/* * 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. */ layout(local_size_x = LOCAL_SIZE_X, local_size_y = LOCAL_SIZE_Y, local_size_z = LOCAL_SIZE_Z) in; #include "helpers_cs.h" #ifdef FUSED_ACTIVATION #include "activation_layer_helpers_cs.h" #endif /* FUSED_ACTIVATION */ #if defined(DATA_TYPE_FP16) precision mediump float; #endif // DATA_TYPE_FP16 /** 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_NAME". e.g. "#define DATA_TYPE_FP32" * @note This kernel has multiple optimized direct convolution options for FP16. * The direct convolution option must be passed at compile time using "#define PROCESS_nX_nY_nZ" e.g. "#define PROCESS_8X_1Y_1Z" * @note The convolution stride x must be passed at compile time using "#define STRIDE_X n" e.g. "#define STRIDE_X 1" * This OpenGL ES shader works with stride_x = 1 and 2 * @note In case biases will be added to the convolution "#define HAS_BIAS" has to be passed to append the final matrix with 1 in each row. * * @param[in] src_ptr Pointer to the source tensor. Supported data types: F16/F32 * @param[in] src_attrs The attributes of the source tensor * @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr * @param[in] dst_attrs The attributes of the destination tensor * @param[in] weights_ptr Pointer to the weights tensor. Supported data types: same as @p src_ptr * @param[in] weights_attrs The attributes of the weights tensor * @param[in] biases_ptr Pointer to the biases tensor. Same as @p src_ptr * @param[in] biases_attrs The attributes of the weights 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 */ SHADER_PARAMS_DECLARATION { Tensor3DAttributes src_attrs; Tensor3DAttributes dst_attrs; Tensor3DAttributes weights_attrs; #ifdef BIAS VectorAttributes biases_attrs; #endif /* BIAS */ uint weights_stride_w; uint weights_depth; }; #if defined(DATA_TYPE_FP32) #if defined(PROCESS_1X_1Y_1Z) TENSOR_DECLARATION(1, srcBuffer, float, src_ptr, src_shift, 2, readonly); TENSOR_DECLARATION(2, dstBuffer, float, dst_ptr, dst_shift, 2, writeonly); TENSOR_DECLARATION(3, weightsBuffer, float, weights_ptr, weights_shift, 2, readonly); #ifdef BIAS TENSOR_DECLARATION(4, biasesBuffer, float, biases_ptr, biases_shift, 2, readonly); #endif /* BIAS */ void main() { ImageIterator src_iter = CONVERT_TO_IMAGE_ITERATOR(src_attrs, src_shift); Tensor3DIterator weights_iter = CONVERT_TO_TENSOR3D_ITERATOR_NO_STEP(weights_attrs, weights_shift); Tensor3DIterator dst_iter = CONVERT_TO_TENSOR3D_ITERATOR(dst_attrs, dst_shift); #ifdef BIAS VectorIterator biases_iter = CONVERT_TO_VECTOR_ITERATOR_NO_STEP(biases_attrs, biases_shift); #endif /* BIAS */ float pixels = 0.f; uint z_index = gl_GlobalInvocationID.z; TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_index * weights_stride_w); for(int d = 0; d < int(weights_depth); ++d) { vec3 temp; vec3 w; temp = VLOAD3(vec3, src_ptr, IMAGE_OFFSET(src_iter, 0, 0)); w = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 0, 0)); pixels += temp.x * w[0] + temp.y * w[1] + temp.z * w[2]; temp = VLOAD3(vec3, src_ptr, IMAGE_OFFSET(src_iter, 0, 1)); w = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); pixels += temp.x * w[0] + temp.y * w[1] + temp.z * w[2]; temp = VLOAD3(vec3, src_ptr, IMAGE_OFFSET(src_iter, 0, 2)); w = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 2, 0)); pixels += temp.x * w[0] + temp.y * w[1] + temp.z * w[2]; TENSOR_ITERATOR_ADVANCE_IN_BYTES(src_iter, src_attrs.stride_z); TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, weights_attrs.stride_z); } #ifdef BIAS pixels += LOAD(biases_ptr, VECTOR_OFFSET(biases_iter, z_index)); #endif /* BIAS */ #ifdef FUSED_ACTIVATION pixels = ACT_OP(pixels); #endif /* FUSED_ACTIVATION */ STORE_CURRENT_ITEM(dst_ptr, dst_iter, pixels); } #elif defined(PROCESS_8X_1Y_1Z) TENSOR_DECLARATION(1, srcBuffer, vec4, src_ptr, src_shift, 4, readonly); TENSOR_DECLARATION(2, dstBuffer, vec4, dst_ptr, dst_shift, 4, writeonly); TENSOR_DECLARATION(3, weightsBuffer, float, weights_ptr, weights_shift, 2, readonly); #ifdef BIAS TENSOR_DECLARATION(4, biasesBuffer, float, biases_ptr, biases_shift, 2, 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]; tmp = VLOAD3(vec4[3], src_ptr, 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 tmp1[3]; vec4 tmp2[2]; vec4 r[2]; tmp1 = VLOAD3(vec4[3], src_ptr, offset); left = vec4(tmp1[0].xz, tmp1[1].xz); middle = vec4(tmp1[0].yw, tmp1[1].yw); right = vec4(tmp1[0].z, tmp1[1].xz, tmp1[2].x); r[0] = left * w[0] + middle * w[1] + right * w[2]; tmp2 = VLOAD2(vec4[2], src_ptr, offset + uint(3)); left = vec4(tmp1[2].xz, tmp2[0].xz); middle = vec4(tmp1[2].yw, tmp2[0].yw); right = vec4(tmp1[2].z, tmp2[0].xz, tmp2[1].x); r[1] = left * w[0] + middle * w[1] + right * w[2]; return r; } void main() { ImageIterator src_iter = CONVERT_TO_IMAGE_ITERATOR(src_attrs, src_shift); Tensor3DIterator weights_iter = CONVERT_TO_TENSOR3D_ITERATOR_NO_STEP(weights_attrs, weights_shift); Tensor3DIterator dst_iter = CONVERT_TO_TENSOR3D_ITERATOR(dst_attrs, dst_shift); #ifdef BIAS VectorIterator biases_iter = CONVERT_TO_VECTOR_ITERATOR_NO_STEP(biases_attrs, biases_shift); #endif /* BIAS */ vec4 pixels[2]; pixels[0] = vec4(0); pixels[1] = vec4(0); uint z_index = gl_GlobalInvocationID.z; TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_index * weights_stride_w); for(int d = 0; d < int(weights_depth); ++d) { // load 3 weights once vec3 w; vec4 r[2]; // first line w = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 0, 0)); r = CONVOLVE1x3(CURRENT_ITEM_OFFSET(src_iter), w); pixels[0] += r[0]; pixels[1] += r[1]; // second line w = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); r = CONVOLVE1x3(IMAGE_OFFSET(src_iter, 0, 1), w); pixels[0] += r[0]; pixels[1] += r[1]; // third line w = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 2, 0)); r = CONVOLVE1x3(IMAGE_OFFSET(src_iter, 0, 2), w); pixels[0] += r[0]; pixels[1] += r[1]; TENSOR_ITERATOR_ADVANCE_IN_BYTES(src_iter, src_attrs.stride_z); TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, weights_attrs.stride_z); } #ifdef BIAS float b = LOAD(biases_ptr, VECTOR_OFFSET(biases_iter, z_index)); pixels[0] += vec4(b); pixels[1] += vec4(b); #endif /* BIAS */ #ifdef FUSED_ACTIVATION pixels[0] = ACT_OP(pixels[0]); pixels[1] = ACT_OP(pixels[1]); #endif /* FUSED_ACTIVATION */ VSTORE2_CURRENT_ITEM(dst_ptr, dst_iter, pixels); } #elif