/* * Copyright (c) 2016-2019 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 #if defined(ARM_COMPUTE_OPENCL_FP16_ENABLED) && defined(cl_khr_fp16) #pragma OPENCL EXTENSION cl_khr_fp16 : enable #endif // defined(ARM_COMPUTE_OPENCL_FP16_ENABLED) && defined(cl_khr_fp16) #if defined(ARM_COMPUTE_OPENCL_DOT8_ENABLED) && defined(cl_arm_integer_dot_product_int8) #pragma OPENCL EXTENSION cl_arm_integer_dot_product_int8 : enable #endif // defined(ARM_COMPUTE_OPENCL_DOT8_ENABLED) && defined(cl_arm_integer_dot_product_int8) #if defined(ARM_COMPUTE_OPENCL_DOT8_ACC_ENABLED) && defined(cl_arm_integer_dot_product_accumulate_int8) #pragma OPENCL EXTENSION cl_arm_integer_dot_product_accumulate_int8 : enable #endif // defined(ARM_COMPUTE_OPENCL_DOT8_ACC_ENABLED) && defined(cl_arm_integer_dot_product_accumulate_int8) #if defined(ARM_COMPUTE_DEBUG_ENABLED) && defined(cl_arm_printf) #pragma OPENCL EXTENSION cl_arm_printf : enable #endif // defined(ARM_COMPUTE_DEBUG_ENABLED) && defined(cl_arm_printf) #define GPU_ARCH_MIDGARD 0x100 #define GPU_ARCH_BIFROST 0x200 #define CONCAT(a, b) a##b #define EXPAND(x) x #define CLAMP(x, min_val, max_val) min(max(x, min_val), max_val) #define VLOAD_STR(size) vload##size #define VLOAD(size) VLOAD_STR(size) #define VSTORE_STR(size) vstore##size #define VSTORE(size) VSTORE_STR(size) #define float1 float #define half1 half #define char1 char #define uchar1 uchar #define short1 short #define ushort1 ushort #define int1 int #define uint1 uint #define long1 long #define ulong1 ulong #define double1 double #define vload1(OFFSET, PTR) *(OFFSET + PTR) #define VEC_DATA_TYPE_STR(type, size) type##size #define VEC_DATA_TYPE(type, size) VEC_DATA_TYPE_STR(type, size) #define CL_VEC_DATA_TYPE_STR(type, size) type##size #define CL_VEC_DATA_TYPE(type, size) CL_VEC_DATA_TYPE_STR(type, size) #define CONVERT_STR(x, type) (convert_##type((x))) #define CONVERT(x, type) CONVERT_STR(x, type) #define CONVERT_SAT_STR(x, type) (convert_##type##_sat((x))) #define CONVERT_SAT(x, type) CONVERT_SAT_STR(x, type) #define CONVERT_SAT_ROUND_STR(x, type, round) (convert_##type##_sat_##round((x))) #define CONVERT_SAT_ROUND(x, type, round) CONVERT_SAT_ROUND_STR(x, type, round) #define VECTOR_DECLARATION(name) \ __global uchar *name##_ptr, \ uint name##_stride_x, \ uint name##_step_x, \ uint name##_offset_first_element_in_bytes #define IMAGE_DECLARATION(name) \ __global uchar *name##_ptr, \ uint name##_stride_x, \ uint name##_step_x, \ uint name##_stride_y, \ uint name##_step_y, \ uint name##_offset_first_element_in_bytes #define TENSOR3D_DECLARATION(name) \ __global uchar *name##_ptr, \ 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 #define TENSOR4D_DECLARATION(name) \ __global uchar *name##_ptr, \ 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##_stride_w, \ uint name##_step_w, \ uint name##_offset_first_element_in_bytes #define CONVERT_TO_VECTOR_STRUCT(name) \ update_vector_workitem_ptr(name##_ptr, name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x) #define CONVERT_TO_VECTOR_STRUCT_NO_STEP(name) \ update_vector_workitem_ptr(name##_ptr, name##_offset_first_element_in_bytes, name##_stride_x, 0) #define CONVERT_TO_IMAGE_STRUCT(name) \ update_image_workitem_ptr(name##_ptr, 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_ptr(name##_ptr, name##_offset_first_element_in_bytes, name##_stride_x, 0, name##_stride_y, 0) #define CONVERT_TENSOR3D_TO_IMAGE_STRUCT(name) \ update_image_from_tensor3D_workitem_ptr(name##_ptr, 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_NO_STEP(name) \ update_image_from_tensor3D_workitem_ptr(name##_ptr, name##_offset_first_element_in_bytes, name##_stride_x, 0, name##_stride_y, 0, name##_stride_z, name##_step_z) #define CONVERT_TENSOR3D_TO_IMAGE_STRUCT(name) \ update_image_from_tensor3D_workitem_ptr(name##_ptr, 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_ptr(name##_ptr, 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_ptr(name##_ptr, name##_offset_first_element_in_bytes, name##_stride_x, 0, name##_stride_y, 0, name##_stride_z, 0) #define CONVERT_TO_TENSOR4D_STRUCT(name, mod_size) \ update_tensor4D_workitem_ptr(name##_ptr, name##_offset_first_element_in_bytes, name##_stride_x, name##_step_x, name##_stride_y, name##_step_y, \ name##_stride_z, name##_step_z, name##_stride_w, name##_step_w, mod_size) #define CONVERT_TO_TENSOR4D_STRUCT_NO_STEP(name, mod_size) \ update_tensor4D_workitem_ptr(name##_ptr, name##_offset_first_element_in_bytes, name##_stride_x, 0, name##_stride_y, 0, name##_stride_z, 0, name##_stride_w, 0, mod_size) /** Structure to hold Vector information */ typedef struct Vector { __global uchar *ptr; /**< Pointer to the starting postion of the buffer */ int offset_first_element_in_bytes; /**< The offset of the first element in the source image */ int stride_x; /**< Stride of the image in X dimension (in bytes) */ } Vector; /** Structure to hold Image information */ typedef struct Image { __global uchar *ptr; /**< Pointer to the starting postion of the buffer */ int offset_first_element_in_bytes; /**< The offset of the first element in the source image */ int stride_x; /**< Stride of the image in X dimension (in bytes) */ int stride_y; /**< Stride of the image in Y dimension (in bytes) */ } Image; /** Structure to hold 3D tensor information */ typedef struct Tensor3D { __global uchar *ptr; /**< Pointer to the starting postion of the buffer */ int offset_first_element_in_bytes; /**< The offset of the first element in the source image */ 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 stride_z; /**< Stride of the image in Z dimension (in bytes) */ } Tensor3D; /** Structure to hold 4D tensor information */ typedef struct Tensor4D { __global uchar *ptr; /**< Pointer to the starting postion of the buffer */ int offset_first_element_in_bytes; /**< The offset of the first element in the source image */ 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 stride_z; /**< Stride of the image in Z dimension (in bytes) */ int stride_w; /**< Stride of the image in W dimension (in bytes) */ } Tensor4D; /** Wrap vector information into an Vector structure, and make the pointer point at this workitem's data. * * @param[in] ptr Pointer to the starting postion of the buffer * @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 image object */ inline Vector update_vector_workitem_ptr(__global uchar *ptr, uint offset_first_element_in_bytes, uint stride_x, uint step_x) { Vector vector = { .ptr = ptr, .offset_first_element_in_bytes = offset_first_element_in_bytes, .stride_x = stride_x, }; vector.ptr += vector.offset_first_element_in_bytes + get_global_id(0) * step_x; return vector; } /** Wrap image information into an Image structure, and make the pointer point at this workitem's data. * * @param[in] ptr Pointer to the starting postion of the buffer * @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 */ inline Image update_image_workitem_ptr(__global uchar *ptr, uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y) { Image img = { .ptr = ptr, .offset_first_element_in_bytes = offset_first_element_in_bytes, .stride_x = stride_x, .stride_y = stride_y }; img.ptr += img.offset_first_element_in_bytes + get_global_id(0) * step_x + get_global_id(1) * step_y; return img; } /** Wrap 3D tensor information into an image structure, and make the pointer point at this workitem's data. * * @param[in] ptr Pointer to the starting postion of the buffer * @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 */ inline Image update_image_from_tensor3D_workitem_ptr(__global uchar *ptr, 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 = { .ptr = ptr, .offset_first_element_in_bytes = offset_first_element_in_bytes, .stride_x = stride_x, .stride_y = stride_y }; img.ptr += img.offset_first_element_in_bytes + get_global_id(0) * step_x + get_global_id(1) * step_y + get_global_id(2) * step_z; return img; } /** Wrap 3D tensor information into an tensor structure, and make the pointer point at this workitem's data. * * @param[in] ptr Pointer to the starting postion of the buffer * @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 */ inline Tensor3D update_tensor3D_workitem_ptr(__global uchar *ptr, 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 = { .ptr = ptr, .offset_first_element_in_bytes = offset_first_element_in_bytes, .stride_x = stride_x, .stride_y = stride_y, .stride_z = stride_z }; tensor.ptr += tensor.offset_first_element_in_bytes + get_global_id(0) * step_x + get_global_id(1) * step_y + get_global_id(2) * step_z; return tensor; } inline Tensor4D update_tensor4D_workitem_ptr(__global uchar *ptr, uint offset_first_element_in_bytes, uint stride_x, uint step_x, uint stride_y, uint step_y, uint stride_z, uint step_z, uint stride_w, uint step_w, uint mod_size) { Tensor4D tensor = { .ptr = ptr, .offset_first_element_in_bytes = offset_first_element_in_bytes, .stride_x = stride_x, .stride_y = stride_y, .stride_z = stride_z, .stride_w = stride_w }; tensor.ptr += tensor.offset_first_element_in_bytes + get_global_id(0) * step_x + get_global_id(1) * step_y + (get_global_id(2) % mod_size) * step_z + (get_global_id(2) / mod_size) * step_w; 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 */ inline __global const uchar *vector_offset(const Vector *vec, int x) { return vec->ptr + x * vec->stride_x; } /** 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 */ inline __global uchar *offset(const Image *img, int x, int y) { return img->ptr + x * img->stride_x + y * img->stride_y; } /** Get the pointer position of a Tensor3D * * @param[in] tensor Pointer 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 */ inline __global const uchar *tensor3D_offset(const Tensor3D *tensor, int x, int y, int z) { return tensor->ptr + x * tensor->stride_x + y * tensor->stride_y + z * tensor->stride_z; } /** Get the pointer position of a Tensor4D * * @param[in] tensor Pointer 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 * @param[in] w Relative W position */ inline __global const uchar *tensor4D_offset(const Tensor4D *tensor, int x, int y, int z, int w) { return tensor->ptr + x * tensor->stride_x + y * tensor->stride_y + z * tensor->stride_z + w * tensor->stride_w; } #endif // _HELPER_H