source/backend/opengl/glsl/convlutionDepthwise.glsl (50 lines of code) (raw):
layout(std430) buffer;
layout(FORMAT, binding=0) writeonly uniform mediump image3D uOutput;
layout(location=1) uniform mediump sampler3D uInput;
layout(location=2) uniform mediump sampler3D uKernel;
layout(binding=3) readonly buffer bias{
vec4 data[];
} uBias;
layout(location=4) uniform ivec2 uPad;
layout(location=5) uniform ivec2 uKernelSize;
layout(location=6) uniform ivec2 uStride;
layout(location=7) uniform ivec2 uDilate;
// layout(location=8) uniform ivec2 uOffset;
// layout(location=9) uniform float uReluRate;
layout(location=10) uniform ivec3 uOutputSize;
layout(location=11) uniform ivec3 uInputSize;
#define UP_DIV(x, y) (((x)+(y)-1)/(y))
layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in;
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID)*ivec3(1, 1, 1);
ivec3 outputSize = uOutputSize;
if (all(lessThan(pos, outputSize)))
{
int KSIZE_Y = uKernelSize.y;
int KSIZE_X = uKernelSize.x;
ivec3 inputSize = uInputSize;
ivec2 s0 = pos.xy*uStride-uPad;
int fx, fy, fz;
ivec2 sfxy = max(ivec2(0), (UP_DIV(-s0, uDilate)));
ivec2 efxy = min(uKernelSize, UP_DIV(inputSize.xy-s0, uDilate));
vec4 color = uBias.data[pos.z];
for (fy=sfxy.y; fy<efxy.y; ++fy)
{
int sy = fy*uDilate.y + s0.y;
for (fx=sfxy.x; fx<efxy.x; ++fx)
{
int sx1 = fx*uDilate.x + s0.x;
vec4 k = texelFetch(uKernel, ivec3(pos.z, fx, fy), 0);
color += k*texelFetch(uInput, ivec3(sx1, sy, pos.z), 0);
}
}
#ifdef RELU
color = max(color, vec4(0));
#endif
#ifdef RELU6
color = clamp(color, vec4(0), vec4(6));
#endif
imageStore(uOutput, pos, color);
}
}