@tensorflow/tfjs-core
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Hardware-accelerated JavaScript library for machine intelligence
528 lines • 26.5 kB
JavaScript
"use strict";
/**
* @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.
* =============================================================================
*/
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
};
var __generator = (this && this.__generator) || function (thisArg, body) {
var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
function verb(n) { return function (v) { return step([n, v]); }; }
function step(op) {
if (f) throw new TypeError("Generator is already executing.");
while (_) try {
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
if (y = 0, t) op = [op[0] & 2, t.value];
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}
};
Object.defineProperty(exports, "__esModule", { value: true });
var environment_1 = require("../../environment");
var util = require("../../util");
var canvas_util_1 = require("./canvas_util");
var gpgpu_util = require("./gpgpu_util");
var tex_util = require("./tex_util");
var webgl_util = require("./webgl_util");
var GPGPUContext = /** @class */ (function () {
function GPGPUContext(gl) {
this.outputTexture = null;
this.program = null;
this.disposed = false;
this.vertexAttrsAreBound = false;
this.itemsToPoll = [];
var glVersion = environment_1.env().getNumber('WEBGL_VERSION');
if (gl != null) {
this.gl = gl;
canvas_util_1.setWebGLContext(glVersion, gl);
}
else {
this.gl = canvas_util_1.getWebGLContext(glVersion);
}
// WebGL 2.0 enables texture floats without an extension.
var COLOR_BUFFER_FLOAT = 'WEBGL_color_buffer_float';
var COLOR_BUFFER_HALF_FLOAT = 'EXT_color_buffer_half_float';
if (environment_1.env().getNumber('WEBGL_VERSION') === 1) {
var TEXTURE_FLOAT = 'OES_texture_float';
var TEXTURE_HALF_FLOAT = 'OES_texture_half_float';
this.textureFloatExtension =
webgl_util.getExtensionOrThrow(this.gl, this.debug, TEXTURE_FLOAT);
if (webgl_util.hasExtension(this.gl, TEXTURE_HALF_FLOAT)) {
this.textureHalfFloatExtension = webgl_util.getExtensionOrThrow(this.gl, this.debug, TEXTURE_HALF_FLOAT);
}
else if (environment_1.env().get('WEBGL_FORCE_F16_TEXTURES')) {
throw new Error('GL context does not support half float textures, yet the ' +
'environment flag WEBGL_FORCE_F16_TEXTURES is set to true.');
}
this.colorBufferFloatExtension = this.gl.getExtension(COLOR_BUFFER_FLOAT);
if (webgl_util.hasExtension(this.gl, COLOR_BUFFER_HALF_FLOAT)) {
this.colorBufferHalfFloatExtension = webgl_util.getExtensionOrThrow(this.gl, this.debug, COLOR_BUFFER_HALF_FLOAT);
}
else if (environment_1.env().get('WEBGL_FORCE_F16_TEXTURES')) {
throw new Error('GL context does not support color renderable half floats, yet ' +
'the environment flag WEBGL_FORCE_F16_TEXTURES is set to true.');
}
}
else {
COLOR_BUFFER_FLOAT = 'EXT_color_buffer_float';
if (webgl_util.hasExtension(this.gl, COLOR_BUFFER_FLOAT)) {
this.colorBufferFloatExtension =
this.gl.getExtension(COLOR_BUFFER_FLOAT);
}
else if (webgl_util.hasExtension(this.gl, COLOR_BUFFER_HALF_FLOAT)) {
this.colorBufferHalfFloatExtension =
this.gl.getExtension(COLOR_BUFFER_HALF_FLOAT);
}
else {
throw new Error('GL context does not support color renderable floats');
}
}
this.vertexBuffer = gpgpu_util.createVertexBuffer(this.gl, this.debug);
this.indexBuffer = gpgpu_util.createIndexBuffer(this.gl, this.debug);
this.framebuffer = webgl_util.createFramebuffer(this.gl, this.debug);
