dw_conv.comp
2.09 KB
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#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;
}
}