/* * 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