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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.
+ */
+
+#ifndef ARM_COMPUTE_HELPER_H
+#define ARM_COMPUTE_HELPER_H
+
+#define CLAMP(x, min_val, max_val) min(max(x, min_val), max_val)
+
+#define VEC_DATA_TYPE_STR(type, size) type##size
+#define VEC_DATA_TYPE(type, size) VEC_DATA_TYPE_STR(type, size)
+
+#define CONVERT(x, type) type(x)
+
+#define PACK(value, stype, dtype) \
+ pack_##stype##_##dtype(value)
+
+#define UNPACK(value, stype, dtype) \
+ unpack_##stype##_##dtype(value)
+
+#define BUFFER_DECLARATION(name, location, type, access) \
+ layout(std430, binding = location) access buffer name##Buffer \
+ { \
+ type name##_ptr[]; \
+ }
+
+#define VECTOR_PARAM_DECLARATION(name) \
+ uint name##_stride_x; \
+ uint name##_step_x; \
+ uint name##_offset_first_element_in_bytes; \
+ uint name##_buffer_data_type_size
+
+#define IMAGE_PARAM_DECLARATION(name) \
+ uint name##_stride_x; \
+ uint name##_step_x; \
+ uint name##_stride_y; \
+ uint name##_step_y; \
+ uint name##_offset_first_element_in_bytes; \
+ uint name##_buffer_data_type_size
+
+#define TENSOR3D_PARAM_DECLARATION(name) \
+ uint name##_stride_x; \
+ uint name##_step_x; \
+ uint name##_stride_y; \
+ uint name##_step_y; \
+ uint name##_stride_z; \
+ uint name##_step_z; \
+ uint name##_offset_first_element_in_bytes; \
+ uint name##_buffer_data_type_size
+
+/** Structure to hold Vector information */
+struct Vector
+{
+ uint current_offset; /**< Current offset of vector */
+ uint offset_first_element_in_bytes; /**< The offset of the first element in the source image */
+ uint stride_x; /**< Stride of the image in X dimension (in bytes) */
+};
+
+/** Structure to hold Image information */
+struct Image
+{
+ uint current_offset; /**< Current offset of image */
+ uint offset_first_element_in_bytes; /**< The offset of the first element in the source image */
+ uint stride_x; /**< Stride of the image in X dimension (in bytes) */
+ uint stride_y; /**< Stride of the image in Y dimension (in bytes) */
+};
+
+/** Structure to hold 3D tensor information */
+struct Tensor3D
+{
+ uint current_offset; /**< Current offset of tensor */
+ uint offset_first_element_in_bytes; /**< The offset of the first element in the source image */
+ uint stride_x; /**< Stride of the image in X dimension (in bytes) */
+ uint stride_y; /**< Stride of the image in Y dimension (in bytes) */
+ uint stride_z; /**< Stride of the image in Z dimension (in bytes) */
+};
+
+/////////////////////////////////////////////////////////////
+// TODO: old to be removed
+
+#define CONVERT_TO_VECTOR_STRUCT(name) \
+ update_vector_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x)
+
+#define CONVERT_TO_VECTOR_STRUCT_FP16(name) \
+ update_vector_workitem_offset_fp16(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x)
+
+#define CONVERT_TO_VECTOR_STRUCT_NO_STEP(name) \
+ update_vector_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, uint(0))
+
+#define CONVERT_TO_VECTOR_STRUCT_NO_STEP_FP16(name) \
+ update_vector_workitem_offset_fp16(name##_offset_first_element_in_bytes, name##_stride_x, uint(0))
+
+#define CONVERT_TO_IMAGE_STRUCT(name) \
+ update_image_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x, name##_stride_y, name##_step_y)
+
+#define CONVERT_TO_IMAGE_STRUCT_FP16(name) \
+ update_image_workitem_offset_fp16(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x, name##_stride_y, name##_step_y)
+
+#define CONVERT_TO_IMAGE_STRUCT_NO_STEP(name) \
+ update_image_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, uint(0), name##_stride_y, uint(0))