this.textureConfig =
tex_util.getTextureConfig(this.gl, this.textureHalfFloatExtension);
}
Object.defineProperty(GPGPUContext.prototype, "debug", {
get: function () {
return environment_1.env().getBool('DEBUG');
},
enumerable: true,
configurable: true
});
GPGPUContext.prototype.dispose = function () {
var _this = this;
if (this.disposed) {
return;
}
if (this.program != null) {
console.warn('Disposing a GPGPUContext that still has a bound WebGLProgram.' +
' This is probably a resource leak, delete the program with ' +
'GPGPUContext.deleteProgram before disposing.');
}
if (this.outputTexture != null) {
console.warn('Disposing a GPGPUContext that still has a bound output matrix ' +
'texture. This is probably a resource leak, delete the output ' +
'matrix texture with GPGPUContext.deleteMatrixTexture before ' +
'disposing.');
}
var gl = this.gl;
webgl_util.callAndCheck(gl, this.debug, function () { return gl.finish(); });
webgl_util.callAndCheck(gl, this.debug, function () { return gl.bindFramebuffer(gl.FRAMEBUFFER, null); });
webgl_util.callAndCheck(gl, this.debug, function () { return gl.deleteFramebuffer(_this.framebuffer); });
webgl_util.callAndCheck(gl, this.debug, function () { return gl.bindBuffer(gl.ARRAY_BUFFER, null); });
webgl_util.callAndCheck(gl, this.debug, function () { return gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); });
webgl_util.callAndCheck(gl, this.debug, function () { return gl.deleteBuffer(_this.indexBuffer); });
this.disposed = true;
};
GPGPUContext.prototype.createFloat32MatrixTexture = function (rows, columns) {
this.throwIfDisposed();
return gpgpu_util.createFloat32MatrixTexture(this.gl, this.debug, rows, columns, this.textureConfig);
};
GPGPUContext.prototype.createFloat16MatrixTexture = function (rows, columns) {
this.throwIfDisposed();
return gpgpu_util.createFloat16MatrixTexture(this.gl, this.debug, rows, columns, this.textureConfig);
};
GPGPUContext.prototype.createUnsignedBytesMatrixTexture = function (rows, columns) {
this.throwIfDisposed();
return gpgpu_util.createUnsignedBytesMatrixTexture(this.gl, this.debug, rows, columns, this.textureConfig);
};
GPGPUContext.prototype.uploadPixelDataToTexture = function (texture, pixels) {
this.throwIfDisposed();
gpgpu_util.uploadPixelDataToTexture(this.gl, this.debug, texture, pixels);
};
GPGPUContext.prototype.uploadDenseMatrixToTexture = function (texture, width, height, data) {
this.throwIfDisposed();
gpgpu_util.uploadDenseMatrixToTexture(this.gl, this.debug, texture, width, height, data, this.textureConfig);
};
GPGPUContext.prototype.createFloat16PackedMatrixTexture = function (rows, columns) {
this.throwIfDisposed();
return gpgpu_util.createFloat16PackedMatrixTexture(this.gl, this.debug, rows, columns, this.textureConfig);
};
GPGPUContext.prototype.createPackedMatrixTexture = function (rows, columns) {
this.throwIfDisposed();
return gpgpu_util.createPackedMatrixTexture(this.gl, this.debug, rows, columns, this.textureConfig);
};
GPGPUContext.prototype.deleteMatrixTexture = function (texture) {
var _this = this;
this.throwIfDisposed();
if (this.outputTexture === texture) {
webgl_util.unbindColorTextureFromFramebuffer(this.gl, this.debug, this.framebuffer);
this.outputTexture = null;
}
webgl_util.callAndCheck(this.gl, this.debug, function () { return _this.gl.deleteTexture(texture); });
};
GPGPUContext.prototype.downloadByteEncodedFloatMatrixFromOutputTexture = function (texture, rows, columns) {
