#version 450 layout (push_constant) uniform parameter { uint ne; uint a_offset; uint d_offset; uint ne00; uint ne01; uint nb00; uint nb01; uint nb02; uint nb03; uint ne10; uint ne11; uint ne12; uint ne13; float sf0; float sf1; float sf2; float sf3; } p; #include "types.comp" layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in; layout (binding = 0) readonly buffer A {A_TYPE data_a[];}; layout (binding = 1) writeonly buffer D {D_TYPE data_d[];}; // from ggml.h: enum ggml_scale_mode, enum ggml_scale_flag #define NEAREST 0 #define BILINEAR 1 #define ALIGN_CORNERS (1 << 8) layout (constant_id = 0) const uint scale_mode = 0; float fetch_nearest(uint i10, uint i11, uint i12, uint i13) { const uint i00 = uint(i10 / p.sf0); const uint i01 = uint(i11 / p.sf1); const uint i02 = uint(i12 / p.sf2); const uint i03 = uint(i13 / p.sf3); return data_a[p.a_offset + i03 * p.nb03 + i02 * p.nb02 + i01 * p.nb01 + i00 * p.nb00]; } float fetch_bilinear(ivec2 c0, ivec2 c1, vec2 d, uint i12, uint i13) { const uint i02 = uint(i12 / p.sf2); const uint i03 = uint(i13 / p.sf3); const uint base = p.a_offset + i03 * p.nb03 + i02 * p.nb02; const float v00 = data_a[base + c0.y * p.nb01 + c0.x * p.nb00]; const float v01 = data_a[base + c0.y * p.nb01 + c1.x * p.nb00]; const float v10 = data_a[base + c1.y * p.nb01 + c0.x * p.nb00]; const float v11 = data_a[base + c1.y * p.nb01 + c1.x * p.nb00]; return v00 * (1.0-d.x) * (1.0-d.y) + v01 * d.x * (1.0-d.y) + v10 * (1.0-d.x) * d.y + v11 * d.x * d.y; } float interpolate_bilinear(uint i10, uint i11, uint i12, uint i13) { const ivec2 ne0 = ivec2(p.ne00, p.ne01); const vec2 c = (vec2(i10, i11) + 0.5) / vec2(p.sf0, p.sf1) - 0.5; const vec2 c0f = floor(c); const vec2 d = c - c0f; const ivec2 c0 = max(ivec2(c0f), 0); const ivec2 c1 = min(ivec2(c0f + 1), ne0 - 1); return fetch_bilinear(c0, c1, d, i12, i13); } float interpolate_bilinear_align_corners(uint i10, uint i11, uint i12, uint i13) { const vec2 c = vec2(i10, i11) / vec2(p.sf0, p.sf1); const vec2 c0f = floor(c); const vec2 d = c - c0f; const ivec2 c0 = ivec2(c0f); const ivec2 c1 = c0 + 1; return fetch_bilinear(c0, c1, d, i12, i13); } void main() { const uint idx = gl_GlobalInvocationID.z * 262144 + gl_GlobalInvocationID.y * 512 + gl_GlobalInvocationID.x; if (idx >= p.ne) { return; } const uint i10 = idx % p.ne10; const uint i11 = (idx / p.ne10) % p.ne11; const uint i12 = (idx / (p.ne10 * p.ne11)) % p.ne12; const uint i13 = (idx / (p.ne10 * p.ne11 * p.ne12)) % p.ne13; float result; switch (scale_mode) { case NEAREST: result = fetch_nearest(i10, i11, i12, i13); break; case BILINEAR: result = interpolate_bilinear(i10, i11, i12, i13); break; case BILINEAR | ALIGN_CORNERS: result = interpolate_bilinear_align_corners(i10, i11, i12, i13); break; } data_d[p.d_offset + idx] = D_TYPE(result); }