#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;
}