+
+#define CONVERT_TO_IMAGE_STRUCT_NO_STEP_FP16(name) \
+ update_image_workitem_offset_fp16(name##_offset_first_element_in_bytes, name##_stride_x, uint(0), name##_stride_y, uint(0))
+
+#define CONVERT_TENSOR3D_TO_IMAGE_STRUCT_NO_STEP(name) \
+ update_image_from_tensor3D_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, uint(0), name##_stride_y, uint(0), name##_stride_z, name##_step_z)
+
+#define CONVERT_TENSOR3D_TO_IMAGE_STRUCT_NO_STEP_FP16(name) \
+ update_image_from_tensor3D_workitem_offset_fp16(name##_offset_first_element_in_bytes, name##_stride_x, uint(0), name##_stride_y, uint(0), name##_stride_z, name##_step_z)
+
+#define CONVERT_TENSOR3D_TO_IMAGE_STRUCT(name) \
+ update_image_from_tensor3D_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x, name##_stride_y, name##_step_y, name##_stride_z, name##_step_z)
+
+#define CONVERT_TENSOR3D_TO_IMAGE_STRUCT_FP16(name) \
+ update_image_from_tensor3D_workitem_offset_fp16(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x, name##_stride_y, name##_step_y, name##_stride_z, name##_step_z)
+
+#define CONVERT_TO_TENSOR3D_STRUCT(name) \
+ update_tensor3D_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x, name##_stride_y, name##_step_y, \
+ name##_stride_z, name##_step_z)
+
+#define CONVERT_TO_TENSOR3D_STRUCT_FP16(name) \
+ update_tensor3D_workitem_offset_fp16(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x, name##_stride_y, name##_step_y, \
+ name##_stride_z, name##_step_z)
+
+#define CONVERT_TO_TENSOR3D_STRUCT_NO_STEP(name) \
+ update_tensor3D_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, uint(0), name##_stride_y, uint(0), name##_stride_z, uint(0))
+
+#define CONVERT_TO_TENSOR3D_STRUCT_NO_STEP_FP16(name) \
+ update_tensor3D_workitem_offset_fp16(name##_offset_first_element_in_bytes, name##_stride_x, uint(0), name##_stride_y, uint(0), name##_stride_z, uint(0))
+
+// FIXME: Redesign the macros if different data types are supported.
+#define LOAD4(name, offset) \
+ name##_ptr[offset]
+
+#define STORE4(name, offset, value) \
+ name##_ptr[offset] = value
+
+// Load 1 element, which size is determined by ssbo type.
+#define LOAD1(r, name, offset) \
+ r = name##_ptr[offset]
+
+#define STORE1(name, offset, value) \
+ name##_ptr[offset] = value
+
+#define LOAD2(r, name, offset) \
+ LOAD1(r[0], name, offset); \
+ LOAD1(r[1], name, (offset) + uint(1))
+
+#define STORE2(name, offset, value) \
+ name##_ptr[offset] = value[0]; \
+ name##_ptr[(offset) + uint(1)] = value[1]
+
+#define LOAD3(r, name, offset) \
+ LOAD1(r[0], name, offset); \
+ LOAD1(r[1], name, (offset) + uint(1)); \
+ LOAD1(r[2], name, (offset) + uint(2))
+
+#define CURRENT_OFFSET(name) \
+ name.current_offset
+
+/** Wrap vector information into an Vector structure, and make the offset to be this workitem's position.
+ *
+ * @param[in] offset_first_element_in_bytes The offset of the first element in the source vector
+ * @param[in] stride_x Stride of the vector in X dimension (in bytes)
+ * @param[in] step_x stride_x * number of elements along X processed per workitem(in bytes)
+ *
+ * @return An vector object
+ */
+Vector update_vector_workitem_offset(uint offset_first_element_in_bytes, uint stride_x, uint step_x)
+{
+ Vector vector;
+ vector.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ vector.stride_x = stride_x;
+ vector.current_offset = (vector.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x) >> 2;
+
+ return vector;
+}
+
+/** Wrap vector information into an Vector structure, and make the offset to be this workitem's position.
