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Copy pathencode_matrix_packed_gpu.ts
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encode_matrix_packed_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';
/*
This is how the shader encodes a tensor with shape = [2, 3, 5]
(indices are [batch, row, col]).
000|001 002|003 004|xxx 020|021 022|023 024|xxx
------- ------- ------- ------- ------- -------
010|011 012|013 014|xxx xxx|xxx xxx|xxx xxx|xxx
100|101 102|103 104|xxx 120|121 122|123 124|xxx
------- ------- ------- ------- ------- -------
110|111 112|113 114|xxx xxx|xxx xxx|xxx xxx|xxx
Single texels contain only values from the same batch, and from adjacent rows
and columns.
*/
export class EncodeMatrixPackedProgram implements GPGPUProgram {
variableNames = ['A'];
userCode: string;
outputShape: number[];
packedInputs = false;
packedOutput = true;
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 mainLoop = '';
let output = 'result';
if (inputIsUnsignedByte) {
output = 'floor(result * 255. + 0.5)';
}
for (let row = 0; row <= 1; row++) {
for (let col = 0; col <= 1; col++) {
const channel = row * 2 + col;
mainLoop += `
localCoords = coords;
if(localCoords[2] + ${col} < ${
this.enableShapeUniforms ? 'outShape[2]' : `${outputShape[2]}`}) {
localCoords[2] += ${col};
if (localCoords[1] + ${row} < ${
this.enableShapeUniforms ? 'outShape[1]' : `${outputShape[1]}`}) {
localCoords[1] += ${row};
flatIndex = getFlatIndex(localCoords);
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]);
values = ${glsl.texture2D}(A, uv);
if (offset == 0) {
result[${channel}] = values[0];
} else if (offset == 1) {
result[${channel}] = values[1];
} else if (offset == 2) {
result[${channel}] = values[2];
} else {
result[${channel}] = values[3];
}
}
}
`;
}
}
this.userCode = `
${
this.enableShapeUniforms ? shader_util.getFlatIndexFrom3DOutput() :
shader_util.getFlatIndexFrom3D(outputShape)}
void main() {
ivec3 coords = getOutputCoords();
vec4 result = vec4(0.);
int flatIndex, r, c, offset;
ivec3 localCoords;
vec2 uv;
vec4 values;
${mainLoop}
${glsl.output} = ${output};
}
`;
}
}