >> uint(3), packed_d);
+}
+#elif defined(PROCESS_X_4ELEMENTS_Y_4ELEMENTS_FP16)
+precision mediump float;
+
+BUFFER_DECLARATION(src, 1, uvec2, readonly);
+BUFFER_DECLARATION(dst, 2, uvec2, writeonly);
+BUFFER_DECLARATION(weights, 3, uint, readonly);
+#ifdef BIAS
+BUFFER_DECLARATION(biases, 4, uint, readonly);
+#endif /* BIAS */
+
+#define CONVOLVE1x3(s, w) convolve1x3_stride1(s, w)
+
+vec4 convolve1x3_stride1(vec4 tmp[2], vec3 w)
+{
+ vec4 middle;
+ vec4 right;
+ vec4 r;
+
+ middle = vec4(tmp[0].yzw, tmp[1].x);
+ right = vec4(tmp[0].zw, tmp[1].xy);
+
+ r = tmp[0] * w[0] + middle * w[1] + right * w[2];
+
+ return r;
+}
+
+vec4[2] load_and_unpack(uint offset)
+{
+ uvec2 packed_s[2];
+ vec4 s[2];
+
+ LOAD1(packed_s[0], src, offset);
+ LOAD1(packed_s[1], src, offset + uint(1));
+
+ s[0] = vec4(unpackHalf2x16(packed_s[0].x), unpackHalf2x16(packed_s[0].y));
+ s[1] = vec4(unpackHalf2x16(packed_s[1].x), unpackHalf2x16(packed_s[1].y));
+
+ return s;
+}
+
+/** An optimized direct convolution 3x3 OpenGL ES compute shader for process 4x4 elements at once
+ *
+ * @note This OpenGL ES shader works with stride_x = 1 and 2
+ * @note The data type must be passed at compile time using "#define DATA_TYPE_FP16"
+ * @note If biases are used then "define HAS_BIAS" has to be passed at compile time
+ *
+ * @param[in] src_ptr Pointer to the source tensor. Supported data types: F16
+ * @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
+ * @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
+ * @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
+ * @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
+ * @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
+ * @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
+ * @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
+ * @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
+ * @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
+ * @param[out] weights_ptr Pointer to the weights tensor. Supported data types: same as @p src_ptr
+ * @param[in] weights_stride_x Stride of the weights tensor in X dimension (in bytes)
+ * @param[in] weights_step_x weights_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] weights_stride_y Stride of the weights tensor in Y dimension (in bytes)
+ * @param[in] weights_step_y weights_stride_y * number of elements along y processed per workitem(in bytes)
+ * @param[in] weights_stride_z Stride of the weights tensor in Z dimension (in bytes)
+ * @param[in] weights_step_z weights_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] weights_offset_first_element_in_bytes The offset of the first element in the weights tensor
+ * @param[in] biases_ptr Pointer to the biases tensor. Same as @p src_ptr
+ * @param[in] biases_stride_x Stride of the biases tensor in X dimension (in bytes)
+ * @param[in] biases_step_x biases_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] biases_offset_first_element_in_bytes The offset of the first element in the biases tensor
+ * @param[in] weights_stride_w Stride of the weights tensor in the 4th dimension
+ * @param[in] weights_depth The third dimensions of the weights tensors
+ */
+void main()
+{
+ Image src = CONVERT_TO_IMAGE_STRUCT_FP16(src);