defined(PROCESS_4X_1Y_1Z) TENSOR_DECLARATION(1, srcBuffer, vec4, src_ptr, src_shift, 4, readonly); TENSOR_DECLARATION(2, dstBuffer, vec4, dst_ptr, dst_shift, 4, writeonly); TENSOR_DECLARATION(3, weightsBuffer, float, weights_ptr, weights_shift, 2, readonly); #ifdef BIAS TENSOR_DECLARATION(4, biasesBuffer, float, biases_ptr, biases_shift, 2, 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; tmp = VLOAD2(vec4[2], src_ptr, 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]; tmp = VLOAD3(vec4[3], src_ptr, 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]; } void main() { ImageIterator src_iter = CONVERT_TO_IMAGE_ITERATOR(src_attrs, src_shift); Tensor3DIterator weights_iter = CONVERT_TO_TENSOR3D_ITERATOR_NO_STEP(weights_attrs, weights_shift); Tensor3DIterator dst_iter = CONVERT_TO_TENSOR3D_ITERATOR(dst_attrs, dst_shift); #ifdef BIAS VectorIterator biases_iter = CONVERT_TO_VECTOR_ITERATOR_NO_STEP(biases_attrs, biases_shift); #endif /* BIAS */ vec4 pixels; pixels = vec4(0.f); uint z_index = gl_GlobalInvocationID.z; TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_index * weights_stride_w); for(int d = 0; d < int(weights_depth); ++d) { // load 3 weights once vec3 w; // first line w = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 0, 0)); pixels += CONVOLVE1x3(CURRENT_ITEM_OFFSET(src_iter), w); // second line w = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); pixels += CONVOLVE1x3(IMAGE_OFFSET(src_iter, 0, 1), w); // third line w = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 2, 0)); pixels += CONVOLVE1x3(IMAGE_OFFSET(src_iter, 0, 2), w); TENSOR_ITERATOR_ADVANCE_IN_BYTES(src_iter, src_attrs.stride_z); TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, weights_attrs.stride_z); } #ifdef BIAS float b = LOAD(biases_ptr, VECTOR_OFFSET(biases_iter, z_index)); pixels += b; #endif /* BIAS */ #ifdef FUSED_ACTIVATION pixels = ACT_OP(pixels); #endif /* FUSED_ACTIVATION */ STORE_CURRENT_ITEM(dst_ptr, dst_iter, pixels); } #elif defined(PROCESS_4X_3Y_1Z) TENSOR_DECLARATION(1, srcBuffer, vec4, src_ptr, src_shift, 4, readonly); TENSOR_DECLARATION(2, dstBuffer, vec4, dst_ptr, dst_shift, 4, writeonly); TENSOR_DECLARATION(3, weightsBuffer, float, weights_ptr, weights_shift, 2, readonly); #ifdef BIAS TENSOR_DECLARATION(4, biasesBuffer, float, biases_ptr, biases_shift, 2, 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; } void main() { ImageIterator src_iter = CONVERT_TO_IMAGE_ITERATOR(src_attrs, src_shift); Tensor3DIterator weights_iter = CONVERT_TO_TENSOR3D_ITERATOR_NO_STEP(weights_attrs, weights_shift); Tensor3DIterator dst_iter = CONVERT_TO_TENSOR3D_ITERATOR(dst_attrs, dst_shift); #ifdef BIAS VectorIterator biases_iter = CONVERT_TO_VECTOR_ITERATOR_NO_STEP(biases_attrs, biases_shift); #endif /* BIAS */ vec4 pixels[3]; pixels[0] = vec4(0); pixels[1] = vec4(0); pixels[2] = vec4(0); uint z_index = gl_GlobalInvocationID.z; TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_index * weights_stride_w); for(int d = 0; d < int(weights_depth); ++d) { // load 3 weights once vec3 w[3]; w[0] = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 0, 