@tensorflow/tfjs-core
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Hardware-accelerated JavaScript library for machine intelligence
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text/typescript
/**
* @license
* Copyright 2017 Google Inc. 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 * as broadcast_util from '../../ops/broadcast_util';
import {GPGPUProgram} from './gpgpu_math';
const CHECK_NAN_SNIPPET = `
if (isnan(a)) return a;
if (isnan(b)) return b;
`;
export const ADD = 'return a + b;';
export const SUB = 'return a - b;';
export const MUL = 'return a * b;';
// Without the equality check div produces 0.9999 for a = b, which when
// floored can cause errors.
export const DIV = `
if (b == 0.0) {
return NAN;
}
if (a == b) {
return 1.0;
};
return a / b;`;
// We use native integer division to deal with floating point imprecision. Since
// we implement floor division and glsl implements truncated division, we
// correct for this by subtracting 1 from result when the result is negative and
// there is a remainder.
export const INT_DIV = `
float s = sign(a) * sign(b);
int ia = round(a);
int ib = round(b);
if (ib != 0) {
// Windows (D3D) wants guaranteed non-zero int division at compile-time.
return float(idiv(ia, ib, s));
} else {
return NAN;
}
`;
export const POW = `
if(a < 0.0 && floor(b) < b){
return NAN;
}
if (b == 0.0) {
return 1.0;
}
return (round(mod(b, 2.0)) != 1) ?
pow(abs(a), b) : sign(a) * pow(abs(a), b);
`;
export const SQUARED_DIFFERENCE = 'return (a - b) * (a - b);';
export const EQUAL = `return float(a == b);`;
export const NOT_EQUAL = `return float(a != b);`;
export const LESS = `return float(a < b);`;
export const LESS_EQUAL = `return float(a <= b);`;
export const GREATER = `return float(a > b);`;
export const GREATER_EQUAL = `return float(a >= b);`;
export const LOGICAL_AND = `return float(a >= 1.0 && b >= 1.0);`;
export const LOGICAL_OR = `return float(a >= 1.0 || b >= 1.0);`;
export const MAX = CHECK_NAN_SNIPPET + `
return max(a, b);
`;
export const MIN = CHECK_NAN_SNIPPET + `
return min(a, b);
`;
export const MOD = `if (b == 0.0) return NAN;
return mod(a, b);`;
export const ATAN2 = CHECK_NAN_SNIPPET + `
return atan(a, b);
`;
export const ELU_DER = `return (b >= 1.0) ? a : a * (b + 1.0);`;
export const PRELU = `return (a < 0.) ? b * a : a;`;
export class BinaryOpProgram implements GPGPUProgram {
variableNames = ['A', 'B'];
outputShape: number[];
userCode: string;
constructor(op: string, aShape: number[], bShape: number[]) {
this.outputShape =
broadcast_util.assertAndGetBroadcastShape(aShape, bShape);
this.userCode = `
float binaryOperation(float a, float b) {
${op}
}
void main() {
float a = getAAtOutCoords();
float b = getBAtOutCoords();
setOutput(binaryOperation(a, b));
}
`;
}
}