From ceaa0bfe219631b5a4e638613f90f9fa47a3defe Mon Sep 17 00:00:00 2001 From: Manuel Bottini Date: Tue, 16 Feb 2021 15:15:19 +0000 Subject: Remove OpenGL ES support Remove the following: - Relevant backend kernels - Relevant backend functions - Relevant backend validation tests - Relevant backend specific examples - Remove backend support from Graph API - Remove backend support from build system Update documentation Resolves: COMPMID-4149 Change-Id: Id0621d6ee35169754de458103907aaba4ef770c0 Signed-off-by: Manuel Bottini Reviewed-on: https://review.mlplatform.org/c/ml/ComputeLibrary/+/5097 Tested-by: Arm Jenkins Reviewed-by: Michele Di Giorgio Reviewed-by: Georgios Pinitas --- src/core/GLES_COMPUTE/cs_shaders/helpers_cs.h | 498 -------------------------- 1 file changed, 498 deletions(-) delete mode 100644 src/core/GLES_COMPUTE/cs_shaders/helpers_cs.h (limited to 'src/core/GLES_COMPUTE/cs_shaders/helpers_cs.h') diff --git a/src/core/GLES_COMPUTE/cs_shaders/helpers_cs.h b/src/core/GLES_COMPUTE/cs_shaders/helpers_cs.h deleted file mode 100644 index 4e3551700f..0000000000 --- a/src/core/GLES_COMPUTE/cs_shaders/helpers_cs.h +++ /dev/null @@ -1,498 +0,0 @@ -/* - * Copyright (c) 2017-2018 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_CS_H -#define ARM_COMPUTE_HELPER_CS_H - -#define SHADER_PARAMS_DECLARATION \ - layout(std140, binding = 0) uniform shader_params - -#define TENSOR_DECLARATION(location, buffer_type, type, ptr_name, shift_name, element_shift, access) \ - layout(std430, binding = location) access buffer buffer_type \ - { \ - type ptr_name[]; \ - }; \ - const uint shift_name = uint(element_shift) - -struct VectorAttributes -{ - uint stride_x; /**< Stride of the vector in X dimension (in bytes) */ - uint step_x; /**< stride_x * number of elements along X processed per workitem (in bytes) */ - uint offset_first_element_in_bytes; /**< The offset of the first element in the vector (in bytes) */ - uint padding; /**< The padding to rounding up the structure to a multiple of a vec4 */ -}; - -struct ImageAttributes -{ - uint stride_x; /**< Stride of the image in X dimension (in bytes) */ - uint step_x; /**< stride_x * number of elements along X processed per workitem (in bytes) */ - uint stride_y; /**< Stride of the image in Y dimension (in bytes) */ - uint step_y; /**< stride_y * number of elements along Y processed per workitem (in bytes) */ - uint offset_first_element_in_bytes; /**< The offset of the first element in the image (in bytes) */ - uint padding1; /**< The padding to rounding up the structure to a multiple of a vec4 */ - uint padding2; /**< The padding to rounding up the structure to a multiple of a vec4 */ - uint padding3; /**< The padding to rounding up the structure to a multiple of a vec4 */ -}; - -struct Tensor3DAttributes -{ - uint stride_x; /**< Stride of the tensor in X dimension (in bytes) */ - uint step_x; /**< stride_x * number of elements along X processed per workitem (in bytes) */ - uint stride_y; /**< Stride of the tensor in Y dimension (in bytes) */ - uint step_y; /**< stride_y * number of elements along Y processed per workitem (in bytes) */ - uint stride_z; /**< Stride of the tensor in Z dimension (in bytes) */ - uint step_z; /**< stride_z * number of elements along Z processed per workitem (in bytes) */ - uint offset_first_element_in_bytes; /**< The offset of the first element in the tensor (in bytes) */ - uint padding; /**< The padding to rounding up the structure to a multiple of a vec4 */ -}; - -struct VectorIterator -{ - int current_offset_in_bytes; /**< Current offset of vector (in bytes) */ - int stride_x; /**< Stride of the vector in X dimension (in bytes) */ - int element_shift; /**< The number of bits to shift by for one element */ -}; - -struct ImageIterator -{ - int current_offset_in_bytes; /**< Current offset of image (in