+ *
+ * @param[in] offset_first_element_in_bytes The offset of the first element in the source vector
+ * @param[in] stride_x Stride of the vector in X dimension (in bytes)
+ * @param[in] step_x stride_x * number of elements along X processed per workitem(in bytes)
+ *
+ * @return An vector object
+ */
+Vector update_vector_workitem_offset_fp16(uint offset_first_element_in_bytes, uint stride_x, uint step_x)
+{
+ Vector vector;
+ vector.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ vector.stride_x = stride_x;
+ vector.current_offset = vector.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x;
+
+ return vector;
+}
+
+/** Wrap image information into an Image structure, and make the offset to be this workitem's position.
+ *
+ * @param[in] offset_first_element_in_bytes The offset of the first element in the source image
+ * @param[in] stride_x Stride of the image in X dimension (in bytes)
+ * @param[in] step_x stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] stride_y Stride of the image in Y dimension (in bytes)
+ * @param[in] step_y stride_y * number of elements along Y processed per workitem(in bytes)
+ *
+ * @return An image object
+ */
+Image update_image_workitem_offset(uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y)
+{
+ Image img;
+ img.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ img.stride_x = stride_x;
+ img.stride_y = stride_y;
+ img.current_offset = (img.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y) >> 2;
+
+ return img;
+}
+
+/** Wrap image information into an Image structure, and make the offset to be this workitem's position.
+ *
+ * @param[in] offset_first_element_in_bytes The offset of the first element in the source image
+ * @param[in] stride_x Stride of the image in X dimension (in bytes)
+ * @param[in] step_x stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] stride_y Stride of the image in Y dimension (in bytes)
+ * @param[in] step_y stride_y * number of elements along Y processed per workitem(in bytes)
+ *
+ * @return An image object
+ */
+Image update_image_workitem_offset_fp16(uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y)
+{
+ Image img;
+ img.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ img.stride_x = stride_x;
+ img.stride_y = stride_y;
+ img.current_offset = img.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y;
+
+ return img;
+}
+
+/** Wrap 3D tensor information into an image structure, and make the offset to be this workitem's position.
+ *
+ * @param[in] offset_first_element_in_bytes The offset of the first element in the source image
+ * @param[in] stride_x Stride of the image in X dimension (in bytes)
+ * @param[in] step_x stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] stride_y Stride of the image in Y dimension (in bytes)
+ * @param[in] step_y stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] stride_z Stride of the image in Z dimension (in bytes)
+ * @param[in] step_z stride_z * number of elements along Z processed per workitem(in bytes)
+ *
+ * @return A 2D Image object
+ */
+Image update_image_from_tensor3D_workitem_offset(uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y, uint stride_z, uint step_z)
+{
+ Image img;
+ img.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ img.stride_x = stride_x;
+ img.stride_y = stride_y;
+ img.current_offset = (img.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y + gl_GlobalInvocationID.z * step_z) >> 2;
+
+ return img;
+}
+
+/** Wrap 3D tensor information into an image structure, and make the offset to be this workitem's position.
+ *
+ * @param[in] offset_first_element_in_bytes The offset of the first element in the source image
+ * @param[in] stride_x Stride of the image in X dimension (in bytes)
+ * @param[in] step_x stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] stride_y Stride of the image in Y dimension (in bytes)
+ * @param[in] step_y stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] stride_z Stride of the image in Z dimension (in bytes)
+ * @param[in] step_z stride_z * number of elements along Z processed per workitem(in bytes)
+ *
+ * @return A 2D Image object
+ */
+Image update_image_from_tensor3D_workitem_offset_fp16(uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y, uint stride_z, uint step_z)
+{
+ Image img;
+ img.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ img.stride_x = stride_x;
+ img.stride_y = stride_y;
+ img.current_offset = img.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y + gl_GlobalInvocationID.z * step_z;
+
+ return img;
+}
+
+/** Wrap 3D tensor information into an tensor structure, and make the offset to be this workitem's position.
+ *
+ * @param[in] offset_first_element_in_bytes The offset of the first element in the source image
+ * @param[in] stride_x Stride of the image in X dimension (in bytes)
+ * @param[in] step_x stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] stride_y Stride of the image in Y dimension (in bytes)
+ * @param[in] step_y stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] stride_z Stride of the image in Z dimension (in bytes)
+ * @param[in] step_z stride_z * number of elements along Z processed per workitem(in bytes)
+ *
+ * @return A 3D tensor object
+ */
+Tensor3D update_tensor3D_workitem_offset(uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y, uint stride_z, uint step_z)
+{
+ Tensor3D tensor;
+ tensor.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ tensor.stride_x = stride_x;
+ tensor.stride_y = stride_y;
+ tensor.stride_z = stride_z;
+ tensor.current_offset = (tensor.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y + gl_GlobalInvocationID.z * step_z) >> 2;
+
+ return tensor;
+}
+
+/** Wrap 3D tensor information into an tensor structure, and make the offset to be this workitem's position.
