From abd03cfc7ba96462bc5a1ca6f4faa9ca22792158 Mon Sep 17 00:00:00 2001 From: Joel Liang Date: Mon, 8 Jan 2018 15:20:48 +0800 Subject: APPBROWSER-298: Remove the old shader common code Remove token pasting operator support for GLES shader Remove cs_shdaers/helpers.h (The old GLES shader common code) Remove class BufferParam. We don't need to pass the buffer_data_type_shift to GLES shader. Change-Id: Ic4fa6b2fb7647b8f69759f6077ae4a5b483cc04d Reviewed-on: https://eu-gerrit-1.euhpc.arm.com/115448 Tested-by: Jenkins Reviewed-by: Frank Lei Reviewed-by: Anthony Barbier --- src/core/GLES_COMPUTE/cs_shaders/helpers.h | 584 ----------------------------- 1 file changed, 584 deletions(-) delete mode 100644 src/core/GLES_COMPUTE/cs_shaders/helpers.h (limited to 'src/core/GLES_COMPUTE/cs_shaders') diff --git a/src/core/GLES_COMPUTE/cs_shaders/helpers.h b/src/core/GLES_COMPUTE/cs_shaders/helpers.h deleted file mode 100644 index ba27eec716..0000000000 --- a/src/core/GLES_COMPUTE/cs_shaders/helpers.h +++ /dev/null @@ -1,584 +0,0 @@ -/* - * 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; \ - uint name##_padding1; \ - uint name##_padding2 - -#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 -- cgit v1.2.1