bytes) */ - int stride_x; /**< Stride of the image in X dimension (in bytes) */ - int stride_y; /**< Stride of the image in Y dimension (in bytes) */ - int element_shift; /**< The number of bits to shift by for one element */ -}; - -struct Tensor3DIterator -{ - int current_offset_in_bytes; /**< Current offset of tensor (in bytes) */ - int stride_x; /**< Stride of the tensor in X dimension (in bytes) */ - int stride_y; /**< Stride of the tensor in Y dimension (in bytes) */ - int stride_z; /**< Stride of the tensor in Z dimension (in bytes) */ - int element_shift; /**< The number of bits to shift by for one element */ -}; - -#define CONVERT_TO_VECTOR_ITERATOR(attrs, element_shift) \ - update_vector_iter_offset(element_shift, attrs.offset_first_element_in_bytes, \ - attrs.stride_x, attrs.step_x) - -#define CONVERT_TO_VECTOR_ITERATOR_NO_STEP(attrs, element_shift) \ - update_vector_iter_offset(element_shift, attrs.offset_first_element_in_bytes, \ - attrs.stride_x, uint(0)) - -#define CONVERT_TO_IMAGE_ITERATOR(attrs, element_shift) \ - update_image_iter_offset(element_shift, attrs.offset_first_element_in_bytes, \ - attrs.stride_x, attrs.step_x, attrs.stride_y, attrs.step_y) - -#define CONVERT_TO_IMAGE_ITERATOR_NO_STEP(attrs, element_shift) \ - update_image_iter_offset(element_shift, attrs.offset_first_element_in_bytes, \ - attrs.stride_x, uint(0), attrs.stride_y, uint(0)) - -#define CONVERT_TO_TENSOR3D_ITERATOR(attrs, element_shift) \ - update_tensor3D_iter_offset(element_shift, attrs.offset_first_element_in_bytes, \ - attrs.stride_x, attrs.step_x, attrs.stride_y, attrs.step_y, attrs.stride_z, attrs.step_z) - -#define CONVERT_TO_TENSOR3D_ITERATOR_NO_STEP(attrs, element_shift) \ - update_tensor3D_iter_offset(element_shift, attrs.offset_first_element_in_bytes, \ - attrs.stride_x, uint(0), attrs.stride_y, uint(0), attrs.stride_z, uint(0)) - -#define CONVERT_TENSOR3D_TO_IMAGE_ITERATOR(attrs, element_shift) \ - update_image_from_tensor3D_iter_offset(element_shift, attrs.offset_first_element_in_bytes, \ - attrs.stride_x, attrs.step_x, attrs.stride_y, attrs.step_y, attrs.stride_z, attrs.step_z) - -#define CONVERT_TENSOR3D_TO_IMAGE_ITERATOR_NO_STEP(attrs, element_shift) \ - update_image_from_tensor3D_iter_offset(element_shift, attrs.offset_first_element_in_bytes, \ - attrs.stride_x, uint(0), attrs.stride_y, uint(0), attrs.stride_z, attrs.step_z) - -/** Wrap vector information into a VectorIterator structure, and make the offset to be this workitem's position. - * - * @param[in] element_shift The number of bits to shift by for one element - * @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 A VectorIterator object - */ -VectorIterator update_vector_iter_offset(uint element_shift, uint offset_first_element_in_bytes, uint stride_x, uint step_x) -{ - VectorIterator vector_iter; - vector_iter.element_shift = int(element_shift); - vector_iter.stride_x = int(stride_x); - vector_iter.current_offset_in_bytes = int(offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x); - - return vector_iter; -} - -/** Wrap image information into an ImageIterator structure, and make the offset to be this workitem's position. - * - * @param[in] element_shift The number of bits to shift by for one element - * @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 ImageIterator object - */ -ImageIterator update_image_iter_offset(uint element_shift, uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y) -{ - ImageIterator image_iter; - image_iter.element_shift = int(element_shift); - image_iter.stride_x = int(stride_x); - image_iter.stride_y = int(stride_y); - image_iter.current_offset_in_bytes = int(offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y); - - return image_iter; -} - -/** Wrap 3D tensor information into a Tensor3DIterator structure, and make the offset to be this workitem's