From 7068f9900d136312318ff430aef588b14e0c87ad Mon Sep 17 00:00:00 2001 From: Anthony Barbier Date: Thu, 26 Oct 2017 15:23:08 +0100 Subject: COMPMID-631: Merge branches/gles_compute branch Last commit: commit b25c5f68042b0c81bf611d59a1bb8535e1c42497 Author: Xinghang Zhou Date: Wed Oct 25 18:48:10 2017 +0800 Synced validation's tolerances of GCSoftmax from cl side Change-Id: Ibe72054205c1c8721845d679a31af7ed0a7c5cf6 Reviewed-on: http://mpd-gerrit.cambridge.arm.com/93283 Reviewed-by: Anthony Barbier Tested-by: Kaizen --- .../cs_shaders/direct_convolution3x3.cs | 1583 ++++++++++++++++++++ 1 file changed, 1583 insertions(+) create mode 100644 src/core/GLES_COMPUTE/cs_shaders/direct_convolution3x3.cs (limited to 'src/core/GLES_COMPUTE/cs_shaders/direct_convolution3x3.cs') diff --git a/src/core/GLES_COMPUTE/cs_shaders/direct_convolution3x3.cs b/src/core/GLES_COMPUTE/cs_shaders/direct_convolution3x3.cs new file mode 100644 index 0000000000..67b92cb8cf --- /dev/null +++ b/src/core/GLES_COMPUTE/cs_shaders/direct_convolution3x3.cs @@ -0,0 +1,1583 @@ +/* + * 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 */ -- cgit v1.2.1