var _this = this;
return this.downloadMatrixDriver(texture, function () { return gpgpu_util.downloadByteEncodedFloatMatrixFromOutputTexture(_this.gl, _this.debug, rows, columns, _this.textureConfig); });
};
GPGPUContext.prototype.downloadPackedMatrixFromBuffer = function (buffer, batch, rows, columns, physicalRows, physicalCols) {
return gpgpu_util.downloadPackedMatrixFromBuffer(this.gl, buffer, batch, rows, columns, physicalRows, physicalCols, this.textureConfig);
};
GPGPUContext.prototype.downloadFloat32MatrixFromBuffer = function (buffer, size) {
return gpgpu_util.downloadFloat32MatrixFromBuffer(this.gl, buffer, size);
};
GPGPUContext.prototype.createBufferFromTexture = function (texture, rows, columns) {
this.bindTextureToFrameBuffer(texture);
var result = gpgpu_util.createBufferFromOutputTexture(this.gl, this.debug, rows, columns, this.textureConfig);
this.unbindTextureToFrameBuffer();
return result;
};
GPGPUContext.prototype.createAndWaitForFence = function () {
var fenceContext = this.createFence(this.gl);
return this.pollFence(fenceContext);
};
GPGPUContext.prototype.createFence = function (gl) {
var _this = this;
var query;
var isFencePassed;
if (environment_1.env().getBool('WEBGL_FENCE_API_ENABLED')) {
var gl2_1 = gl;
var sync_1 = gl2_1.fenceSync(gl2_1.SYNC_GPU_COMMANDS_COMPLETE, 0);
gl.flush();
isFencePassed = function () {
var status = gl2_1.clientWaitSync(sync_1, 0, 0);
return status === gl2_1.ALREADY_SIGNALED ||
status === gl2_1.CONDITION_SATISFIED;
};
query = sync_1;
}
else if (environment_1.env().getNumber('WEBGL_DISJOINT_QUERY_TIMER_EXTENSION_VERSION') > 0) {
query = this.beginQuery();
this.endQuery();
isFencePassed = function () { return _this.isQueryAvailable(query, environment_1.env().getNumber('WEBGL_DISJOINT_QUERY_TIMER_EXTENSION_VERSION')); };
}
else {
// If we have no way to fence, return true immediately. This will fire in
// WebGL 1.0 when there is no disjoint query timer. In this case, because
// the fence passes immediately, we'll immediately ask for a download of
// the texture, which will cause the UI thread to hang.
isFencePassed = function () { return true; };
}
return { query: query, isFencePassed: isFencePassed };
};
GPGPUContext.prototype.downloadMatrixFromPackedTexture = function (texture, physicalRows, physicalCols) {
var _this = this;
return this.downloadMatrixDriver(texture, function () { return gpgpu_util.downloadMatrixFromPackedOutputTexture(_this.gl, _this.debug, physicalRows, physicalCols); });
};
GPGPUContext.prototype.createProgram = function (fragmentShaderSource) {
this.throwIfDisposed();
var gl = this.gl;
var fragmentShader = webgl_util.createFragmentShader(gl, this.debug, fragmentShaderSource);
var vertexShader = gpgpu_util.createVertexShader(gl, this.debug);
var program = webgl_util.createProgram(gl, this.debug);
webgl_util.callAndCheck(gl, this.debug, function () { return gl.attachShader(program, vertexShader); });
webgl_util.callAndCheck(gl, this.debug, function () { return gl.attachShader(program, fragmentShader); });
webgl_util.linkProgram(gl, this.debug, program);
if (this.debug) {
webgl_util.validateProgram(gl, this.debug, program);
}
if (!this.vertexAttrsAreBound) {
this.setProgram(program);
this.vertexAttrsAreBound = gpgpu_util.bindVertexProgramAttributeStreams(gl, this.debug, this.program, this.vertexBuffer);
}
return program;
};
GPGPUContext.prototype.deleteProgram = function (program) {
var _this = this;
