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onnxruntime-web

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A Javascript library for running ONNX models on browsers

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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. import { GlslContext, GlslLib, GlslLibRoutine } from './glsl-definitions'; /** * This GLSL library handles routines converting * float32 to/from Unsigned byte or float 16 */ export class EncodingGlslLib extends GlslLib { constructor(context: GlslContext) { super(context); } getFunctions(): { [name: string]: GlslLibRoutine } { return { ...this.encodeFloat32(), ...this.decodeFloat32() }; } getCustomTypes(): { [name: string]: string } { return {}; } protected encodeFloat32(): { [name: string]: GlslLibRoutine } { return { encode: new GlslLibRoutine(`highp vec4 encode(highp float f) { return vec4(f, 0.0, 0.0, 0.0); } `), }; } protected decodeFloat32(): { [name: string]: GlslLibRoutine } { return { decode: new GlslLibRoutine(`highp float decode(highp vec4 rgba) { return rgba.r; } `), }; } /** * returns the routine to encode encode a 32bit float to a vec4 (of unsigned bytes) * @credit: https://stackoverflow.com/questions/7059962/how-do-i-convert-a-vec4-rgba-value-to-a-float */ protected encodeUint8(): { [name: string]: GlslLibRoutine } { const endianness = EncodingGlslLib.isLittleEndian() ? 'rgba.rgba=rgba.abgr;' : ''; return { encode: new GlslLibRoutine(` highp vec4 encode(highp float f) { highp float F = abs(f); highp float Sign = step(0.0,-f); highp float Exponent = floor(log2(F)); highp float Mantissa = (exp2(- Exponent) * F); Exponent = floor(log2(F) + 127.0) + floor(log2(Mantissa)); highp vec4 rgba; rgba[0] = 128.0 * Sign + floor(Exponent*exp2(-1.0)); rgba[1] = 128.0 * mod(Exponent,2.0) + mod(floor(Mantissa*128.0),128.0); rgba[2] = floor(mod(floor(Mantissa*exp2(23.0 -8.0)),exp2(8.0))); rgba[3] = floor(exp2(23.0)*mod(Mantissa,exp2(-15.0))); ${endianness} rgba = rgba / 255.0; // values need to be normalized to [0,1] return rgba; } `), }; } /** * returns the routine to encode a vec4 of unsigned bytes to float32 * @credit: https://stackoverflow.com/questions/7059962/how-do-i-convert-a-vec4-rgba-value-to-a-float */ protected decodeUint8(): { [name: string]: GlslLibRoutine } { const endianness = EncodingGlslLib.isLittleEndian() ? 'rgba.rgba=rgba.abgr;' : ''; return { decode: new GlslLibRoutine(` highp float decode(highp vec4 rgba) { rgba = rgba * 255.0; // values need to be de-normalized from [0,1] to [0,255] ${endianness} highp float Sign = 1.0 - step(128.0,rgba[0])*2.0; highp float Exponent = 2.0 * mod(rgba[0],128.0) + step(128.0,rgba[1]) - 127.0; highp float Mantissa = mod(rgba[1],128.0)*65536.0 + rgba[2]*256.0 +rgba[3] + float(0x800000); highp float Result = Sign * exp2(Exponent) * (Mantissa * exp2(-23.0 )); return Result; } `), }; } /** * Determines if the machine is little endian or not * @credit: https://gist.github.com/TooTallNate/4750953 */ static isLittleEndian(): boolean { const b = new ArrayBuffer(4); const a = new Uint32Array(b); const c = new Uint8Array(b); a[0] = 0xdeadbeef; if (c[0] === 0xef) { return true; } if (c[0] === 0xde) { return false; } throw new Error('unknown endianness'); } }