+ *
+ * @param[in] offset_first_element_in_bytes The offset of the first element in the source image
+ * @param[in] stride_x Stride of the image in X dimension (in bytes)
+ * @param[in] step_x stride_x * number of elements along X processed per workitem(in bytes)
+ * @param[in] stride_y Stride of the image in Y dimension (in bytes)
+ * @param[in] step_y stride_y * number of elements along Y processed per workitem(in bytes)
+ * @param[in] stride_z Stride of the image in Z dimension (in bytes)
+ * @param[in] step_z stride_z * number of elements along Z processed per workitem(in bytes)
+ *
+ * @return A 3D tensor object
+ */
+Tensor3D update_tensor3D_workitem_offset_fp16(uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y, uint stride_z, uint step_z)
+{
+ Tensor3D tensor;
+ tensor.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ tensor.stride_x = stride_x;
+ tensor.stride_y = stride_y;
+ tensor.stride_z = stride_z;
+ tensor.current_offset = tensor.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y + gl_GlobalInvocationID.z * step_z;
+
+ return tensor;
+}
+
+/** Get the pointer position of a Vector
+ *
+ * @param[in] vec Pointer to the starting position of the buffer
+ * @param[in] x Relative X position
+ */
+uint vector_offset(Vector vec, int x)
+{
+ return CONVERT(CONVERT(vec.current_offset << 2, int) + x * CONVERT(vec.stride_x, int), uint) >> 2;
+}
+
+/** Get the pointer position of a Vector
+ *
+ * @param[in] vec Pointer to the starting position of the buffer
+ * @param[in] x Relative X position
+ */
+uint vector_offset_fp16(Vector vec, int x)
+{
+ return CONVERT(CONVERT(vec.current_offset, int) + x * CONVERT(vec.stride_x, int), uint);
+}
+
+/** Get the pointer position of a Image
+ *
+ * @param[in] img Pointer to the starting position of the buffer
+ * @param[in] x Relative X position
+ * @param[in] y Relative Y position
+ */
+uint offset(Image img, int x, int y)
+{
+ return CONVERT(CONVERT(img.current_offset << 2, int) + x * CONVERT(img.stride_x, int) + y * CONVERT(img.stride_y, int), uint) >> 2;
+}
+
+/** Get the pointer position of a Image
+ *
+ * @param[in] img Pointer to the starting position of the buffer
+ * @param[in] x Relative X position
+ * @param[in] y Relative Y position
+ */
+uint offset_fp16(Image img, int x, int y)
+{
+ return CONVERT(CONVERT(img.current_offset, int) + x * CONVERT(img.stride_x, int) + y * CONVERT(img.stride_y, int), uint);
+}
+
+/** Get the pointer position of a Tensor3D
+ *
+ * @param[in] tensor Pointer to the starting postion of the buffer
+ * @param[in] x Relative X position
+ * @param[in] y Relative Y position
+ * @param[in] z Relative Z position
+ */
+uint tensor3D_offset(Tensor3D tensor, int x, int y, int z)
+{
+ return CONVERT(CONVERT(tensor.current_offset << 2, int) + x * CONVERT(tensor.stride_x, int) + y * CONVERT(tensor.stride_y, int) + z * CONVERT(tensor.stride_z, int), uint) >> 2;
+}
+
+/** Get the pointer position of a Tensor3D
+ *
+ * @param[in] tensor Pointer to the starting postion of the buffer
+ * @param[in] x Relative X position
+ * @param[in] y Relative Y position
+ * @param[in] z Relative Z position
+ */
+uint tensor3D_offset_fp16(Tensor3D tensor, int x, int y, int z)
+{
+ return CONVERT(CONVERT(tensor.current_offset, int) + x * CONVERT(tensor.stride_x, int) + y * CONVERT(tensor.stride_y, int) + z * CONVERT(tensor.stride_z, int), uint);
