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Copy pathdnn-conv2d-3.glsl
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dnn-conv2d-3.glsl
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#version 300 es
precision mediump float;
precision mediump int;
uniform sampler2D accumBuffer;
// 3x3 convolution, stride {%STRIDE%}, padding {%PADDING%}
#define REFLECT_PADDING 1
#if {%USE_WEIGHT_TEXTURE%}
uniform ivec2 uWeightRow;
uniform sampler2D uWeight;
uniform sampler2D uSrc0;
uniform sampler2D uSrc1;
uniform sampler2D uSrc2;
uniform sampler2D uSrc3;
uniform sampler2D uSrc4;
uniform sampler2D uSrc5;
uniform sampler2D uSrc6;
uniform sampler2D uSrc7;
out vec4 fragColor;
void main() {
ivec2 iRes = textureSize(uSrc0, 0);
ivec2 xy0 = ivec2(gl_FragCoord.xy);
vec4 r = texelFetch(accumBuffer, xy0, 0);
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
ivec2 xy = {%STRIDE%}*xy0-{%PADDING%}+ivec2(i,j);
#if REFLECT_PADDING
if (xy.x<0) xy.x=-xy.x;
if (xy.y<0) xy.y=-xy.y;
if (xy.x>=iRes.x) xy.x=2*iRes.x-xy.x-1;
if (xy.y>=iRes.y) xy.y=2*iRes.y-xy.y-1;
#else
if (xy.x<0 || xy.x>=iRes.x || xy.y<0 || xy.y>=iRes.y)
continue;
#endif
mat4 R;
int k = uWeightRow.x;
#define one_channel(uSrc) \
for (int _ = 0; _ < 4; _++) \
R[_] = texelFetch(uWeight, ivec2((3*j+i)*4+_,k), 0); \
r += R * texelFetch(uSrc, xy, 0); \
if (++k >= uWeightRow.y) continue;
one_channel(uSrc0)
one_channel(uSrc1)
one_channel(uSrc2)
one_channel(uSrc3)
one_channel(uSrc4)
one_channel(uSrc5)
one_channel(uSrc6)
one_channel(uSrc7)
}
}
fragColor = r;
}
#else // {%USE_WEIGHT_TEXTURE%}
uniform mat4 w[9*{%MAX_CHANNEL%}];
uniform sampler2D uSrc0;
uniform sampler2D uSrc1;
uniform sampler2D uSrc2;
uniform sampler2D uSrc3;
// uniform sampler2D uSrc4;
// uniform sampler2D uSrc5;
// uniform sampler2D uSrc6;
// uniform sampler2D uSrc7;
uniform int nChannel;
out vec4 fragColor;
void main() {
ivec2 iRes = textureSize(uSrc0, 0);
ivec2 xy0 = ivec2(gl_FragCoord.xy);
vec4 r = texelFetch(accumBuffer, xy0, 0);
// r *= 0.0;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
ivec2 xy = {%STRIDE%}*xy0-{%PADDING%}+ivec2(i,j);
#if REFLECT_PADDING
if (xy.x<0) xy.x=-xy.x;
if (xy.y<0) xy.y=-xy.y;
if (xy.x>=iRes.x) xy.x=2*iRes.x-xy.x-1;
if (xy.y>=iRes.y) xy.y=2*iRes.y-xy.y-1;
#else
if (xy.x<0 || xy.x>=iRes.x || xy.y<0 || xy.y>=iRes.y)
continue;
#endif
mat4 R;
int k = 0;
#define one_channel(uSrc) { \
R = w[9*k+j*3+i]; \
r += R * texelFetch(uSrc, xy, 0); \
if (++k >= nChannel) continue; }
one_channel(uSrc0)
if ({%MAX_CHANNEL%} > 1) one_channel(uSrc1)
if ({%MAX_CHANNEL%} > 2) one_channel(uSrc2)
if ({%MAX_CHANNEL%} > 3) one_channel(uSrc3)
// if ({%MAX_CHANNEL%} > 4) one_channel(uSrc4)
// if ({%MAX_CHANNEL%} > 5) one_channel(uSrc5)
// if ({%MAX_CHANNEL%} > 6) one_channel(uSrc6)
// if ({%MAX_CHANNEL%} > 7) one_channel(uSrc7)
}
}
fragColor = r;
}
#endif // {%USE_WEIGHT_TEXTURE%}