position. - * - * @param[in] element_shift The number of bits to shift by for one element - * @param[in] offset_first_element_in_bytes The offset of the first element in the source tersor - * @param[in] stride_x Stride of the tersor 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 tersor 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 tersor in Z dimension (in bytes) - * @param[in] step_z stride_z * number of elements along Z processed per workitem (in bytes) - * - * @return A 3D Tensor3DIterator object - */ -Tensor3DIterator update_tensor3D_iter_offset(uint element_shift, uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y, uint stride_z, uint step_z) -{ - Tensor3DIterator tensor_iter; - tensor_iter.element_shift = int(element_shift); - tensor_iter.stride_x = int(stride_x); - tensor_iter.stride_y = int(stride_y); - tensor_iter.stride_z = int(stride_z); - tensor_iter.current_offset_in_bytes = int(offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y + gl_GlobalInvocationID.z * step_z); - - return tensor_iter; -} - -/** Wrap 3D tensor information into an ImageIterator structure, and make the offset to be this workitem's position. - * - * @param[in] element_shift The number of bits to shift by for one element - * @param[in] offset_first_element_in_bytes The offset of the first element in the source tensor - * @param[in] stride_x Stride of the tensor 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 tensor 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 tensor in Z dimension (in bytes) - * @param[in] step_z stride_z * number of elements along Z processed per workitem (in bytes) - * - * @return An ImageIterator object - */ -ImageIterator update_image_from_tensor3D_iter_offset(uint element_shift, uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y, uint stride_z, uint step_z) -{ - ImageIterator image_iter; - image_iter.element_shift = int(element_shift); - image_iter.stride_x = int(stride_x); - image_iter.stride_y = int(stride_y); - image_iter.current_offset_in_bytes = int(offset_first_element_in_bytes + gl_GlobalInvocationID.x * step_x + gl_GlobalInvocationID.y * step_y + gl_GlobalInvocationID.z * step_z); - - return image_iter; -} - -#define VECTOR_OFFSET(tensor_iter, x) \ - uint(vector_offset_in_bytes(tensor_iter, int(x)) >> tensor_iter.element_shift) - -#define IMAGE_OFFSET(tensor_iter, x, y) \ - uint(image_offset_in_bytes(tensor_iter, int(x), int(y)) >> tensor_iter.element_shift) - -#define TENSOR3D_OFFSET(tensor_iter, x, y, z) \ - uint(tensor3D_offset_in_bytes(tensor_iter, int(x), int(y), int(z)) >> tensor_iter.element_shift) - -#define TENSOR_OFFSET_ADVANCE(tensor_iter, n) \ - uint((tensor_iter.current_offset_in_bytes >> tensor_iter.element_shift) + int(n)) - -#define TENSOR_OFFSET_ADVANCE_IN_BYTES(tensor_iter, n) \ - uint((tensor_iter.current_offset_in_bytes + int(n)) >> tensor_iter.element_shift) - -#define CURRENT_ITEM_OFFSET(tensor_iter) \ - uint(tensor_iter.current_offset_in_bytes >> tensor_iter.element_shift) - -#define CURRENT_ITEM_OFFSET_IN_BYTES(tensor_iter) \ - uint(tensor_iter.current_offset_in_bytes) - -#define TENSOR_ITERATOR_ADVANCE(tensor_iter, n) \ - tensor_iter.current_offset_in_bytes += (int(n) << tensor_iter.element_shift) - -#define TENSOR_ITERATOR_ADVANCE_IN_BYTES(tensor_iter, n) \ - tensor_iter.current_offset_in_bytes += int(n) - -#define SET_TENSOR_ITERATOR_OFFSET_IN_BYTES(tensor_iter, n) \ - tensor_iter.current_offset_in_bytes = int(n) - -/** Get the offset of a VectorIterator - * - * @param[in] vector_iter The VectorIterator object pointed to the starting position of the buffer - * @param[in] x Relative X position - * - * @return The relative offset of the VectorIterator object (in bytes) - */ -uint vector_offset_in_bytes(VectorIterator vector_iter, int x) -{ - return uint(vector_iter.current_offset_in_bytes + x * vector_iter.stride_x); -} - -/** Get the offset of an ImageIterator - * - * @param[in] vector_iter The ImageIterator object pointed to the starting position of the buffer - * @param[in] x Relative X position - * @param[in] y Relative Y position - * - * @return The relative offset of the ImageIterator object (in bytes) - */ -uint image_offset_in_bytes(ImageIterator image_iter, int x, int y) -{ - return uint(image_iter.current_offset_in_bytes + x * image_iter.stride_x + y * image_iter.stride_y); -} - -/** Get the offset of a Tensor3DIterator - * - * @param[in] vector_iter The Tensor3DIterator object pointed to the starting position of the buffer - * @param[in] x Relative X position - * @param[in] y Relative Y position - * @param[in] z Relative Z position - * - * @return The relative offset of the Tensor3DIterator object (in bytes) - */ -uint tensor3D_offset_in_bytes(Tensor3DIterator tensor_iter, int x, int y, int z) -{ - return uint(tensor_iter.current_offset_in_bytes + x * tensor_iter.stride_x + y * tensor_iter.stride_y + z * tensor_iter.stride_z); -} - -#define LOAD(tensor_ptr, offset) tensor_ptr[offset] -#define STORE(tensor_ptr, offset, data) tensor_ptr[offset] = data -#define LOAD_CURRENT_ITEM(tensor_ptr, tensor_iter) tensor_ptr[CURRENT_ITEM_OFFSET(tensor_iter)] -#define STORE_CURRENT_ITEM(tensor_ptr, tensor_iter, data) tensor_ptr[CURRENT_ITEM_OFFSET(tensor_iter)] = data - -#define VLOAD2(return_type, tensor_ptr, offset) \ - return_type(LOAD(tensor_ptr, offset), \ - LOAD(tensor_ptr, (offset) + uint(1))) - -#define VSTORE2(tensor_ptr, offset, data) \ - STORE(tensor_ptr, offset, data[0]); \ - STORE(tensor_ptr, (offset) + uint(1), data[1]) - -#define VLOAD2_CURRENT_ITEM(return_type, tensor_ptr, tensor_iter) VLOAD2(return_type, tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define VSTORE2_CURRENT_ITEM(tensor_ptr, tensor_iter, data) VSTORE2(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -#define VLOAD3(return_type, tensor_ptr, offset) \ - return_type(LOAD(tensor_ptr, offset), \ - LOAD(tensor_ptr, (offset) + uint(1)), \ - LOAD(tensor_ptr, (offset) + uint(2))) - -#define VSTORE3(tensor_ptr, offset, data) \ - STORE(tensor_ptr, offset, data[0]); \ - STORE(tensor_ptr, (offset) + uint(1), data[1]); \ - STORE(tensor_ptr, (offset) + uint(2), data[2]) - -#define VLOAD3_CURRENT_ITEM(return_type, tensor_ptr, tensor_iter) VLOAD3(return_type, tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define VSTORE3_CURRENT_ITEM(tensor_ptr, tensor_iter, data) VSTORE3(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -#define VLOAD4(return_type, tensor_ptr, offset) \ - return_type(LOAD(tensor_ptr, offset), \ - LOAD(tensor_ptr, (offset) + uint(1)), \ - LOAD(tensor_ptr, (offset) + uint(2)), \ - LOAD(tensor_ptr, (offset) + uint(3))) - -#define VSTORE4(tensor_ptr, offset, data) \ - STORE(tensor_ptr, offset, data[0]); \ - STORE(tensor_ptr, (offset) + uint(1), data[1]); \ - STORE(tensor_ptr, (offset) + uint(2), data[2]); \ - STORE(tensor_ptr, (offset) + uint(3), data[3]) - -#define VLOAD4_CURRENT_ITEM(return_type, tensor_ptr, tensor_iter) VLOAD4(return_type, tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define VSTORE4_CURRENT_ITEM(tensor_ptr, tensor_iter, data) VSTORE4(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -#define VLOAD5(return_type, tensor_ptr, offset) \ - return_type(LOAD(tensor_ptr, offset), \ - LOAD(tensor_ptr, (offset) + uint(1)), \ - LOAD(tensor_ptr, (offset) + uint(2)), \ - LOAD(tensor_ptr, (offset) + uint(3)), \ - LOAD(tensor_ptr, (offset) + uint(4))) - -#define VSTORE5(tensor_ptr, offset, data) \ - STORE(tensor_ptr, offset, data[0]); \ - STORE(tensor_ptr, (offset) + uint(1), data[1]); \ - STORE(tensor_ptr, (offset) + uint(2), data[2]); \ - STORE(tensor_ptr, (offset) + uint(3), data[3]); \ - STORE(tensor_ptr, (offset) + uint(4), data[4]) - -#define