#version 450 #include "types.glsl" #extension GL_EXT_shader_16bit_storage : require layout(push_constant) uniform parameter { uint IL; uint OL; uint OC; uint pelements; uint op; int k0; int s0; int p0; } p; #define BLOCK_SIZE 512 #define FLT_MAX 3.402823466e+38F #define OP_POOL_MAX 0u #define OP_POOL_AVG 1u layout (local_size_x = BLOCK_SIZE, local_size_y = 1, local_size_z = 1) in; layout(binding = 0) readonly buffer X {A_TYPE data_a[];}; layout(binding = 1) writeonly buffer D {D_TYPE data_d[];}; void main() { const uint idx = gl_GlobalInvocationID.x; if (idx >= p.pelements) { return; } const uint nc = idx / p.OL; const uint cur_ol = idx % p.OL; const int start = int(cur_ol) * p.s0 - p.p0; const int bl = max(start, 0); const int el = min(max(start + p.k0, 0), int(p.IL)); const int window_size = el - bl; const float scale = window_size > 0 ? 1.0 / float(window_size) : 0.0; float res; if (p.op == OP_POOL_AVG) { res = 0.0; } else if (p.op == OP_POOL_MAX) { res = -FLT_MAX; } else { return; } #pragma unroll for (uint i = bl; i < el; i++) { const float cur = D_TYPE(data_a[nc * p.IL + i]); if (p.op == OP_POOL_AVG) { res += cur * scale; } else if (p.op == OP_POOL_MAX) { res = max(res, cur); } } data_d[nc * p.OL + cur_ol] = res; }