dw_conv.comp 2.09 KB
#version 450
#define LOCAL_SZ_X 256
layout(push_constant) uniform pushBlock {
    int in_h;
    int in_w;
    int out_h;
    int out_w;
    int stride_h;
    int stride_w;
    int pad_h;
    int pad_w;
    int filter_h;
    int filter_w;
    int dilation_h;
    int dilation_w;
    int channels;
    int batch;
    int has_bias;
    int M;
    int K;
    int N;
    int basic_shader_batch_idx;
    int basic_shader_partition_idx;
    int basic_shader_partition_size;
} p;

layout(binding = 0) readonly buffer Input0{
    float in_buffer[];
};
layout(binding = 1) readonly buffer Input1 {
    float bias_data[];
};
layout(binding = 2) readonly buffer Input3{
    float weight_data[];
};
layout(binding = 3) writeonly buffer Output{
    float out_buffer[];
};
layout(local_size_x = LOCAL_SZ_X, local_size_y = 1, local_size_z = 1) in;

/*
   Each work item compute one output cell
*/
void main()
{
    int gx = int(gl_GlobalInvocationID.x);
    int gy = int(gl_GlobalInvocationID.y);
    int gz = int(gl_GlobalInvocationID.z);
    if(gx < p.out_w && gy < p.out_h && gz < p.channels)
    {
        float sum = 0.0f;

        int org_y = gy * p.stride_h - p.pad_h;
        int org_x = gx * p.stride_w - p.pad_w;

        int weight_off = gz * p.filter_h * p.filter_w;
        int input_off = (p.basic_shader_batch_idx * p.channels + gz) * p.in_h * p.in_w + org_y * p.in_w + org_x;
        for(int y = 0; y < p.filter_h; y++)
        {
            for(int x = 0; x < p.filter_w; x++)
            {
                if(org_y + y * p.dilation_h >= 0 && org_y + y * p.dilation_h < p.in_h && org_x + x * p.dilation_w >= 0 && org_x + x * p.dilation_w < p.in_w)
                {
                    sum += in_buffer[input_off + x * p.dilation_w] * weight_data[weight_off + x];
                }
            }
            weight_off += p.filter_w;
            input_off += p.in_w * p.dilation_h;
        }

        int offset = (p.basic_shader_batch_idx * p.channels + gz) * p.out_h * p.out_w + gy * p.out_w + gx;
        if (p.has_bias == 1)
            out_buffer[offset] = sum + bias_data[gz];
        else
            out_buffer[offset] = sum;
    }
}