+ Tensor3D weights = CONVERT_TO_TENSOR3D_STRUCT_NO_STEP_FP16(weights);
+ Tensor3D dst = CONVERT_TO_TENSOR3D_STRUCT_FP16(dst);
+
+#ifdef BIAS
+ Vector biases = CONVERT_TO_VECTOR_STRUCT_NO_STEP_FP16(biases);
+#endif /* BIAS */
+
+ uvec2 packed_d;
+
+ vec4 pixels[4];
+ int i;
+
+ for(i = 0; i < 4; i++)
+ {
+ pixels[i] = vec4(0);
+ }
+
+ uint z_index = gl_GlobalInvocationID.z;
+
+ weights.current_offset += z_index * weights_stride_w;
+
+ for(int d = 0; d < int(weights_depth); ++d)
+ {
+ // load 3 weights once
+ uvec2 packed_w[3];
+
+ LOAD2(packed_w[0], weights, tensor3D_offset_fp16(weights, 0, 0, 0) >> 2);
+ LOAD2(packed_w[1], weights, tensor3D_offset_fp16(weights, 0, 1, 0) >> 2);
+ LOAD2(packed_w[2], weights, tensor3D_offset_fp16(weights, 0, 2, 0) >> 2);
+
+ vec3 w[3];
+ w[0] = vec3(unpackHalf2x16(packed_w[0].x), unpackHalf2x16(packed_w[0].y).x);
+ w[1] = vec3(unpackHalf2x16(packed_w[1].x), unpackHalf2x16(packed_w[1].y).x);
+ w[2] = vec3(unpackHalf2x16(packed_w[2].x), unpackHalf2x16(packed_w[2].y).x);
+
+ vec4 s[2];
+ vec4 r;
+ uint offset;
+ // first line
+ offset = src.current_offset >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[0] += CONVOLVE1x3(s, w[0]);
+
+ // second line
+ offset = (src.current_offset + src_stride_y) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[0] += CONVOLVE1x3(s, w[1]);
+ pixels[1] += CONVOLVE1x3(s, w[0]);
+
+ // third line
+ offset = (src.current_offset + (src_stride_y << 1)) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[0] += CONVOLVE1x3(s, w[2]);
+ pixels[1] += CONVOLVE1x3(s, w[1]);
+ pixels[2] += CONVOLVE1x3(s, w[0]);
+
+ // forth line
+ offset = (src.current_offset + uint(3) * (src_stride_y)) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[1] += CONVOLVE1x3(s, w[2]);
+ pixels[2] += CONVOLVE1x3(s, w[1]);
+ pixels[3] += CONVOLVE1x3(s, w[0]);
+
+ // fifth line
+ offset = (src.current_offset + (src_stride_y << 2)) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[2] += CONVOLVE1x3(s, w[2]);
+ pixels[3] += CONVOLVE1x3(s, w[1]);
+
+ // sixth line
+ offset = (src.current_offset + uint(5) * (src_stride_y)) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[3] += CONVOLVE1x3(s, w[2]);
+
+ src.current_offset += src_stride_z;
+ weights.current_offset += weights_stride_z;
+ }
+
+#ifdef BIAS
+ uint packed_b;
+ float b;
+ LOAD1(packed_b, biases, vector_offset_fp16(biases, int(z_index)) >> 2);
+
+ if(z_index % uint(2) == uint(0))
+ {
+ b = unpackHalf2x16(packed_b).x;
+ }
+ else
+ {
+ b = unpackHalf2x16(packed_b).y;
+ }
+
+ for(i = 0; i < 4; i++)
+ {
+ pixels[i] += vec4(b);
+ }
+#endif /* BIAS */
+
+ packed_d = uvec2(packHalf2x16(pixels[0].xy), packHalf2x16(pixels[0].zw));
+ STORE1(dst, dst.current_offset >> uint(3), packed_d);
+
+ packed_d = uvec2(packHalf2x16(pixels[1].xy), packHalf2x16(pixels[1].zw));
+ STORE1(dst, (dst.current_offset + dst_stride_y) >> uint(3), packed_d);
+
+ packed_d = uvec2(packHalf2x16(pixels[2].xy), packHalf2x16(pixels[2].zw));
+ STORE1(dst, (dst.current_offset + (dst_stride_y << 1)) >> uint(3), packed_d);
+
+ packed_d = uvec2(packHalf2x16(pixels[3].xy), packHalf2x16(pixels[3].zw));
+ STORE1(dst, (dst.current_offset + uint(3) * (dst_stride_y)) >> uint(3), packed_d);
