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/*
* 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.
*/
layout(local_size_x = LOCAL_SIZE_X, local_size_y = LOCAL_SIZE_Y, local_size_z = LOCAL_SIZE_Z) in;
#include "helpers.h"
layout(std140) uniform shader_params
{
TENSOR3D_PARAM_DECLARATION(src);
TENSOR3D_PARAM_DECLARATION(mask);
TENSOR3D_PARAM_DECLARATION(dst);
};
uint hash(uint x)
{
x += (x << 10u);
x ^= (x >> 6u);
x += (x << 3u);
x ^= (x >> 11u);
x += (x << 15u);
return x;
}
uint hash(uvec3 v)
{
return hash(v.x ^ hash(v.y) ^ hash(v.z));
}
float float_construct(uint m)
{
const uint ieee_mantissa = 0x007FFFFFu;
const uint ieee_one = 0x3F800000u;
m &= ieee_mantissa;
m |= ieee_one;
float f = uintBitsToFloat(m);
return f - 1.0;
}
float rand(vec3 v, float seed)
{
return float_construct(hash(floatBitsToUint(v + seed)));
}
#ifdef DATA_TYPE_FP32
precision highp float;
BUFFER_DECLARATION(src, 1, float, readonly);
BUFFER_DECLARATION(mask, 2, float, );
BUFFER_DECLARATION(dst, 3, float, writeonly);
/** Dropout is used to improve over-fit on neural networks.
*
* @note The data type must be passed at compile time using "#define DATA_TYPE_FP32"
*
* @param[in] src_ptr Pointer to the source tensor. Supported data types: F32
* @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
* @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
* @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
* @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
* @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
* @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
* @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
* @param[out] mask_ptr Pointer to the mask tensor. Supported data types: same as @p src_ptr
* @param[in] mask_stride_x Stride of the mask tensor in X dimension (in bytes)
* @param[in] mask_step_x mask_stride_x * number of elements along X processed per workitem(in bytes)
* @param[in] mask_stride_y Stride of the mask tensor in Y dimension (in bytes)
* @param[in] mask_step_y mask_stride_y * number of elements along y processed per workitem(in bytes)
* @param[in] mask_stride_z Stride of the mask tensor in Z dimension (in bytes)
* @param[in] mask_step_z mask_stride_z * number of elements along Z processed per workitem(in bytes)
* @param[in] mask_offset_first_element_in_bytes The offset of the first element in the mask tensor
* @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
* @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
* @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
* @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
* @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
* @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
* @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
* @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
*/
void main(void)
{
Tensor3D src = GC_CONVERT_TO_TENSOR3D_STRUCT(src);
Tensor3D mask = GC_CONVERT_TO_TENSOR3D_STRUCT(mask);
Tensor3D dst = GC_CONVERT_TO_TENSOR3D_STRUCT(dst);
float random = 0.f;
float inputv = 0.f;
float maskv = 0.f;
float outputv = 0.f;
#ifdef FORWARD
random = rand(vec3(gl_GlobalInvocationID.xyz), SEED);
maskv = (random > RATIO) ? 1.f : 0.f;
GC_STORE1_3D_OFFSET(maskv, mask, 0, 0, 0);
#else /* FORWARD */
GC_LOAD1_3D_OFFSET(maskv, mask, 0, 0, 0);
#endif /* FORWARD */
GC_LOAD1_3D_OFFSET(inputv, src, 0, 0, 0);
outputv = maskv * inputv * float(SCALE);
GC_STORE1_3D_OFFSET(outputv, dst, 0, 0, 0);
}
#elif defined(DATA_TYPE_FP16)
precision mediump float;
BUFFER_DECLARATION(src, 1, uint, readonly);
BUFFER_DECLARATION(mask, 2, uint, );
BUFFER_DECLARATION(dst, 3, uint, writeonly);
/** Dropout is used to improve over-fit on neural networks.
