@tensorflow/tfjs-core
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Hardware-accelerated JavaScript library for machine intelligence
61 lines (58 loc) • 3.87 kB
JavaScript
"use strict";
/**
* @license
* Copyright 2018 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.
* =============================================================================
*/
Object.defineProperty(exports, "__esModule", { value: true });
var glsl_version_1 = require("./glsl_version");
var shader_util = require("./shader_compiler_util");
/*
This is how the shader encodes a tensor with shape = [2, 3, 5]
(indices are [batch, row, col]).
000|001 002|003 004|xxx 020|021 022|023 024|xxx
------- ------- ------- ------- ------- -------
010|011 012|013 014|xxx xxx|xxx xxx|xxx xxx|xxx
100|101 102|103 104|xxx 120|121 122|123 124|xxx
------- ------- ------- ------- ------- -------
110|111 112|113 114|xxx xxx|xxx xxx|xxx xxx|xxx
Single texels contain only values from the same batch, and from adjacent rows
and columns.
*/
var EncodeMatrixPackedProgram = /** @class */ (function () {
function EncodeMatrixPackedProgram(outputShape, texShape, inputIsUnsignedByte) {
if (inputIsUnsignedByte === void 0) { inputIsUnsignedByte = false; }
this.variableNames = ['A'];
this.packedInputs = false;
this.packedOutput = true;
var glsl = glsl_version_1.getGlslDifferences();
var height = texShape[0], width = texShape[1];
this.outputShape = outputShape;
var mainLoop = '';
var output = 'result';
if (inputIsUnsignedByte) {
output = 'floor(result * 255. + 0.5)';
}
for (var row = 0; row <= 1; row++) {
for (var col = 0; col <= 1; col++) {
var channel = row * 2 + col;
mainLoop += "\n localCoords = coords;\n if(localCoords[2] + " + col + " < " + outputShape[2] + ") {\n localCoords[2] += " + col + ";\n if(localCoords[1] + " + row + " < " + outputShape[1] + ") {\n localCoords[1] += " + row + ";\n\n flatIndex = getFlatIndex(localCoords);\n offset = imod(flatIndex, 4);\n\n flatIndex = idiv(flatIndex, 4, 1.);\n\n r = flatIndex / " + width + ";\n c = imod(flatIndex, " + width + ");\n uv = (vec2(c, r) + halfCR) / vec2(" + width + ".0, " + height + ".0);\n values = " + glsl.texture2D + "(A, uv);\n\n if(offset == 0) {\n result[" + channel + "] = values[0];\n } else if(offset == 1) {\n result[" + channel + "] = values[1];\n } else if(offset == 2) {\n result[" + channel + "] = values[2];\n } else {\n result[" + channel + "] = values[3];\n }\n }\n }\n ";
}
}
this.userCode = "\n " + shader_util.getFlatIndexFrom3D(outputShape) + "\n\n void main() {\n ivec3 coords = getOutputCoords();\n\n vec4 result = vec4(0.);\n int flatIndex, r, c, offset;\n ivec3 localCoords;\n vec2 uv;\n vec4 values;\n\n " + mainLoop + "\n\n " + glsl.output + " = " + output + ";\n }\n ";
}
return EncodeMatrixPackedProgram;
}());
exports.EncodeMatrixPackedProgram = EncodeMatrixPackedProgram;
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