this.throwIfDisposed();
if (program === this.program) {
this.program = null;
}
if (program != null) {
webgl_util.callAndCheck(this.gl, this.debug, function () { return _this.gl.deleteProgram(program); });
}
};
GPGPUContext.prototype.setProgram = function (program) {
var _this = this;
this.throwIfDisposed();
this.program = program;
if ((this.program != null) && this.debug) {
webgl_util.validateProgram(this.gl, this.debug, this.program);
}
webgl_util.callAndCheck(this.gl, this.debug, function () { return _this.gl.useProgram(program); });
};
GPGPUContext.prototype.getUniformLocation = function (program, uniformName, shouldThrow) {
if (shouldThrow === void 0) { shouldThrow = true; }
this.throwIfDisposed();
if (shouldThrow) {
return webgl_util.getProgramUniformLocationOrThrow(this.gl, this.debug, program, uniformName);
}
else {
return webgl_util.getProgramUniformLocation(this.gl, program, uniformName);
}
};
GPGPUContext.prototype.getAttributeLocation = function (program, attribute) {
var _this = this;
this.throwIfDisposed();
return webgl_util.callAndCheck(this.gl, this.debug, function () { return _this.gl.getAttribLocation(program, attribute); });
};
GPGPUContext.prototype.getUniformLocationNoThrow = function (program, uniformName) {
this.throwIfDisposed();
return this.gl.getUniformLocation(program, uniformName);
};
GPGPUContext.prototype.setInputMatrixTexture = function (inputMatrixTexture, uniformLocation, textureUnit) {
this.throwIfDisposed();
this.throwIfNoProgram();
webgl_util.bindTextureToProgramUniformSampler(this.gl, this.debug, this.program, inputMatrixTexture, uniformLocation, textureUnit);
};
GPGPUContext.prototype.setOutputMatrixTexture = function (outputMatrixTexture, rows, columns) {
this.setOutputMatrixTextureDriver(outputMatrixTexture, columns, rows);
};
GPGPUContext.prototype.setOutputPackedMatrixTexture = function (outputPackedMatrixTexture, rows, columns) {
this.throwIfDisposed();
var _a = tex_util.getPackedMatrixTextureShapeWidthHeight(rows, columns), width = _a[0], height = _a[1];
this.setOutputMatrixTextureDriver(outputPackedMatrixTexture, width, height);
};
GPGPUContext.prototype.setOutputMatrixWriteRegion = function (startRow, numRows, startColumn, numColumns) {
this.setOutputMatrixWriteRegionDriver(startColumn, startRow, numColumns, numRows);
};
GPGPUContext.prototype.setOutputPackedMatrixWriteRegion = function (startRow, numRows, startColumn, numColumns) {
throw new Error('setOutputPackedMatrixWriteRegion not implemented.');
};
GPGPUContext.prototype.debugValidate = function () {
if (this.program != null) {
webgl_util.validateProgram(this.gl, this.debug, this.program);
}
webgl_util.validateFramebuffer(this.gl);
};
GPGPUContext.prototype.executeProgram = function () {
this.throwIfDisposed();
this.throwIfNoProgram();
var gl = this.gl;
if (this.debug) {
this.debugValidate();
}
webgl_util.callAndCheck(gl, this.debug, function () { return gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); });
};
GPGPUContext.prototype.blockUntilAllProgramsCompleted = function () {
var _this = this;
this.throwIfDisposed();
webgl_util.callAndCheck(this.gl, this.debug, function () { return _this.gl.finish(); });
};
GPGPUContext.prototype.getQueryTimerExtension = function () {
if (this.disjointQueryTimerExtension == null) {
this.disjointQueryTimerExtension =
webgl_util.getExtensionOrThrow(this.gl, this.debug, environment_1.env().getNumber('WEBGL_DISJOINT_QUERY_TIMER_EXTENSION_VERSION') === 2 ?