*
* @note The data type must be passed at compile time using "#define DATA_TYPE_FP16"
*
* @param[in] src_ptr Pointer to the source tensor. Supported data types: F16
* @param[in] src_stride_x Stride of the source tensor in X dimension (in bytes)
* @param[in] src_step_x src_stride_x * number of elements along X processed per workitem(in bytes)
* @param[in] src_stride_y Stride of the source tensor in Y dimension (in bytes)
* @param[in] src_step_y src_stride_y * number of elements along Y processed per workitem(in bytes)
* @param[in] src_stride_z Stride of the source tensor in Z dimension (in bytes)
* @param[in] src_step_z src_stride_z * number of elements along Z processed per workitem(in bytes)
* @param[in] src_offset_first_element_in_bytes The offset of the first element in the source tensor
* @param[out] mask_ptr Pointer to the mask tensor. Supported data types: same as @p src_ptr
* @param[in] mask_stride_x Stride of the mask tensor in X dimension (in bytes)
* @param[in] mask_step_x mask_stride_x * number of elements along X processed per workitem(in bytes)
* @param[in] mask_stride_y Stride of the mask tensor in Y dimension (in bytes)
* @param[in] mask_step_y mask_stride_y * number of elements along y processed per workitem(in bytes)
* @param[in] mask_stride_z Stride of the mask tensor in Z dimension (in bytes)
* @param[in] mask_step_z mask_stride_z * number of elements along Z processed per workitem(in bytes)
* @param[in] mask_offset_first_element_in_bytes The offset of the first element in the mask tensor
* @param[out] dst_ptr Pointer to the destination tensor. Supported data types: same as @p src_ptr
* @param[in] dst_stride_x Stride of the destination tensor in X dimension (in bytes)
* @param[in] dst_step_x dst_stride_x * number of elements along X processed per workitem(in bytes)
* @param[in] dst_stride_y Stride of the destination tensor in Y dimension (in bytes)
* @param[in] dst_step_y dst_stride_y * number of elements along Z processed per workitem(in bytes)
* @param[in] dst_stride_z Stride of the destination tensor in Z dimension (in bytes)
* @param[in] dst_step_z dst_stride_z * number of elements along Z processed per workitem(in bytes)
* @param[in] dst_offset_first_element_in_bytes The offset of the first element in the destination tensor
*/
void main(void)
{
Tensor3D src = GC_CONVERT_TO_TENSOR3D_STRUCT(src);
Tensor3D mask = GC_CONVERT_TO_TENSOR3D_STRUCT(mask);
Tensor3D dst = GC_CONVERT_TO_TENSOR3D_STRUCT(dst);
float random1 = 0.f;
float random2 = 0.f;
uint inputv = uint(0);
uint outputv = uint(0);
uint maskv = uint(0);
vec2 input_vec = vec2(0, 0);
vec2 output_vec = vec2(0, 0);
vec2 mask_vec = vec2(0, 0);
#ifdef FORWARD
random1 = rand(vec3(gl_GlobalInvocationID.xyz), SEED);
random2 = rand(vec3(float(gl_GlobalInvocationID.x) + 0.5f, gl_GlobalInvocationID.yz), SEED);
mask_vec.x = (random1 > RATIO) ? 1.f : 0.f;
mask_vec.y = (random2 > RATIO) ? 1.f : 0.f;
maskv = packHalf2x16(mask_vec);
GC_STORE1_3D_OFFSET(maskv, mask, 0, 0, 0);
#else /* FORWARD */
GC_LOAD1_3D_OFFSET(maskv, mask, 0, 0, 0);
mask_vec = unpackHalf2x16(maskv);
#endif /* FORWARD */
GC_LOAD1_3D_OFFSET(inputv, src, 0, 0, 0);
input_vec = unpackHalf2x16(inputv);
output_vec = mask_vec * input_vec * float(SCALE);
outputv = packHalf2x16(output_vec);
GC_STORE1_3D_OFFSET(outputv, dst, 0, 0, 0);
}
#else /* DATA_TYPE_FP32 */
#endif /* DATA_TYPE_FP32 */
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