0)); w[1] = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); w[2] = VLOAD3(vec3, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 2, 0)); vec4 s[2]; vec4 middle; vec4 right; // first line s = VLOAD2_CURRENT_ITEM(vec4[2], src_ptr, src_iter); 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 s = VLOAD2(vec4[2], src_ptr, IMAGE_OFFSET(src_iter, 0, 1)); 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 s = VLOAD2(vec4[2], src_ptr, IMAGE_OFFSET(src_iter, 0, 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 s = VLOAD2(vec4[2], src_ptr, IMAGE_OFFSET(src_iter, 0, 3)); 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 s = VLOAD2(vec4[2], src_ptr, IMAGE_OFFSET(src_iter, 0, 4)); 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]); TENSOR_ITERATOR_ADVANCE_IN_BYTES(src_iter, src_attrs.stride_z); TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, weights_attrs.stride_z); } #ifdef BIAS float b = LOAD(biases_ptr, VECTOR_OFFSET(biases_iter, z_index)); pixels[0] += vec4(b); pixels[1] += vec4(b); pixels[2] += vec4(b); #endif /* BIAS */ #ifdef FUSED_ACTIVATION pixels[0] = ACT_OP(pixels[0]); pixels[1] = ACT_OP(pixels[1]); pixels[2] = ACT_OP(pixels[2]); #endif /* FUSED_ACTIVATION */ STORE_CURRENT_ITEM(dst_ptr, dst_iter, pixels[0]); STORE(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 1, 0), pixels[1]); STORE(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 2, 0), pixels[2]); } #endif // PROCESS_nX_nY #elif defined(DATA_TYPE_FP16) #if defined(PROCESS_8X_3Y_1Z) TENSOR_DECLARATION(1, srcBuffer, uvec4, src_ptr, src_shift, 4, readonly); TENSOR_DECLARATION(2, dstBuffer, uvec4, dst_ptr, dst_shift, 4, writeonly); TENSOR_DECLARATION(3, weightsBuffer, uint, weights_ptr, weights_shift, 2, readonly); #ifdef BIAS TENSOR_DECLARATION(4, biasesBuffer, uint, biases_ptr, biases_shift, 2, 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] vload2_src_unpack12_half(uint offset) { uvec4 packed_s[2]; vec4 s[3]; packed_s = VLOAD2(uvec4[2], src_ptr, offset); 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; } void main() { ImageIterator src_iter = CONVERT_TO_IMAGE_ITERATOR(src_attrs, src_shift); Tensor3DIterator weights_iter = CONVERT_TO_TENSOR3D_ITERATOR_NO_STEP(weights_attrs, weights_shift); Tensor3DIterator dst_iter = CONVERT_TO_TENSOR3D_ITERATOR(dst_attrs, dst_shift); #ifdef BIAS VectorIterator biases_iter = CONVERT_TO_VECTOR_ITERATOR_NO_STEP(biases_attrs, biases_shift); #endif /* BIAS */ 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; TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_index * weights_stride_w); for(int d = 0; d < int(weights_depth); ++d) { // load 3 weights once uvec2 packed_w[3]; packed_w[0] = VLOAD2_CURRENT_ITEM(uvec2, weights_ptr, weights_iter); packed_w[1] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); packed_w[2] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 2, 0)); 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]; // first line s = vload2_src_unpack12_half(CURRENT_ITEM_OFFSET(src_iter)); r = CONVOLVE1x3(s, w[0]); pixels[0][0] += r[0]; pixels[0][1] += r[1]; // second line s = vload2_src_unpack12_half(IMAGE_OFFSET(src_iter, 0, 1)); 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 s = vload2_src_unpack12_half(IMAGE_OFFSET(src_iter, 