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@tensorflow/tfjs-core

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Hardware-accelerated JavaScript library for machine intelligence

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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 {Conv2DInfo} from '../../ops/conv_util'; import * as util from '../../util'; import {GPGPUProgram} from './gpgpu_math'; export class DepthwiseConvPacked2DProgram implements GPGPUProgram { variableNames = ['x', 'W']; usesPackedTextures = true; outputShape: number[]; userCode: string; constructor(convInfo: Conv2DInfo) { this.outputShape = convInfo.outShape; const xNumRows = convInfo.inHeight; const xNumCols = convInfo.inWidth; 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 texelsAcross = filterWidth; let mainLoop = `int xR; int xC; int xCOffset;`; for (let r = 0; r < filterHeight; r++) { for (let c = 0; c < filterWidth; c++) { mainLoop += ` vec4 xTexelR${r}C${c * 2} = vec4(0.); vec4 wR${r}C${c} = vec4(0.); vec4 xR${r}C${c} = vec4(0.);`; } } /** * This vectorized implementation works by gathering the values needed for * each output channel's dot product into vec4's and then multiplying them * all together (this happens in the final double for-loop below). Most of * the main loop consists of constructing these vec4's with the minimum * number of texture2D calls, which means making use of all four returned * values from a texture2D call at once. */ for (let r = 0; r < filterHeight; r++) { for (let texelC = 0; texelC < texelsAcross; texelC++) { const c = texelC * 2; mainLoop += ` xR = xRCorner + ${r * dilationHeight}; xC = xCCorner + ${c * dilationWidth}; `; if (strideWidth === 1) { if (c < filterWidth) { // If padding is odd, the outer texels have to be composed. if (padLeft % 2 === 1) { // TODO: Ensure vec4 previous does not result in redundant sample, // and avoid setting xTexelRC's that exceed the boundary in the // first place rather than resetting them to vec4(0)). // To compute xCOffset: // - If padding is odd, we must add 1 to ensure we ask for an // even-numbered row. // - We subtract 2 to access the previous texel. mainLoop += ` xCOffset = xC + 1; if(xR >= 0 && xR < ${xNumRows} && xCOffset >= 0 && xCOffset < ${ xNumCols}) { xTexelR${r}C${c} = getX(batch, xR, xCOffset, d1); } else { xTexelR${r}C${c} = vec4(0.); } xCOffset = xC + 1 - 2; if(xR >= 0 && xR < ${xNumRows} && xCOffset >= 0 && xCOffset < ${ xNumCols}) { vec4 previous = getX(batch, xR, xCOffset, d1); xR${r}C${c} = vec4(previous.zw, xTexelR${r}C${c}.xy); } else { xR${r}C${c} = vec4(0, 0, xTexelR${r}C${c}.xy); } `; } else { // Padding is even, so xRC corresponds to a single texel. mainLoop += ` if(xR >= 0 && xR < ${xNumRows} && xC >= 0 && xC < ${xNumCols}) { xTexelR${r}C${c} = getX(batch, xR, xC, d1); } else { xTexelR${r}C${c} = vec4(0.); } xR${r}C${c} = xTexelR${r}C${c}; `; } if (c + 1 < filterWidth) { // If dilation is even, the second entry should match the first // (either both are composed or both are single samples). But if // dilation is odd, then the second entry should be the opposite // of the first (if the first is composed, the second is a single // sample, and vice versa.) const nextTexelOffset = padLeft % 2 === 0 ? util.nearestLargerEven(dilationWidth) : dilationWidth; if ((dilationWidth % 2 === 0 && padLeft % 2 === 1) || (dilationWidth % 2 !== 0 && padLeft % 2 !