+}
+
+/////////////////////////////////////////////////////////////
+// new one
+
+#define GC_CONVERT_TO_VECTOR_STRUCT(name) \
+ gc_update_vector_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x)
+
+#define GC_CONVERT_TO_VECTOR_STRUCT_NO_STEP(name) \
+ gc_update_vector_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, uint(0))
+
+#define GC_CONVERT_TO_IMAGE_STRUCT(name) \
+ gc_update_image_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x, name##_stride_y, name##_step_y)
+
+#define GC_CONVERT_TO_IMAGE_STRUCT_NO_STEP(name) \
+ gc_update_image_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, uint(0), name##_stride_y, uint(0))
+
+#define GC_CONVERT_TO_TENSOR3D_STRUCT(name) \
+ gc_update_tensor3D_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x, name##_stride_y, name##_step_y, \
+ name##_stride_z, name##_step_z)
+
+#define GC_CONVERT_TO_TENSOR3D_STRUCT_NO_STEP(name) \
+ gc_update_tensor3D_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, uint(0), name##_stride_y, uint(0), name##_stride_z, uint(0))
+
+#define GC_CONVERT_TENSOR3D_TO_IMAGE_STRUCT(name) \
+ gc_update_image_from_tensor3D_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x, name##_stride_y, name##_step_y, name##_stride_z, name##_step_z)
+
+#define GC_CONVERT_TENSOR3D_TO_IMAGE_STRUCT_NO_STEP(name) \
+ gc_update_image_from_tensor3D_workitem_offset(name##_offset_first_element_in_bytes, name##_stride_x, uint(0), name##_stride_y, uint(0), name##_stride_z, name##_step_z)
+
+Vector gc_update_vector_workitem_offset(uint offset_first_element_in_bytes, uint stride_x, uint step_x)
+{
+ Vector vector;
+ vector.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ vector.stride_x = stride_x;
+ vector.current_offset = vector.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x;
+
+ return vector;
+}
+
+Image gc_update_image_workitem_offset(uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y)
+{
+ Image img;
+ img.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ img.stride_x = stride_x;
+ img.stride_y = stride_y;
+ img.current_offset = img.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y;
+
+ return img;
+}
+
+Tensor3D gc_update_tensor3D_workitem_offset(uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y, uint stride_z, uint step_z)
+{
+ Tensor3D tensor;
+ tensor.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ tensor.stride_x = stride_x;
+ tensor.stride_y = stride_y;
+ tensor.stride_z = stride_z;
+ tensor.current_offset = tensor.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y + gl_GlobalInvocationID.z * step_z;
+
+ return tensor;
+}
+
+Image gc_update_image_from_tensor3D_workitem_offset(uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y, uint stride_z, uint step_z)
+{
+ Image img;
+ img.offset_first_element_in_bytes = offset_first_element_in_bytes;
+ img.stride_x = stride_x;
+ img.stride_y = stride_y;
+ img.current_offset = img.offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y + gl_GlobalInvocationID.z * step_z;
+
+ return img;
+}
+
+#define GC_CURRENT_OFFSET(name) \
+ name.current_offset
+
+uint gc_vector_offset(Vector vec, int x)
+{
+ return CONVERT(CONVERT(vec.current_offset, int) + x * CONVERT(vec.stride_x, int), uint);
+}
+
+uint gc_image_offset(Image img, int x, int y)
+{
+ return CONVERT(CONVERT(img.current_offset, int) + x * CONVERT(img.stride_x, int) + y * CONVERT(img.stride_y, int), uint);