0, 2)); 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 s = vload2_src_unpack12_half(IMAGE_OFFSET(src_iter, 0, 3)); 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 s = vload2_src_unpack12_half(IMAGE_OFFSET(src_iter, 0, 4)); r = CONVOLVE1x3(s, w[2]); pixels[2][0] += r[0]; pixels[2][1] += r[1]; TENSOR_ITERATOR_ADVANCE_IN_BYTES(src_iter, src_attrs.stride_z); TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, weights_attrs.stride_z); } #ifdef BIAS vec2 vec2_b; float b; vec2_b = LOAD_UNPACK2_HALF(biases_ptr, VECTOR_OFFSET(biases_iter, z_index)); if(z_index % uint(2) == uint(0)) { b = vec2_b.x; } else { b = vec2_b.y; } for(i = 0; i < 3; i++) { for(j = 0; j < 2; j++) { pixels[i][j] += vec4(b); } } #endif /* BIAS */ #ifdef FUSED_ACTIVATION pixels[0] = ACT_OP(pixels[0]); pixels[1] = ACT_OP(pixels[1]); pixels[2] = ACT_OP(pixels[2]); #endif /* FUSED_ACTIVATION */ STORE_PACK8_CURRENT_ITEM_HALF(dst_ptr, dst_iter, pixels[0]); STORE_PACK8_HALF(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 1, 0), pixels[1]); STORE_PACK8_HALF(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 2, 0), pixels[2]); } #elif defined(PROCESS_4X_1Y_1Z) TENSOR_DECLARATION(1, srcBuffer, uvec2, src_ptr, src_shift, 3, readonly); TENSOR_DECLARATION(2, dstBuffer, uvec2, dst_ptr, dst_shift, 3, writeonly); TENSOR_DECLARATION(3, weightsBuffer, uint, weights_ptr, weights_shift, 2, readonly); #ifdef BIAS TENSOR_DECLARATION(4, biasesBuffer, uint, biases_ptr, biases_shift, 2, readonly); #endif /* BIAS */ #if STRIDE_X == 2 #define CONVOLVE1x3(s, w) convolve1x3_stride2(s, w) #define LOAD_AND_UNPACK(offset) VLOAD3_UNPACK12_HALF(src_ptr, offset) #elif STRIDE_X == 1 /* STRIDE_X == 1 */ #define CONVOLVE1x3(s, w) convolve1x3_stride1(s, w) #define LOAD_AND_UNPACK(offset) VLOAD2_UNPACK8_HALF(src_ptr, 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; } void main() { ImageIterator src_iter = CONVERT_TO_IMAGE_ITERATOR(src_attrs, src_shift); Tensor3DIterator weights_iter = CONVERT_TO_TENSOR3D_ITERATOR_NO_STEP(weights_attrs, weights_shift); Tensor3DIterator dst_iter = CONVERT_TO_TENSOR3D_ITERATOR(dst_attrs, dst_shift); #ifdef BIAS VectorIterator biases_iter = CONVERT_TO_VECTOR_ITERATOR_NO_STEP(biases_attrs, biases_shift); #endif /* BIAS */ uvec2 packed_d; vec4 pixels = vec4(0); uint z_index = gl_GlobalInvocationID.z; TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_index * weights_stride_w); for(int d = 0; d < int(weights_depth); ++d) { // load 3 weights once uvec2 packed_w[3]; packed_w[0] = VLOAD2_CURRENT_ITEM(uvec2, weights_ptr, weights_iter); packed_w[1] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); packed_w[2] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 2, 0)); 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; // first line s = LOAD_AND_UNPACK(CURRENT_ITEM_OFFSET(src_iter)); pixels += CONVOLVE1x3(s, w[0]); // second line s = LOAD_AND_UNPACK(IMAGE_OFFSET(src_iter, 0, 1)); pixels += CONVOLVE1x3(s, w[1]); // third line s = LOAD_AND_UNPACK(IMAGE_OFFSET(src_iter, 0, 2)); pixels += CONVOLVE1x3(s, w[2]); TENSOR_ITERATOR_ADVANCE_IN_BYTES(src_iter, src_attrs.stride_z); TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, weights_attrs.stride_z); } #ifdef