source/backend/opengl/glsl/softmaxChannel.glsl (78 lines of code) (raw):
layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput;
layout(location=1) uniform mediump sampler3D uInput;
layout(location=2) uniform int w;
layout(location=3) uniform int h;
layout(location=4) uniform int c;
layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in;
void main()
{
// input tensor's layout is NC4HW4
ivec3 pos = ivec3(gl_GlobalInvocationID);
if(pos.x < w && pos.y < h)
{
int channelDiv4 = c / 4;
int upDiv4 = (c + 3) / 4;
int lastChannel = c % 4;
int batchIndex = pos.z * upDiv4;
// get the max value
vec4 maxValue = vec4(-1000.0);
for(int i = 0; i < channelDiv4; ++i)
{
maxValue = max(maxValue, texelFetch(uInput, ivec3(pos.x, pos.y, i + batchIndex), 0));
}
// get the true max vaule
float maxValueTrue = -1000.0;
maxValueTrue = max(maxValue.x, maxValue.y);
maxValueTrue = max(maxValueTrue, maxValue.z);
maxValueTrue = max(maxValueTrue, maxValue.w);
if(lastChannel == 1)
{
vec4 tempData = texelFetch(uInput, ivec3(pos.x, pos.y, channelDiv4 + batchIndex), 0);
maxValueTrue = max(maxValueTrue, tempData.x);
}
else if(lastChannel == 2)
{
vec4 tempData = texelFetch(uInput, ivec3(pos.x, pos.y, channelDiv4 + batchIndex), 0);
maxValueTrue = max(maxValueTrue, tempData.x);
maxValueTrue = max(maxValueTrue, tempData.y);
}
else
{
vec4 tempData = texelFetch(uInput, ivec3(pos.x, pos.y, channelDiv4 + batchIndex), 0);
maxValueTrue = max(maxValueTrue, tempData.x);
maxValueTrue = max(maxValueTrue, tempData.y);
maxValueTrue = max(maxValueTrue, tempData.z);
}
// exp
maxValue = vec4(maxValueTrue);
vec4 sum = vec4(0.0);
for(int i = 0; i < channelDiv4; ++i)
{
sum += exp(texelFetch(uInput, ivec3(pos.x, pos.y, i + batchIndex), 0) - maxValue);
}
float sumTrue = 0.0;
sumTrue = sum.x + sum.y + sum.z + sum.w;
if(lastChannel == 1)
{
vec4 tempData = texelFetch(uInput, ivec3(pos.x, pos.y, channelDiv4 + batchIndex), 0);
sumTrue += exp(tempData.x - maxValueTrue);
}
else if(lastChannel == 2)
{
vec4 tempData = texelFetch(uInput, ivec3(pos.x, pos.y, channelDiv4 + batchIndex), 0);
sumTrue += (exp(tempData.x - maxValueTrue) + exp(tempData.y - maxValueTrue));
}
else
{
vec4 tempData = texelFetch(uInput, ivec3(pos.x, pos.y, channelDiv4 + batchIndex), 0);
sumTrue += (exp(tempData.x - maxValueTrue) + exp(tempData.y - maxValueTrue) + exp(tempData.z - maxValueTrue));
}
// div sum
sum = vec4(sumTrue);
for(int i = 0; i < upDiv4; ++i)
{
ivec3 curPos = ivec3(pos.x, pos.y, i + batchIndex);
imageStore(uOutput, curPos, exp(texelFetch(uInput, curPos, 0) - maxValue) / sum);
}
}
}