== 1)) { mainLoop += ` xCOffset = xC + ${padLeft % 2} + ${nextTexelOffset}; if(xR >= 0 && xR < ${xNumRows} && xCOffset >= 0 && xCOffset < ${xNumCols}) { xTexelR${r}C${c + 2} = getX(batch, xR, xCOffset, d1); } `; // If dilation > 1 then the xRC's will not be able to share any // values, so each xRC will require two unique calls to getX. if (dilationWidth > 1) { mainLoop += ` xCOffset -= 2; if(xR >= 0 && xR < ${xNumRows} && xCOffset >= 0 && xCOffset < ${xNumCols}) { xTexelR${r}C${c} = getX(batch, xR, xCOffset, d1); } else { xTexelR${r}C${c} = vec4(0.); } `; } mainLoop += ` xR${r}C${c + 1} = vec4( xTexelR${r}C${c}.zw, xTexelR${r}C${c + 2}.xy); `; } else { mainLoop += ` xCOffset = xC + ${nextTexelOffset}; if(xR >= 0 && xR < ${xNumRows} && xCOffset >= 0 && xCOffset < ${xNumCols}) { xTexelR${r}C${c + 2} = getX(batch, xR, xCOffset, d1); } xR${r}C${c + 1} = xTexelR${r}C${c + 2}; `; } } } } else { // stride > 1 if (c < filterWidth) { mainLoop += ` if(xR >= 0 && xR < ${xNumRows}) { `; // Depending on whether padLeft is even or odd, we want either the // xy or zw channels from X texels for xR${r}C${c}. If padLeft is // even, xR${r}C${c + 1} is simply the zw channels of texels we've // already sampled. But if padLeft is odd, xR${r}C{$c + 1}.zw will // need to come from the xy channels of a new texel, hence the `vec4 // final` initialized below. if (padLeft % 2 === 1) { mainLoop += ` xCOffset = xC + 1 - ${strideWidth}; if(xCOffset >= 0 && xCOffset < ${xNumCols}) { xTexelR${r}C${c} = getX(batch, xR, xCOffset, d1); } else { xTexelR${r}C${c} = vec4(0.); } if(xC + 1 >= 0 && xC + 1 < ${xNumCols}) { xTexelR${r}C${c + 2} = getX(batch, xR, xC + 1, d1); } else { xTexelR${r}C${c + 2} = vec4(0.); } xR${r}C${c} = vec4( xTexelR${r}C${c}.zw, xTexelR${r}C${c + 2}.zw); `; if (c + 1 < filterWidth) { mainLoop += ` vec4 final = vec4(0.); xCOffset = xC + 1 + ${strideWidth}; if(xCOffset >= 0 && xCOffset < ${xNumCols}) { final = getX(batch, xR, xCOffset, d1); } xR${r}C${c + 1} = vec4(xTexelR${r}C${c + 2}.xy, final.xy); `; } } else { mainLoop += ` if(xC >= 0 && xC < ${xNumCols}) { xTexelR${r}C${c} = getX(batch, xR, xC, d1); } else { xTexelR${r}C${c} = vec4(0.); } xCOffset = xC + ${strideWidth}; if(xCOffset >= 0 && xCOffset < ${xNumCols}) { xTexelR${r}C${c + 2} = getX(batch, xR, xCOffset, d1); } else { xTexelR${r}C${c + 2} = vec4(0.); } xR${r}C${c} = vec4( xTexelR${r}C${c}.xy, xTexelR${r}C${c + 2}.xy); `; if (c + 1 < filterWidth) { mainLoop += ` xR${r}C${c + 1} = vec4( xTexelR${r}C${c}.zw, xTexelR${r}C${c + 2}.zw); `; } } mainLoop += `}`; } } if (c < filterWidth) { mainLoop += ` vec4 wTexelR${r}C${c} = getW(${r}, ${c}, d1, q); wR${r}C${c} = vec4(wTexelR${r}C${c}.xz, wTexelR${r}C${c}.xz); `; if (c + 1 < filterWidth) { mainLoop += ` vec4 wTexelR${r}C${c + 1} = getW(${r}, ${c + 1}, d1, q); wR${r}C${c + 1} = vec4(wTexelR${r}C${c + 1}.xz, wTexelR${r}C${c + 1}.xz);`; } } } } for (let r = 0; r < filterHeight; r++) { for (let c = 0; c < filterWidth; c++) { mainLoop += `result += xR${r}C${c} * wR${r}C${c};`; } } this.userCode = ` const ivec2 strides = ivec2(${strideHeight}, ${strideWidth}); const ivec2 pads = ivec2(${padTop}, ${padLeft}); void main() { ivec4 coords = getOutputCoords(); int batch = coords.x; ivec2 xRCCorner = coords.yz * strides - pads; int d2 = coords.w; int d1 = d2; int q = 0; int xRCorner = xRCCorner.x; int xCCorner = xRCCorner.y; vec4 result = vec4(0.); ${mainLoop} setOutput(result); } `; } }