'EXT_disjoint_timer_query_webgl2' :
'EXT_disjoint_timer_query');
}
return this.disjointQueryTimerExtension;
};
GPGPUContext.prototype.getQueryTimerExtensionWebGL2 = function () {
return this.getQueryTimerExtension();
};
GPGPUContext.prototype.getQueryTimerExtensionWebGL1 = function () {
return this.getQueryTimerExtension();
};
GPGPUContext.prototype.beginQuery = function () {
if (environment_1.env().getNumber('WEBGL_DISJOINT_QUERY_TIMER_EXTENSION_VERSION') === 2) {
var gl2 = this.gl;
var ext_1 = this.getQueryTimerExtensionWebGL2();
var query_1 = gl2.createQuery();
gl2.beginQuery(ext_1.TIME_ELAPSED_EXT, query_1);
return query_1;
}
var ext = this.getQueryTimerExtensionWebGL1();
var query = ext.createQueryEXT();
ext.beginQueryEXT(ext.TIME_ELAPSED_EXT, query);
return query;
};
GPGPUContext.prototype.endQuery = function () {
if (environment_1.env().getNumber('WEBGL_DISJOINT_QUERY_TIMER_EXTENSION_VERSION') === 2) {
var gl2 = this.gl;
var ext_2 = this.getQueryTimerExtensionWebGL2();
gl2.endQuery(ext_2.TIME_ELAPSED_EXT);
return;
}
var ext = this.getQueryTimerExtensionWebGL1();
ext.endQueryEXT(ext.TIME_ELAPSED_EXT);
};
GPGPUContext.prototype.waitForQueryAndGetTime = function (query) {
return __awaiter(this, void 0, void 0, function () {
var _this = this;
return __generator(this, function (_a) {
switch (_a.label) {
case 0: return [4 /*yield*/, util.repeatedTry(function () { return _this.disposed || // while testing contexts are created / disposed
// in rapid succession, so without this check we
// may poll for the query timer indefinitely
_this.isQueryAvailable(query, environment_1.env().getNumber('WEBGL_DISJOINT_QUERY_TIMER_EXTENSION_VERSION')); })];
case 1:
_a.sent();
return [2 /*return*/, this.getQueryTime(query, environment_1.env().getNumber('WEBGL_DISJOINT_QUERY_TIMER_EXTENSION_VERSION'))];
}
});
});
};
GPGPUContext.prototype.getQueryTime = function (query, queryTimerVersion) {
if (queryTimerVersion === 0) {
return null;
}
if (queryTimerVersion === 2) {
var gl2 = this.gl;
var timeElapsedNanos = gl2.getQueryParameter(query, gl2.QUERY_RESULT);
// Return milliseconds.
return timeElapsedNanos / 1000000;
}
else {
var ext = this.getQueryTimerExtensionWebGL1();
var timeElapsedNanos = ext.getQueryObjectEXT(query, ext.QUERY_RESULT_EXT);
// Return milliseconds.
return timeElapsedNanos / 1000000;
}
};
GPGPUContext.prototype.isQueryAvailable = function (query, queryTimerVersion) {
if (queryTimerVersion === 0) {
return true;
}
if (queryTimerVersion === 2) {
var gl2 = this.gl;
var ext = this.getQueryTimerExtensionWebGL2();
var available = gl2.getQueryParameter(query, gl2.QUERY_RESULT_AVAILABLE);
if (this.disjoint == null) {
this.disjoint = this.gl.getParameter(ext.GPU_DISJOINT_EXT);
}
return available && !this.disjoint;
}
else {
var ext = this.getQueryTimerExtensionWebGL1();
var available = ext.getQueryObjectEXT(query, ext.QUERY_RESULT_AVAILABLE_EXT);
if (this.disjoint == null) {
this.disjoint = this.gl.getParameter(ext.GPU_DISJOINT_EXT);
}
return available && !this.disjoint;
}
};
GPGPUContext.prototype.pollFence = function (fenceContext) {
var _this = this;
return new Promise(function (resolve) {
_this.addItemToPoll(function () { return fenceContext.isFencePassed(); }, function () { return resolve(); });
});
};
GPGPUContext.prototype.pollItems = function () {
// Find the last query that has finished.