BIAS vec2 vec2_b; float b; vec2_b = LOAD_UNPACK2_HALF(biases_ptr, VECTOR_OFFSET(biases_iter, z_index)); if(z_index % uint(2) == uint(0)) { b = vec2_b.x; } else { b = vec2_b.y; } pixels += vec4(b); #endif /* BIAS */ #ifdef FUSED_ACTIVATION pixels = ACT_OP(pixels); #endif /* FUSED_ACTIVATION */ STORE_PACK4_CURRENT_ITEM_HALF(dst_ptr, dst_iter, pixels); } #elif defined(PROCESS_4X_3Y_1Z) TENSOR_DECLARATION(1, srcBuffer, uvec2, src_ptr, src_shift, 3, readonly); TENSOR_DECLARATION(2, dstBuffer, uvec2, dst_ptr, dst_shift, 3, writeonly); TENSOR_DECLARATION(3, weightsBuffer, uint, weights_ptr, weights_shift, 2, readonly); #ifdef BIAS TENSOR_DECLARATION(4, biasesBuffer, uint, biases_ptr, biases_shift, 2, 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; } void main() { ImageIterator src_iter = CONVERT_TO_IMAGE_ITERATOR(src_attrs, src_shift); Tensor3DIterator weights_iter = CONVERT_TO_TENSOR3D_ITERATOR_NO_STEP(weights_attrs, weights_shift); Tensor3DIterator dst_iter = CONVERT_TO_TENSOR3D_ITERATOR(dst_attrs, dst_shift); #ifdef BIAS VectorIterator biases_iter = CONVERT_TO_VECTOR_ITERATOR_NO_STEP(biases_attrs, biases_shift); #endif /* BIAS */ vec4 pixels[3]; int i; for(i = 0; i < 3; i++) { pixels[i] = vec4(0); } uint z_index = gl_GlobalInvocationID.z; TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_index * weights_stride_w); for(int d = 0; d < int(weights_depth); ++d) { // load 3 weights once uvec2 packed_w[3]; packed_w[0] = VLOAD2_CURRENT_ITEM(uvec2, weights_ptr, weights_iter); packed_w[1] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); packed_w[2] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 2, 0)); 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; // first line s = VLOAD2_UNPACK8_CURRENT_ITEM_HALF(src_ptr, src_iter); pixels[0] += CONVOLVE1x3(s, w[0]); // second line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 1)); pixels[0] += CONVOLVE1x3(s, w[1]); pixels[1] += CONVOLVE1x3(s, w[0]); // third line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 2)); pixels[0] += CONVOLVE1x3(s, w[2]); pixels[1] += CONVOLVE1x3(s, w[1]); pixels[2] += CONVOLVE1x3(s, w[0]); // forth line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 3)); pixels[1] += CONVOLVE1x3(s, w[2]); pixels[2] += CONVOLVE1x3(s, w[1]); // fifth line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 4)); pixels[2] += CONVOLVE1x3(s, w[2]); TENSOR_ITERATOR_ADVANCE_IN_BYTES(src_iter, src_attrs.stride_z); TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, weights_attrs.stride_z); } #ifdef BIAS vec2 vec2_b; float b; vec2_b = LOAD_UNPACK2_HALF(biases_ptr, VECTOR_OFFSET(biases_iter, z_index)); if(z_index % uint(2) == uint(0)) { b = vec2_b.x; } else { b = vec2_b.y; } for(i = 0; i < 3; i++) { pixels[i] += vec4(b); } #endif /* BIAS */ #ifdef FUSED_ACTIVATION pixels[0] = ACT_OP(pixels[0]); pixels[1] = ACT_OP(pixels[1]); pixels[2] = ACT_OP(pixels[2]); #endif /* FUSED_ACTIVATION */ STORE_PACK4_CURRENT_ITEM_HALF(dst_ptr, dst_iter, pixels[0]); STORE_PACK4_HALF(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 1, 0), pixels[1]); STORE_PACK4_HALF(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 