@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 {Conv2DInfo, Conv3DInfo} from '../../ops/conv_util';
import {GPGPUProgram} from './gpgpu_math';
export class Conv2DProgram implements GPGPUProgram {
variableNames = ['x', 'W'];
outputShape: number[];
userCode: string;
constructor(
convInfo: Conv2DInfo, addBias = false, activation: string = null) {
this.outputShape = convInfo.outShape;
const padTop = convInfo.padInfo.top;
const padLeft = convInfo.padInfo.left;
const strideHeight = convInfo.strideHeight;
const strideWidth = convInfo.strideWidth;
const dilationHeight = convInfo.dilationHeight;
const dilationWidth = convInfo.dilationWidth;
const filterHeight = convInfo.filterHeight;
const filterWidth = convInfo.filterWidth;
const inputDepthNearestVec4 = Math.floor(convInfo.inChannels / 4) * 4;
const inputDepthVec4Remainder = convInfo.inChannels % 4;
let activationSnippet = '', applyActivationSnippet = '';
if (activation) {
activationSnippet = `
float activation(float x) {
${activation}
}
`;
applyActivationSnippet = `result = activation(result);`;
}
const addBiasSnippet = addBias ? 'result += getBiasAtOutCoords();' : '';
if (addBias) {
this.variableNames.push('bias');
}
this.userCode = `
${activationSnippet}
const ivec2 strides = ivec2(${strideHeight}, ${strideWidth});
const ivec2 pads = ivec2(${padTop}, ${padLeft});
void main() {
ivec4 coords = getOutputCoords();
int batch = coords[0];
int d2 = coords[3];
ivec2 xRCCorner = coords.yz * strides - pads;
int xRCorner = xRCCorner.x;
int xCCorner = xRCCorner.y;
// Convolve x(?, ?, d1) with w(:, :, d1, d2) to get y(yR, yC, d2).
// ? = to be determined. : = across all values in that axis.
float dotProd = 0.0;
for (int wR = 0; wR < ${filterHeight}; wR++) {
int xR = xRCorner + wR * ${dilationHeight};
if (xR < 0 || xR >= ${convInfo.inHeight}) {
continue;
}
for (int wC = 0; wC < ${filterWidth}; wC++) {
int xC = xCCorner + wC * ${dilationWidth};
if (xC < 0 || xC >= ${convInfo.inWidth}) {
continue;
}
for (int d1 = 0; d1 < ${inputDepthNearestVec4}; d1 += 4) {
vec4 xValues = vec4(
getX(batch, xR, xC, d1),
getX(batch, xR, xC, d1 + 1),
getX(batch, xR, xC, d1 + 2),
getX(batch, xR, xC, d1 + 3)
);
vec4 wValues = vec4(
getW(wR, wC, d1, d2),
getW(wR, wC, d1 + 1, d2),
getW(wR, wC, d1 + 2, d2),
getW(wR, wC, d1 + 3, d2)
);
dotProd += dot(xValues, wValues);
}
if (${inputDepthVec4Remainder === 1}) {
dotProd +=
getX(batch, xR, xC, ${inputDepthNearestVec4}) *
getW(wR, wC, ${inputDepthNearestVec4}, d2);
} else if (${inputDepthVec4Remainder === 2}) {
vec2 xValues = vec2(
getX(batch, xR, xC, ${inputDepthNearestVec4}),
getX(batch, xR, xC, ${inputDepthNearestVec4} + 1)
);
vec2 wValues = vec2(
getW(wR, wC, ${inputDepthNearestVec4}, d2),
getW(wR, wC, ${inputDepthNearestVec4} + 1, d2)
);
dotProd += dot(xValues, wValues);
} else if (${inputDepthVec4Remainder === 3}) {
vec3 xValues = vec3(
getX(batch, xR, xC, ${inputDepthNearestVec4}),
getX(batch, xR, xC, ${inputDepthNearestVec4} + 1),
getX(batch, xR, xC, ${inputDepthNearestVec4} + 2)
);
vec3 wValues = vec3(
getW(wR, wC, ${inputDepthNearestVec4}, d2),
getW(wR, wC, ${inputDepthNearestVec4} + 1, d2),
getW(wR, wC, ${inputDepthNearestVec4} + 2, d2)
);
dotProd += dot(xValues, wValues);
}
}
}
float result = dotProd;
${addBiasSnippet}