+}
+#elif defined(PROCESS_X_4ELEMENTS_Y_3ELEMENTS_Z_2ELEMENTS_FP16)
+precision mediump float;
+
+BUFFER_DECLARATION(src, 1, uvec2, readonly);
+BUFFER_DECLARATION(dst, 2, uvec2, writeonly);
+BUFFER_DECLARATION(weights, 3, uint, readonly);
+#ifdef BIAS
+BUFFER_DECLARATION(biases, 4, uint, readonly);
+#endif /* BIAS */
+
+#define CONVOLVE1x3(s, w) convolve1x3_stride1(s, w)
+
+vec4 convolve1x3_stride1(vec4 tmp[2], vec3 w)
+{
+ vec4 middle;
+ vec4 right;
+ vec4 r;
+
+ middle = vec4(tmp[0].yzw, tmp[1].x);
+ right = vec4(tmp[0].zw, tmp[1].xy);
+
+ r = tmp[0] * w[0] + middle * w[1] + right * w[2];
+
+ return r;
+}
+
+vec4[2] load_and_unpack(uint offset)
+{
+ uvec2 packed_s[2];
+ vec4 s[2];
+
+ LOAD1(packed_s[0], src, offset);
+ LOAD1(packed_s[1], src, offset + uint(1));
+
+ s[0] = vec4(unpackHalf2x16(packed_s[0].x), unpackHalf2x16(packed_s[0].y));
+ s[1] = vec4(unpackHalf2x16(packed_s[1].x), unpackHalf2x16(packed_s[1].y));
+
+ return s;
+}
+
+/** An optimized direct convolution 3x3 OpenGL ES compute shader for process 4x3x2 elements at once
+ *
+ * @note This OpenGL ES shader works with stride_x = 1 and 2
+ * @note The data type must be passed at compile time using "#define DATA_TYPE_FP16"
+ * @note If biases are used then "define HAS_BIAS" has to be passed at compile time
+ *
+ * @param[in] src_ptr Pointer to the source tensor. Supported data types: F16
+ * @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
+ * @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
+ * @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
+ * @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
+ * @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
+ * @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
+ * @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
+ * @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
+ * @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
+ * @param[out] weights_ptr Pointer to the weights tensor. Supported data types: same as @p src_ptr
+ * @param[in] weights_stride_x Stride of the weights tensor in X dimension (in bytes)
+ * @param[in] weights_step_x weights_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] weights_stride_y Stride of the weights tensor in Y dimension (in bytes)
+ * @param[in] weights_step_y weights_stride_y * number of elements along y processed per workitem(in bytes)
+ * @param[in] weights_stride_z Stride of the weights tensor in Z dimension (in bytes)
+ * @param[in] weights_step_z weights_stride_z * number of elements along Z processed per workitem(in bytes)
+ * @param[in] weights_offset_first_element_in_bytes The offset of the first element in the weights tensor
+ * @param[in] biases_ptr Pointer to the biases tensor. Same as @p src_ptr
+ * @param[in] biases_stride_x Stride of the biases tensor in X dimension (in bytes)
+ * @param[in] biases_step_x biases_stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] biases_offset_first_element_in_bytes The offset of the first element in the biases tensor
+ * @param[in] weights_stride_w Stride of the weights tensor in the 4th dimension
+ * @param[in] weights_depth The third dimensions of the weights tensors
+ */
+void main()