2, 0), pixels[2]); } #elif defined(PROCESS_4X_4Y_1Z) TENSOR_DECLARATION(1, srcBuffer, uvec2, src_ptr, src_shift, 3, readonly); TENSOR_DECLARATION(2, dstBuffer, uvec2, dst_ptr, dst_shift, 3, writeonly); TENSOR_DECLARATION(3, weightsBuffer, uint, weights_ptr, weights_shift, 2, readonly); #ifdef BIAS TENSOR_DECLARATION(4, biasesBuffer, uint, biases_ptr, biases_shift, 2, 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; } void main() { ImageIterator src_iter = CONVERT_TO_IMAGE_ITERATOR(src_attrs, src_shift); Tensor3DIterator weights_iter = CONVERT_TO_TENSOR3D_ITERATOR_NO_STEP(weights_attrs, weights_shift); Tensor3DIterator dst_iter = CONVERT_TO_TENSOR3D_ITERATOR(dst_attrs, dst_shift); #ifdef BIAS VectorIterator biases_iter = CONVERT_TO_VECTOR_ITERATOR_NO_STEP(biases_attrs, biases_shift); #endif /* BIAS */ vec4 pixels[4]; int i; for(i = 0; i < 4; i++) { pixels[i] = vec4(0); } uint z_index = gl_GlobalInvocationID.z; TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_index * weights_stride_w); for(int d = 0; d < int(weights_depth); ++d) { // load 3 weights once uvec2 packed_w[3]; packed_w[0] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 0, 0)); packed_w[1] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); packed_w[2] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 2, 0)); 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; // first line s = VLOAD2_UNPACK8_CURRENT_ITEM_HALF(src_ptr, src_iter); pixels[0] += CONVOLVE1x3(s, w[0]); // second line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 1)); pixels[0] += CONVOLVE1x3(s, w[1]); pixels[1] += CONVOLVE1x3(s, w[0]); // third line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 2)); pixels[0] += CONVOLVE1x3(s, w[2]); pixels[1] += CONVOLVE1x3(s, w[1]); pixels[2] += CONVOLVE1x3(s, w[0]); // forth line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 3)); pixels[1] += CONVOLVE1x3(s, w[2]); pixels[2] += CONVOLVE1x3(s, w[1]); pixels[3] += CONVOLVE1x3(s, w[0]); // fifth line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 4)); pixels[2] += CONVOLVE1x3(s, w[2]); pixels[3] += CONVOLVE1x3(s, w[1]); // sixth line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 5)); pixels[3] += CONVOLVE1x3(s, w[2]); TENSOR_ITERATOR_ADVANCE_IN_BYTES(src_iter, src_attrs.stride_z); TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, weights_attrs.stride_z); } #ifdef BIAS vec2 vec2_b; float b; vec2_b = LOAD_UNPACK2_HALF(biases_ptr, VECTOR_OFFSET(biases_iter, z_index)); if(z_index % uint(2) == uint(0)) { b = vec2_b.x; } else { b = vec2_b.y; } for(i = 0; i < 4; i++) { pixels[i] += vec4(b); } #endif /* BIAS */ #ifdef FUSED_ACTIVATION pixels[0] = ACT_OP(pixels[0]); pixels[1] = ACT_OP(pixels[1]); pixels[2] = ACT_OP(pixels[2]); pixels[3] = ACT_OP(pixels[3]); #endif /* FUSED_ACTIVATION */ STORE_PACK4_CURRENT_ITEM_HALF(dst_ptr, dst_iter, pixels[0]); STORE_PACK4_HALF(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 1, 0), pixels[1]); STORE_PACK4_HALF(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 2, 0), pixels[2]); STORE_PACK4_HALF(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 3, 0), pixels[3]); } #elif