+}
+
+uint gc_tensor3D_offset(Tensor3D tensor, int x, int y, int z)
+{
+ return CONVERT(CONVERT(tensor.current_offset, int) + x * CONVERT(tensor.stride_x, int) + y * CONVERT(tensor.stride_y, int) + z * CONVERT(tensor.stride_z, int), uint);
+}
+
+// load/store number of element depends on buffer type
+#define GC_LOAD1(r, name, offset) \
+ r = name##_ptr[offset]
+
+#define GC_LOAD2(r, name, offset) \
+ GC_LOAD1(r[0], name, offset); \
+ GC_LOAD1(r[1], name, (offset) + uint(1))
+
+#define GC_LOAD3(r, name, offset) \
+ GC_LOAD1(r[0], name, offset); \
+ GC_LOAD1(r[1], name, (offset) + uint(1)); \
+ GC_LOAD1(r[2], name, (offset) + uint(2))
+
+#define GC_STORE1(value, name, offset) \
+ name##_ptr[offset] = value
+
+#define GC_STORE2(value, name, offset) \
+ GC_STORE1(value[0], name, offset); \
+ GC_STORE1(value[1], name, (offset) + uint(1))
+
+#define GC_STORE3(value, name, offset) \
+ GC_STORE1(value[0], name, offset); \
+ GC_STORE1(value[1], name, (offset) + uint(1)); \
+ GC_STORE1(value[2], name, (offset) + uint(2))
+
+// has to manually expand them since not supported by compiler
+#define GC_LOAD1_1D_OFFSET(r, name, x) \
+ GC_LOAD1(r, name, gc_vector_offset(name, int(x)) >> name##_buffer_data_type_size)
+
+#define GC_LOAD1_2D_OFFSET(r, name, x, y) \
+ GC_LOAD1(r, name, gc_image_offset(name, int(x), int(y)) >> name##_buffer_data_type_size)
+
+#define GC_LOAD1_3D_OFFSET(r, name, x, y, z) \
+ GC_LOAD1(r, name, gc_tensor3D_offset(name, int(x), int(y), int(z)) >> name##_buffer_data_type_size)
+
+#define GC_STORE1_1D_OFFSET(value, name, x) \
+ GC_STORE1(value, name, gc_vector_offset(name, int(x)) >> name##_buffer_data_type_size)
+
+#define GC_STORE1_2D_OFFSET(value, name, x, y) \
+ GC_STORE1(value, name, gc_image_offset(name, int(x), int(y)) >> name##_buffer_data_type_size)
+
+#define GC_STORE1_3D_OFFSET(value, name, x, y, z) \
+ GC_STORE1(value, name, gc_tensor3D_offset(name, int(x), int(y), int(z)) >> name##_buffer_data_type_size)
+
+#define GC_LOAD2_1D_OFFSET(r, name, x) \
+ GC_LOAD2(r, name, gc_vector_offset(name, int(x)) >> name##_buffer_data_type_size)
+
+#define GC_LOAD2_2D_OFFSET(r, name, x, y) \
+ GC_LOAD2(r, name, gc_image_offset(name, int(x), int(y)) >> name##_buffer_data_type_size)
+
+#define GC_LOAD2_3D_OFFSET(r, name, x, y, z) \
+ GC_LOAD2(r, name, gc_tensor3D_offset(name, int(x), int(y), int(z)) >> name##_buffer_data_type_size)
+
+#define GC_STORE2_1D_OFFSET(value, name, x) \
+ GC_STORE2(value, name, gc_vector_offset(name, int(x)) >> name##_buffer_data_type_size)
+
+#define GC_STORE2_2D_OFFSET(value, name, x, y) \
+ GC_STORE2(value, name, gc_image_offset(name, int(x), int(y)) >> name##_buffer_data_type_size)
+
+#define GC_STORE2_3D_OFFSET(value, name, x, y, z) \
+ GC_STORE2(value, name, gc_tensor3D_offset(name, int(x), int(y), int(z)) >> name##_buffer_data_type_size)
+
+#define GC_LOAD3_1D_OFFSET(r, name, x) \
+ GC_LOAD3(r, name, gc_vector_offset(name, int(x)) >> name##_buffer_data_type_size)
+
+#define GC_LOAD3_2D_OFFSET(r, name, x, y) \
+ GC_LOAD3(r, name, gc_image_offset(name, int(x), int(y)) >> name##_buffer_data_type_size)
+
+#define GC_LOAD3_3D_OFFSET(r, name, x, y, z) \
+ GC_LOAD3(r, name, gc_tensor3D_offset(name, int(x), int(y), int(z)) >> name##_buffer_data_type_size)
+
+/////////////////////////////////////////////////////////////
+
+#endif // _HELPER_H