+{
+ Image src = CONVERT_TO_IMAGE_STRUCT_FP16(src);
+ Tensor3D weights = CONVERT_TO_TENSOR3D_STRUCT_NO_STEP_FP16(weights);
+ Tensor3D dst = CONVERT_TO_TENSOR3D_STRUCT_FP16(dst);
+
+#ifdef BIAS
+ Vector biases = CONVERT_TO_VECTOR_STRUCT_NO_STEP_FP16(biases);
+#endif /* BIAS */
+
+ uvec2 packed_d;
+
+ vec4 pixels[3];
+ int i;
+
+ uint z_base_index = gl_GlobalInvocationID.z << 1;
+
+ // store orginal src current offset
+ uint s_offset = src.current_offset;
+
+ weights.current_offset += z_base_index * weights_stride_w;
+
+ for(int z = 0; z < 2; ++z)
+ {
+ uint z_index = z_base_index + uint(z);
+
+ src.current_offset = s_offset;
+ //weights.current_offset = z_index * weights_stride_w;
+
+ for(i = 0; i < 3; i++)
+ {
+ pixels[i] = vec4(0);
+ }
+
+ for(int d = 0; d < int(weights_depth); ++d)
+ {
+ // load 3 weights once
+ uvec2 packed_w[3];
+
+ LOAD2(packed_w[0], weights, tensor3D_offset_fp16(weights, 0, 0, 0) >> 2);
+ LOAD2(packed_w[1], weights, tensor3D_offset_fp16(weights, 0, 1, 0) >> 2);
+ LOAD2(packed_w[2], weights, tensor3D_offset_fp16(weights, 0, 2, 0) >> 2);
+
+ vec3 w[3];
+ w[0] = vec3(unpackHalf2x16(packed_w[0].x), unpackHalf2x16(packed_w[0].y).x);
+ w[1] = vec3(unpackHalf2x16(packed_w[1].x), unpackHalf2x16(packed_w[1].y).x);
+ w[2] = vec3(unpackHalf2x16(packed_w[2].x), unpackHalf2x16(packed_w[2].y).x);
+
+ vec4 s[2];
+ vec4 r;
+ uint offset;
+ // first line
+ offset = src.current_offset >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[0] += CONVOLVE1x3(s, w[0]);
+
+ // second line
+ offset = (src.current_offset + src_stride_y) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[0] += CONVOLVE1x3(s, w[1]);
+ pixels[1] += CONVOLVE1x3(s, w[0]);
+
+ // third line
+ offset = (src.current_offset + (src_stride_y << 1)) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[0] += CONVOLVE1x3(s, w[2]);
+ pixels[1] += CONVOLVE1x3(s, w[1]);
+ pixels[2] += CONVOLVE1x3(s, w[0]);
+
+ // forth line
+ offset = (src.current_offset + uint(3) * (src_stride_y)) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[1] += CONVOLVE1x3(s, w[2]);
+ pixels[2] += CONVOLVE1x3(s, w[1]);
+
+ // fifth line
+ offset = (src.current_offset + (src_stride_y << 2)) >> uint(3);
+ s = load_and_unpack(offset);
+
+ pixels[2] += CONVOLVE1x3(s, w[2]);
+
+ src.current_offset += src_stride_z;
+ weights.current_offset += weights_stride_z;
+ }
+
+#ifdef BIAS
+ uint packed_b;
+ float b;
+ LOAD1(packed_b, biases, vector_offset_fp16(biases, int(z_index)) >> 2);
+
+ if(z_index % uint(2) == uint(0))
+ {
+ b = unpackHalf2x16(packed_b).x;
+ }
+ else
+ {
+ b = unpackHalf2x16(packed_b).y;
+ }
+
+ for(i = 0; i < 3; i++)
+ {
+ pixels[i] += vec4(b);
+ }
+#endif /* BIAS */
+
+ packed_d = uvec2(packHalf2x16(pixels[0].xy), packHalf2x16(pixels[0].zw));
+ STORE1(dst, dst.current_offset >> uint(3), packed_d);
+
+ packed_d = uvec2(packHalf2x16(pixels[1].xy), packHalf2x16(pixels[1].zw));
+ STORE1(dst, (dst.current_offset + dst_stride_y) >> uint(3), packed_d);
+
+ packed_d = uvec2(packHalf2x16(pixels[2].xy), packHalf2x16(pixels[2].zw));
+ STORE1(dst, (dst.current_offset + (dst_stride_y << 1)) >> uint(3), packed_d);
+
+ dst.current_offset += dst_stride_z;
+ }
+}
+#endif /* PROCESS_1_ELEMENT */