defined(PROCESS_4X_3Y_2Z) TENSOR_DECLARATION(1, srcBuffer, uvec2, src_ptr, src_shift, 3, readonly); TENSOR_DECLARATION(2, dstBuffer, uvec2, dst_ptr, dst_shift, 3, writeonly); TENSOR_DECLARATION(3, weightsBuffer, uint, weights_ptr, weights_shift, 2, readonly); #ifdef BIAS TENSOR_DECLARATION(4, biasesBuffer, uint, biases_ptr, biases_shift, 2, 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; } void main() { ImageIterator src_iter = CONVERT_TO_IMAGE_ITERATOR(src_attrs, src_shift); Tensor3DIterator weights_iter = CONVERT_TO_TENSOR3D_ITERATOR_NO_STEP(weights_attrs, weights_shift); Tensor3DIterator dst_iter = CONVERT_TO_TENSOR3D_ITERATOR(dst_attrs, dst_shift); #ifdef BIAS VectorIterator biases_iter = CONVERT_TO_VECTOR_ITERATOR_NO_STEP(biases_attrs, biases_shift); #endif /* BIAS */ vec4 pixels[3]; int i; uint z_base_index = gl_GlobalInvocationID.z << 1; // store orginal src current offset uint s_offset_in_bytes = CURRENT_ITEM_OFFSET_IN_BYTES(srcc_iter); TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, z_base_index * weights_stride_w); for(int z = 0; z < 2; ++z) { uint z_index = z_base_index + uint(z); SET_TENSOR_ITERATOR_OFFSET_IN_BYTES(src_iter, s_offset_in_bytes); 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]; packed_w[0] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 0, 0)); packed_w[1] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 1, 0)); packed_w[2] = VLOAD2(uvec2, weights_ptr, TENSOR3D_OFFSET(weights_iter, 0, 2, 0)); 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; // first line s = VLOAD2_UNPACK8_CURRENT_ITEM_HALF(src_ptr, src_iter); pixels[0] += CONVOLVE1x3(s, w[0]); // second line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 1)); pixels[0] += CONVOLVE1x3(s, w[1]); pixels[1] += CONVOLVE1x3(s, w[0]); // third line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 2)); pixels[0] += CONVOLVE1x3(s, w[2]); pixels[1] += CONVOLVE1x3(s, w[1]); pixels[2] += CONVOLVE1x3(s, w[0]); // forth line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 3)); pixels[1] += CONVOLVE1x3(s, w[2]); pixels[2] += CONVOLVE1x3(s, w[1]); // fifth line s = VLOAD2_UNPACK8_HALF(src_ptr, IMAGE_OFFSET(src_iter, 0, 4)); pixels[2] += CONVOLVE1x3(s, w[2]); TENSOR_ITERATOR_ADVANCE_IN_BYTES(src_iter, src_attrs.stride_z); TENSOR_ITERATOR_ADVANCE_IN_BYTES(weights_iter, weights_attrs.stride_z); } #ifdef BIAS vec2 vec2_b; float b; vec2_b = LOAD_UNPACK2_HALF(biases_ptr, VECTOR_OFFSET(biases_iter, z_index)); if(z_index % uint(2) == uint(0)) { b = vec2_b.x; } else { b = vec2_b.y; } for(i = 0; i < 3; i++) { pixels[i] += vec4(b); } #endif /* BIAS */ #ifdef FUSED_ACTIVATION pixels[0] = ACT_OP(pixels[0]); pixels[1] = ACT_OP(pixels[1]); pixels[2] = ACT_OP(pixels[2]); pixels[3] = ACT_OP(pixels[3]); #endif /* FUSED_ACTIVATION */ STORE_PACK4_CURRENT_ITEM_HALF(dst_ptr, dst_iter, pixels[0]); STORE_PACK4_HALF(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 1, 0), pixels[1]); STORE_PACK4_HALF(dst_ptr, TENSOR3D_OFFSET(dst_iter, 0, 2, 0), pixels[2]); TENSOR_ITERATOR_ADVANCE_IN_BYTES(dst_iter, dst_stride_z); } } #endif /* PROCESS_nX_nY_nZ */ #else /* DATA_TYPE_FP32 */ #error Data type not supported #endif /* DATA_TYPE_FP32 */