VLOAD5_CURRENT_ITEM(return_type, tensor_ptr, tensor_iter) VLOAD5(return_type, tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define VSTORE5_CURRENT_ITEM(tensor_ptr, tensor_iter, data) VSTORE5(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -/** Converting the vec4 object to 4 half-precision (16-bits) floating point values and packing into a uvec2 object - * - * @param[in] data The vec4 object to be packed - * - * @return The packed uvec2 object - */ -highp uvec2 pack4_half(mediump vec4 data) -{ - return uvec2(packHalf2x16(data.xy), packHalf2x16(data.zw)); -} - -/** Unpacking the uvec2 object to 4 half-precision (16-bits) floating point values and converting to a vec4 object - * - * @param[in] packed_data The uvec2 object to be unpacked - * - * @return The unpacked vec4 object - */ -mediump vec4 unpack4_half(highp uvec2 packed_data) -{ - return vec4(unpackHalf2x16(packed_data.x), unpackHalf2x16(packed_data.y)); -} - -/** Unpacking the uvec3 object to 6 half-precision (16-bits) floating point values and converting to a vec2[3] object - * - * @param[in] packed_data The uvec3 object to be unpacked - * - * @return The unpacked vec2[3] object - */ -mediump vec2[3] unpack6_half(highp uvec3 packed_data) -{ - return vec2[3](unpackHalf2x16(packed_data[0]), - unpackHalf2x16(packed_data[1]), - unpackHalf2x16(packed_data[2])); -} - -/** Converting the vec4[2] object to 8 half-precision (16-bits) floating point values and packing into a uvec4 object - * - * @param[in] data The vec4[2] object to be packed - * - * @return The packed uvec4 object - */ -highp uvec4 pack8_half(mediump vec4 data[2]) -{ - return uvec4(packHalf2x16(data[0].xy), packHalf2x16(data[0].zw), - packHalf2x16(data[1].xy), packHalf2x16(data[1].zw)); -} - -/** Unpacking the uvec4 object to 8 half-precision (16-bits) floating point values and converting to a vec4[2] object - * - * @param[in] packed_data The uvec4 object to be unpacked - * - * @return The unpacked vec4[2] object - */ -mediump vec4[2] unpack8_half(highp uvec4 packed_data) -{ - return vec4[2](vec4(unpackHalf2x16(packed_data.x), unpackHalf2x16(packed_data.y)), - vec4(unpackHalf2x16(packed_data.z), unpackHalf2x16(packed_data.w))); -} - -/** Unpacking the uvec2[3] object to 12 half-precision (16-bits) floating point values and converting to a vec4[3] object - * - * @param[in] packed_data The uvec2[3] object to be unpacked - * - * @return The unpacked vec4[3] object - */ -mediump vec4[3] unpack12_half(highp uvec2[3] packed_data) -{ - return vec4[3](vec4(unpackHalf2x16(packed_data[0].x), unpackHalf2x16(packed_data[0].y)), - vec4(unpackHalf2x16(packed_data[1].x), unpackHalf2x16(packed_data[1].y)), - vec4(unpackHalf2x16(packed_data[2].x), unpackHalf2x16(packed_data[2].y))); -} - -// For half-precision (16-bits) floating point packed into a "uint" element -#define LOAD_UNPACK2_HALF(tensor_ptr, offset) unpackHalf2x16(uint(LOAD(tensor_ptr, offset))) -#define STORE_PACK2_HALF(tensor_ptr, offset, data) STORE(tensor_ptr, offset, packHalf2x16(data)) -#define LOAD_UNPACK2_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter) LOAD_UNPACK2_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define STORE_PACK2_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter, data) STORE_PACK2_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -#define VLOAD2_UNPACK4_HALF(tensor_ptr, offset) unpack4_half(VLOAD2(uvec2, tensor_ptr, offset)) -#define VSTORE2_PACK4_HALF(tensor_ptr, offset, data) VSTORE2(tensor_ptr, offset, pack4_half(data)) -#define VLOAD2_UNPACK4_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter) VLOAD2_UNPACK4_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define VSTORE2_PACK4_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter, data) VSTORE2_PACK4_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -#define