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encode_matrix_gpu.ts
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/**
* @license
* Copyright 2018 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
* =============================================================================
*/
import {getGlslDifferences} from './glsl_version';
import {GPGPUProgram, useShapeUniforms} from './gpgpu_math';
import * as shader_util from './shader_compiler_util';
export class EncodeMatrixProgram implements GPGPUProgram {
variableNames = ['A'];
userCode: string;
outputShape: number[];
enableShapeUniforms: boolean;
customUniforms = [{name: 'texShape', type: 'ivec2' as const }];
constructor(
outputShape: [number, number, number], inputIsUnsignedByte = false) {
const glsl = getGlslDifferences();
this.outputShape = outputShape;
this.enableShapeUniforms = useShapeUniforms(this.outputShape.length);
let output = `result`;
if (inputIsUnsignedByte) {
output = `floor(result * 255. + 0.5)`;
}
this.userCode = `
${
this.enableShapeUniforms ? shader_util.getFlatIndexFrom3DOutput() :
shader_util.getFlatIndexFrom3D(outputShape)}
void main() {
ivec3 coords = getOutputCoords();
int flatIndex = getFlatIndex(coords);
int offset = imod(flatIndex, 4);
flatIndex = idiv(flatIndex, 4, 1.);
int r = flatIndex / texShape[1];
int c = imod(flatIndex, texShape[1]);
vec2 uv = (vec2(c, r) + halfCR) / vec2(texShape[1], texShape[0]);
vec4 values = ${glsl.texture2D}(A, uv);
float result;
if(offset == 0) {
result = values[0];
} else if(offset == 1) {
result = values[1];
} else if(offset == 2) {
result = values[2];
} else {
result = values[3];
}
${glsl.output} = vec4(${output}, 0., 0., 0.);
}
`;
}
}