${applyActivationSnippet}
setOutput(result);
}
`;
}
}
export class Conv3DProgram implements GPGPUProgram {
variableNames = ['x', 'W'];
outputShape: number[];
userCode: string;
constructor(convInfo: Conv3DInfo) {
this.outputShape = convInfo.outShape;
const padFront = convInfo.padInfo.front;
const padTop = convInfo.padInfo.top;
const padLeft = convInfo.padInfo.left;
const strideDepth = convInfo.strideDepth;
const strideHeight = convInfo.strideHeight;
const strideWidth = convInfo.strideWidth;
const dilationDepth = convInfo.dilationDepth;
const dilationHeight = convInfo.dilationHeight;
const dilationWidth = convInfo.dilationWidth;
const filterDepth = convInfo.filterDepth;
const filterHeight = convInfo.filterHeight;
const filterWidth = convInfo.filterWidth;
const inputDepthNearestVec4 = Math.floor(convInfo.inChannels / 4) * 4;
const inputDepthVec4Remainder = convInfo.inChannels % 4;
this.userCode = `
const ivec3 strides = ivec3(${strideDepth}, ${strideHeight}, ${
strideWidth});
const ivec3 pads = ivec3(${padFront}, ${padTop}, ${padLeft});
void main() {
ivec5 coords = getOutputCoords();
int batch = coords.x;
int d2 = coords.u;
ivec3 xFRCCorner = ivec3(coords.y, coords.z, coords.w) * strides - pads;
int xFCorner = xFRCCorner.x;
int xRCorner = xFRCCorner.y;
int xCCorner = xFRCCorner.z;
// Convolve x(?, ?, ?, d1) with w(:, :, :, d1, d2) to get
// y(yF, yR, yC, d2). ? = to be determined. : = across all
// values in that axis.
float dotProd = 0.0;
for (int wF = 0; wF < ${filterDepth}; wF++) {
int xF = xFCorner + wF * ${dilationDepth};
if (xF < 0 || xF >= ${convInfo.inDepth}) {
continue;
}
for (int wR = 0; wR < ${filterHeight}; wR++) {
int xR = xRCorner + wR * ${dilationHeight};
if (xR < 0 || xR >= ${convInfo.inHeight}) {
continue;
}
for (int wC = 0; wC < ${filterWidth}; wC++) {
int xC = xCCorner + wC * ${dilationWidth};
if (xC < 0 || xC >= ${convInfo.inWidth}) {
continue;
}
for (int d1 = 0; d1 < ${inputDepthNearestVec4}; d1 += 4) {
vec4 xValues = vec4(
getX(batch, xF, xR, xC, d1),
getX(batch, xF, xR, xC, d1 + 1),
getX(batch, xF, xR, xC, d1 + 2),
getX(batch, xF, xR, xC, d1 + 3)
);
vec4 wValues = vec4(
getW(wF, wR, wC, d1, d2),
getW(wF, wR, wC, d1 + 1, d2),
getW(wF, wR, wC, d1 + 2, d2),
getW(wF, wR, wC, d1 + 3, d2)
);
dotProd += dot(xValues, wValues);
}
if (${inputDepthVec4Remainder === 1}) {
dotProd +=
getX(batch, xF, xR, xC, ${inputDepthNearestVec4}) *
getW(wF, wR, wC, ${inputDepthNearestVec4}, d2);
} else if (${inputDepthVec4Remainder === 2}) {
vec2 xValues = vec2(
getX(batch, xF, xR, xC, ${inputDepthNearestVec4}),
getX(batch, xF, xR, xC, ${inputDepthNearestVec4} + 1)
);
vec2 wValues = vec2(
getW(wF, wR, wC, ${inputDepthNearestVec4}, d2),
getW(wF, wR, wC, ${inputDepthNearestVec4} + 1, d2)
);
dotProd += dot(xValues, wValues);
} else if (${inputDepthVec4Remainder === 3}) {
vec3 xValues = vec3(
getX(batch, xF, xR, xC, ${inputDepthNearestVec4}),
getX(batch, xF, xR, xC, ${inputDepthNearestVec4} + 1),
getX(batch, xF, xR, xC, ${inputDepthNearestVec4} + 2)
);
vec3 wValues = vec3(
getW(wF, wR, wC, ${inputDepthNearestVec4}, d2),
getW(wF, wR, wC, ${inputDepthNearestVec4} + 1, d2),
getW(wF, wR, wC, ${inputDepthNearestVec4} + 2, d2)
);
dotProd += dot(xValues, wValues);
}
}
}
}
setOutput(dotProd);
}
`;
}
}