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reshape_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 {GPGPUProgram, useShapeUniforms} from './gpgpu_math';
import * as shader_util from './shader_compiler_util';
export class ReshapePackedProgram implements GPGPUProgram {
variableNames = ['A'];
packedInputs = true;
packedOutput = true;
outputShape: number[];
userCode: string;
enableShapeUniforms: boolean;
customUniforms = [{name: 'inputShape', type: 'ivec3' as const }];
constructor(outputShape: [number, number, number], inputShape: [
number, number, number
]) {
this.outputShape = outputShape;
this.enableShapeUniforms = useShapeUniforms(this.outputShape.length);
let mainLoop = ``;
for (let i = 0; i < 4; i++) {
let thisRC = `thisRC = rc;`;
if (i % 2 === 1) {
thisRC += `thisRC.z += 1;`;
}
if (i > 1) {
thisRC += `thisRC.y += 1;`;
}
mainLoop += `
${thisRC}
${i > 0 ? `if(thisRC.y < rows && thisRC.z < cols){` : ''}
int flatIndex = getFlatIndex(thisRC);
ivec3 inputRC = inputCoordsFromReshapedOutCoords(flatIndex);
vec2 inputRCInnerDims = vec2(float(inputRC.y),float(inputRC.z));
result[${i}] =
getChannel(getA(inputRC.x, inputRC.y, inputRC.z), inputRCInnerDims);
${i > 0 ? '}' : ''}
`;
}
this.userCode = `
${getReshapedInputCoords(inputShape, this.enableShapeUniforms)}
${
this.enableShapeUniforms ? shader_util.getFlatIndexFrom3DOutput() :
shader_util.getFlatIndexFrom3D(outputShape)}
void main() {
ivec3 rc = getOutputCoords();
vec4 result = vec4(0.);
ivec3 thisRC;
int rows = ${this.enableShapeUniforms ? 'outShape[1]' : outputShape[1]};
int cols = ${this.enableShapeUniforms ? 'outShape[2]' : outputShape[2]};
${mainLoop}
setOutput(result);
}
`;
}
}
function getReshapedInputCoords(
shape: [number, number, number], enableShapeUniforms: boolean): string {
const coordsFromIndexSnippet = enableShapeUniforms ?
shader_util.getLogicalCoordinatesFromFlatIndexByUniform(
['r', 'c', 'd'], 'inputShape') :
shader_util.getLogicalCoordinatesFromFlatIndex(['r', 'c', 'd'], shape);
return `
ivec3 inputCoordsFromReshapedOutCoords(int index) {
${coordsFromIndexSnippet}
return ivec3(r, c, d);
}
`;
}