onnxruntime-web
Version:
A Javascript library for running ONNX models on browsers
104 lines (91 loc) • 2.3 kB
text/typescript
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
/**
* represent a version irrelevant abstraction of for GLSL source code
*/
export interface Glsl {
readonly version: string;
readonly attribute: string;
readonly varyingVertex: string;
readonly varyingFrag: string;
readonly texture2D: string;
readonly output: string;
readonly outputDeclaration: string;
}
const GLSL_ES_2_0: Glsl = {
version: '',
attribute: 'attribute',
varyingVertex: 'varying',
varyingFrag: 'varying',
texture2D: 'texture2D',
output: 'gl_FragColor',
outputDeclaration: '',
};
const GLSL_ES_3_0: Glsl = {
version: '#version 300 es',
attribute: 'in',
varyingVertex: 'out',
varyingFrag: 'in',
texture2D: 'texture',
output: 'outputColor',
outputDeclaration: 'out vec4 outputColor;',
};
export function getGlsl(version: 1 | 2) {
return version === 1 ? GLSL_ES_2_0 : GLSL_ES_3_0;
}
export function getVertexShaderSource(version: 1 | 2): string {
const glsl = getGlsl(version);
return `${glsl.version}
precision highp float;
${glsl.attribute} vec3 position;
${glsl.attribute} vec2 textureCoord;
${glsl.varyingVertex} vec2 TexCoords;
void main()
{
gl_Position = vec4(position, 1.0);
TexCoords = textureCoord;
}`;
}
export function getFragShaderPreamble(version: 1 | 2): string {
const glsl = getGlsl(version);
return `${glsl.version}
precision highp float;
precision highp int;
precision highp sampler2D;
${glsl.varyingFrag} vec2 TexCoords;
${glsl.outputDeclaration}
const vec2 halfCR = vec2(0.5, 0.5);
// Custom vector types to handle higher dimenalities.
struct ivec5
{
int x;
int y;
int z;
int w;
int u;
};
struct ivec6
{
int x;
int y;
int z;
int w;
int u;
int v;
};
int imod(int x, int y) {
return x - y * (x / y);
}
`;
}
export function getDefaultFragShaderMain(version: 1 | 2, outputShapeLength: number): string {
const glsl = getGlsl(version);
return `
void main() {
int indices[${outputShapeLength}];
toVec(TexCoords, indices);
vec4 result = vec4(process(indices));
${glsl.output} = result;
}
`;
}