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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 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 {sizeFromShape} from '../../util'; import {getChannels} from '../packing_util'; import {GPGPUProgram} from './gpgpu_math'; import {getCoordsDataType} from './shader_compiler'; const CHECK_NAN_SNIPPET = ` result.r = isNaN.r > 0. ? NAN : result.r; result.g = isNaN.g > 0. ? NAN : result.g; result.b = isNaN.b > 0. ? NAN : result.b; result.a = isNaN.a > 0. ? NAN : result.a; `; // We do the same as in ./binaryop_gpu, with vec4 and ivec4. // On Linux, the vectorized implementation produces NaNs when a and b are 0. export const DIV = ` // vec4 one = vec4(equal(a, b)); // return one + (vec4(1.0) - one) * a / b; vec4 result = a / b; if(a.x == b.x) { result.x = 1.; } if(a.y == b.y) { result.y = 1.; } if(a.z == b.z) { result.z = 1.; } if(a.w == b.w) { result.w = 1.; } return result; `; export const INT_DIV = ` ivec4 ia = round(a); ivec4 ib = round(b); bvec4 cond = notEqual(ib, ivec4(0)); ivec4 result = ivec4(0); vec4 s = sign(a) * sign(b); // Windows (D3D) wants guaranteed non-zero int division at compile-time. if (cond[0]) { result[0] = idiv(ia[0], ib[0], s[0]); } if (cond[1]) { result[1] = idiv(ia[1], ib[1], s[1]); } if (cond[2]) { result[2] = idiv(ia[2], ib[2], s[2]); } if (cond[3]) { result[3] = idiv(ia[3], ib[3], s[3]); } return vec4(result); `; export const POW = ` // isModRound1 has 1 for components with round(mod(b, 2.0)) == 1, 0 otherwise. vec4 isModRound1 = vec4(equal(round(mod(b, 2.0)), ivec4(1))); vec4 multiplier = sign(a) * isModRound1 + (vec4(1.0) - isModRound1); vec4 result = multiplier * pow(abs(a), b); // Ensure that a^0 = 1, including 0^0 = 1 as this correspond to TF and JS bvec4 isExpZero = equal(b, vec4(0.0)); result.r = isExpZero.r ? 1.0 : result.r; result.g = isExpZero.g ? 1.0 : result.g; result.b = isExpZero.b ? 1.0 : result.b; result.a = isExpZero.a ? 1.0 : result.a; vec4 isNaN = vec4(lessThan(a, vec4(0.0))) * vec4(lessThan(floor(b), b)); ` + CHECK_NAN_SNIPPET + ` return result; `; export const PRELU = ` vec4 aLessThanZero = vec4(lessThan(a, vec4(0.))); return (aLessThanZero * (b * a)) + ((vec4(1.0) - aLessThanZero) * a); `; export const ELU_DER = ` vec4 bGTEZero = vec4(greaterThanEqual(b, vec4(0.))); return (bGTEZero * a) + ((vec4(1.0) - bGTEZero) * (a * (b + vec4(1.0)))); `; export const ATAN2 = ` vec4 result = atan(a, b); vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0)); ` + CHECK_NAN_SNIPPET + ` return result; `; export const EQUAL = ` return vec4(equal(a, b)); `; export const NOT_EQUAL = ` return vec4(notEqual(a, b)); `; export const LESS = ` return vec4(lessThan(a, b)); `; export const LESS_EQUAL = ` return vec4(lessThanEqual(a, b)); `; export const GREATER = ` return vec4(greaterThan(a, b)); `; export const GREATER_EQUAL = ` return vec4(greaterThanEqual(a, b)); `; export const LOGICAL_AND = ` return vec4( vec4(greaterThanEqual(a, vec4(1.0))) * vec4(greaterThanEqual(b, vec4(1.0)))); `; export const LOGICAL_OR = ` return min( vec4(greaterThanEqual(a, vec4(1.0))) + vec4(greaterThanEqual(b, vec4(1.0))), vec4(1.0)); `; export const MAX = ` vec4 result = vec4(max(a, b)); vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0)); ` + CHECK_NAN_SNIPPET + ` return result; `; export const MIN = ` vec4 result = vec4(min(a, b)); vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0)); ` + CHECK_NAN_SNIPPET + ` return result; `; export const MOD = ` vec4 result = mod(a, b); vec4 isNaN = vec4(equal(b, vec4(0.0))); ` + CHECK_NAN_SNIPPET + ` return result; `; export class BinaryOpPackedProgram implements GPGPUProgram { variableNames = ['A', 'B']; outputShape: number[]; userCode: string; supportsBroadcasting = true; packedInputs = true; packedOutput = true; constructor( op: string, aShape: number[], bShape: number[], checkOutOfBounds = false) { this.outputShape = broadcast_util.assertAndGetBroadcastShape(aShape, bShape); const rank = this.outputShape.length; let checkOutOfBoundsString = ''; if (checkOutOfBounds) { if (rank === 0 || sizeFromShape(this.outputShape) === 1) { checkOutOfBoundsString = ` result.y = 0.; result.z = 0.; result.w = 0.; `; } else { const dtype = getCoordsDataType(rank); checkOutOfBoundsString = ` ${dtype} coords = getOutputCoords(); `; if (rank === 1) { checkOutOfBoundsString += ` result.y = (coords + 1) >= ${this.outputShape[0]} ? 0. : result.y; result.z = 0.; result.w = 0.; `; } else { const channels = getChannels('coords', rank); checkOutOfBoundsString += ` bool nextRowOutOfBounds = (${channels[rank - 2]} + 1) >= ${this.outputShape[rank - 2]}; bool nextColOutOfBounds = (${channels[rank - 1]} + 1) >= ${this.outputShape[rank - 1]}; result.y = nextColOutOfBounds ? 0. : result.y; result.z = nextRowOutOfBounds ? 0. : result.z; result.w = nextColOutOfBounds || nextRowOutOfBounds ? 0. : result.w; `; } } } this.userCode = ` vec4 binaryOperation(vec4 a, vec4 b) { ${op} } void main() { vec4 a = getAAtOutCoords(); vec4 b = getBAtOutCoords(); vec4 result = binaryOperation(a, b); ${checkOutOfBoundsString} setOutput(result); } `; } }