VLOAD3_UNPACK6_HALF(tensor_ptr, offset) unpack6_half(VLOAD3(uvec3, tensor_ptr, offset)) -#define VLOAD3_UNPACK6_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter) VLOAD3_UNPACK6_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) - -#define VLOAD4_UNPACK8_HALF(tensor_ptr, offset) unpack8_half(VLOAD4(uvec4, tensor_ptr, offset)) -#define VSTORE4_PACK8_HALF(tensor_ptr, offset, data) VSTORE4(tensor_ptr, offset, pack8_half(data)) -#define VLOAD4_UNPACK8_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter) VLOAD4_UNPACK8_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define VSTORE4_PACK8_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter, data) VSTORE4_PACK8_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -// For half-precision (16-bits) floating point packed into a "uvec2" element -#define LOAD_UNPACK4_HALF(tensor_ptr, offset) unpack4_half(uvec2(LOAD(tensor_ptr, offset))) -#define STORE_PACK4_HALF(tensor_ptr, offset, data) STORE(tensor_ptr, offset, pack4_half(data)) -#define LOAD_UNPACK4_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter) LOAD_UNPACK4_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define STORE_PACK4_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter, data) STORE_PACK4_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -#define VLOAD2_UNPACK8_HALF(tensor_ptr, offset) unpack8_half(VLOAD2(uvec4, tensor_ptr, offset)) -#define VSTORE2_PACK8_HALF(tensor_ptr, offset, data) VSTORE2(tensor_ptr, offset, pack8_half(data)) -#define VLOAD2_UNPACK8_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter) VLOAD2_UNPACK8_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define VSTORE2_PACK8_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter, data) VSTORE2_PACK8_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -#define VLOAD3_UNPACK12_HALF(tensor_ptr, offset) unpack12_half(VLOAD3(uvec2[3], tensor_ptr, offset)) -#define VLOAD3_UNPACK12_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter) VLOAD3_UNPACK12_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) - -// For half-precision (16-bits) floating point packed into a "uvec4" element -#define LOAD_UNPACK8_HALF(tensor_ptr, offset) unpack8_half(uvec4(LOAD(tensor_ptr, offset))) -#define STORE_PACK8_HALF(tensor_ptr, offset, data) STORE(tensor_ptr, offset, pack8_half(data)) -#define LOAD_UNPACK8_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter) LOAD_UNPACK8_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define STORE_PACK8_CURRENT_ITEM_HALF(tensor_ptr, tensor_iter, data) STORE_PACK8_HALF(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -/** Converting the uvec4 object to 4 low-precision uint values and packing into a uint object - * - * @param[in] data The uvec4 object to be packed - * - * @return The packed uint object - */ -highp uint pack4_u8(lowp uvec4 data) -{ - highp uint r = uint(0); - - for(int i = 0; i < 4; i++) - { - r |= data[i] << uint(i * 8); - } - - return r; -} - -/** Unpacking the uint object to 4 low-precision uint values and converting to a uvec4 object - * - * @param[in] packed_data The uint object to be unpacked - * - * @return The unpacked uvec4 object - */ -lowp uvec4 unpack4_u8(highp uint packed_data) -{ - lowp uvec4 uvec; - - for(int i = 0; i < 4; i++) - { - uvec[i] = (packed_data >> uint(i * 8)) & uint(0xFF); - } - - return uvec; -} - -#define LOAD_UNPACK4_U8(tensor_ptr, offset) unpack4_u8(uint(LOAD(tensor_ptr, offset))) -#define STORE_PACK4_U8(tensor_ptr, offset, data) STORE(tensor_ptr, offset, pack4_u8(data)) -#define LOAD_UNPACK4_CURRENT_ITEM_U8(tensor_ptr, tensor_iter) LOAD_UNPACK4_U8(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter)) -#define STORE_PACK4_CURRENT_ITEM_U8(tensor_ptr, tensor_iter, data) STORE_PACK4_U8(tensor_ptr, CURRENT_ITEM_OFFSET(tensor_iter), data) - -#endif // ARM_COMPUTE_HELPER_CS_H -- cgit v1.2.1