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@tensorflow/tfjs-core

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Hardware-accelerated JavaScript library for machine intelligence

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/** * @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)); } `; } }