var index = linearSearchLastTrue(this.itemsToPoll.map(function (x) { return x.isDoneFn; }));
for (var i = 0; i <= index; ++i) {
var resolveFn = this.itemsToPoll[i].resolveFn;
resolveFn();
}
this.itemsToPoll = this.itemsToPoll.slice(index + 1);
};
GPGPUContext.prototype.addItemToPoll = function (isDoneFn, resolveFn) {
var _this = this;
this.itemsToPoll.push({ isDoneFn: isDoneFn, resolveFn: resolveFn });
if (this.itemsToPoll.length > 1) {
// We already have a running loop that polls.
return;
}
// Start a new loop that polls.
util.repeatedTry(function () {
_this.pollItems();
// End the loop if no more items to poll.
return _this.itemsToPoll.length === 0;
});
};
GPGPUContext.prototype.bindTextureToFrameBuffer = function (texture) {
this.throwIfDisposed();
webgl_util.bindColorTextureToFramebuffer(this.gl, this.debug, texture, this.framebuffer);
if (this.debug) {
webgl_util.validateFramebuffer(this.gl);
}
};
GPGPUContext.prototype.unbindTextureToFrameBuffer = function () {
if (this.outputTexture != null) {
webgl_util.bindColorTextureToFramebuffer(this.gl, this.debug, this.outputTexture, this.framebuffer);
if (this.debug) {
webgl_util.validateFramebuffer(this.gl);
}
}
else {
webgl_util.unbindColorTextureFromFramebuffer(this.gl, this.debug, this.framebuffer);
}
};
GPGPUContext.prototype.downloadMatrixDriver = function (texture, downloadAndDecode) {
this.bindTextureToFrameBuffer(texture);
var result = downloadAndDecode();
this.unbindTextureToFrameBuffer();
return result;
};
GPGPUContext.prototype.setOutputMatrixTextureDriver = function (outputMatrixTextureMaybePacked, width, height) {
this.throwIfDisposed();
var gl = this.gl;
webgl_util.bindColorTextureToFramebuffer(gl, this.debug, outputMatrixTextureMaybePacked, this.framebuffer);
if (this.debug) {
webgl_util.validateFramebuffer(gl);
}
this.outputTexture = outputMatrixTextureMaybePacked;
webgl_util.callAndCheck(gl, this.debug, function () { return gl.viewport(0, 0, width, height); });
webgl_util.callAndCheck(gl, this.debug, function () { return gl.scissor(0, 0, width, height); });
};
GPGPUContext.prototype.setOutputMatrixWriteRegionDriver = function (x, y, width, height) {
var _this = this;
this.throwIfDisposed();
webgl_util.callAndCheck(this.gl, this.debug, function () { return _this.gl.scissor(x, y, width, height); });
};
GPGPUContext.prototype.throwIfDisposed = function () {
if (this.disposed) {
throw new Error('Attempted to use disposed GPGPUContext.');
}
};
GPGPUContext.prototype.throwIfNoProgram = function () {
if (this.program == null) {
throw new Error('No GPU program is currently set.');
}
};
return GPGPUContext;
}());
exports.GPGPUContext = GPGPUContext;
/**
* Finds the index of the last true element using linear search.
* Note: We can't do binary search because Chrome expects us to explicitly
* test all fences before download:
* https://github.com/tensorflow/tfjs/issues/1145
*/
function linearSearchLastTrue(arr) {
var i = 0;
for (; i < arr.length; ++i) {
var isDone = arr[i]();
if (!isDone) {
break;
}
}
return i - 1;
}
exports.linearSearchLastTrue = linearSearchLastTrue;
//# sourceMappingURL=gpgpu_context.js.map