onnxruntime-web
Version:
A Javascript library for running ONNX models on browsers
237 lines (216 loc) • 7.08 kB
text/typescript
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
import { AttributeWithCacheKey, createAttributeWithCacheKey } from '../../../attribute-with-cache-key';
import { Graph } from '../../../graph';
import { OperatorImplementation, OperatorInitialization } from '../../../operators';
import { Tensor } from '../../../tensor';
import { ShapeUtil } from '../../../util';
import { getGlsl, Glsl } from '../glsl-source';
import { WebGLInferenceHandler } from '../inference-handler';
import { ProgramInfo, TextureType } from '../types';
export interface PadAttributes extends AttributeWithCacheKey {
readonly mode: string;
readonly pads: number[];
readonly value: number;
}
const padProgramMetadata = {
name: 'Pad',
inputNames: ['A'],
inputTypes: [TextureType.unpacked],
};
export const padV2: OperatorImplementation<PadAttributes> = (
inferenceHandler: WebGLInferenceHandler,
inputs: Tensor[],
attributes: PadAttributes,
): Tensor[] => {
validateInputsV2(inputs);
const output = inferenceHandler.run(
{
...padProgramMetadata,
cacheHint: attributes.cacheKey,
get: () => createPadProgramInfo(inferenceHandler, inputs[0], attributes),
},
inputs,
);
return [output];
};
export const parsePadAttributesV2: OperatorInitialization<PadAttributes> = (node: Graph.Node): PadAttributes => {
const mode = node.attributes.getString('mode', 'constant');
const value = node.attributes.getFloat('value', 0.0);
const pads = node.attributes.getInts('pads');
return createAttributeWithCacheKey({ mode, value, pads });
};
export const padV11: OperatorImplementation<string> = (
inferenceHandler: WebGLInferenceHandler,
inputs: Tensor[],
mode: string,
): Tensor[] => {
validateInputsV11(inputs);
const attrubutes = generatePadAttributesFromInputs(inferenceHandler, inputs, mode);
return padV2(inferenceHandler, [inputs[0]], attrubutes);
};
export const parsePadAttributesV11: OperatorInitialization<string> = (node: Graph.Node): string =>
node.attributes.getString('mode', 'constant');
const generatePadAttributesFromInputs = (
inferenceHandler: WebGLInferenceHandler,
inputs: Tensor[],
mode: string,
): PadAttributes => {
if (
!inferenceHandler.session.isInitializer(inputs[1].dataId) ||
(inputs.length >= 3 && !inferenceHandler.session.isInitializer(inputs[2].dataId))
) {
throw new Error('dynamic pad attributes are not allowed');
}
const pads = Array.from(inputs[1].integerData);
const value = inputs.length >= 3 ? inputs[2].floatData[0] : 0.0;
return createAttributeWithCacheKey({ mode, pads, value });
};
const createPadProgramInfo = (
inferenceHandler: WebGLInferenceHandler,
input: Tensor,
attributes: PadAttributes,
): ProgramInfo => {
const outputShape = ShapeUtil.padShape(input.dims.slice(), attributes.pads);
const rank = outputShape.length;
const padFunction = getPadFunction(inferenceHandler, input, attributes);
const shaderSource = `
${padFunction}
float process(int[${rank}] indices) {
return padA(indices);
}`;
return {
name: 'Pad',
inputNames: ['A'],
inputTypes: [TextureType.unpacked],
output: { dims: outputShape, type: input.type, textureType: TextureType.unpacked },
shaderSource,
};
};
const validateInputsV2 = (inputs: Tensor[]): void => {
if (!inputs || inputs.length !== 1) {
throw new Error('Pad requires 1 input');
}
if (inputs[0].type !== 'float32' && inputs[0].type !== 'float64') {
throw new Error('Invalid input type.');
}
};
const validateInputsV11 = (inputs: Tensor[]): void => {
if (!inputs || (inputs.length !== 2 && inputs.length !== 3)) {
throw new Error('Pad requires 2 or 3 inputs');
}
if (inputs[1].type !== 'int32') {
throw new Error('Invalid input type.');
}
if (inputs.length >= 3 && inputs[2].type === 'string') {
throw new Error('Invalid input type.');
}
};
const getPadFunction = (inferenceHandler: WebGLInferenceHandler, input: Tensor, attributes: PadAttributes): string => {
const glsl = getGlsl(inferenceHandler.session.backend.glContext.version);
const [width, height] = inferenceHandler.calculateTextureWidthAndHeight(input.dims, TextureType.unpacked);
const strides = ShapeUtil.computeStrides(input.dims);
switch (attributes.mode) {
case 'constant':
return getPadConstant(glsl, input.dims, strides, width, height, attributes.pads, attributes.value);
case 'reflect':
return getPadReflect(glsl, input.dims, strides, width, height, attributes.pads);
case 'edge':
return getPadEdge(glsl, input.dims, strides, width, height, attributes.pads);
default:
throw new Error('Invalid mode');
}
};
const getPadConstant = (
glsl: Glsl,
shape: readonly number[],
strides: readonly number[],
width: number,
height: number,
pads: number[],
value: number,
): string => {
const rank = shape.length;
let block = '';
for (let i = rank - 1; i >= 0; --i) {
block += `
k = m[${i}] - ${pads[i]};
if (k < 0) return constant;
if (k >= ${shape[i]}) return constant;
offset += k * ${strides[i]};
`;
}
return `
float padA(int m[${rank}]) {
const float constant = float(${value});
int offset = 0;
int k = 0;
${block}
vec2 coords = offsetToCoords(offset, ${width}, ${height});
float value = getColorAsFloat(${glsl.texture2D}(A, coords));
return value;
}
`;
};
const getPadReflect = (
glsl: Glsl,
shape: readonly number[],
strides: readonly number[],
width: number,
height: number,
pads: number[],
): string => {
const rank = shape.length;
let block = '';
for (let i = rank - 1; i >= 0; --i) {
block += `
k = m[${i}] - ${pads[i]};
if (k < 0) { k = -k; }
{
const int _2n_1 = ${2 * (shape[i] - 1)};
k = int( mod( float(k), float(_2n_1) ) ) ;
if(k >= ${shape[i]}) { k = _2n_1 - k; }
}
offset += k * ${strides[i]};
`;
}
return `
float padA(int m[${rank}]) {
int offset = 0;
int k = 0;
${block}
vec2 coords = offsetToCoords(offset, ${width}, ${height});
float value = getColorAsFloat(${glsl.texture2D}(A, coords));
return value;
}
`;
};
const getPadEdge = (
glsl: Glsl,
shape: readonly number[],
strides: readonly number[],
width: number,
height: number,
pads: number[],
): string => {
const rank = shape.length;
let block = '';
for (let i = rank - 1; i >= 0; --i) {
block += `
k = m[${i}] - ${pads[i]};
if (k < 0) k = 0;
if (k >= ${shape[i]}) k = ${shape[i] - 1};
offset += k * ${strides[i]};
`;
}
return `
float padA(int m[${rank}]) {
int offset = 0;
int k = 0;
${block}
vec2 coords = offsetToCoords(offset, ${width}, ${height});
float value = getColorAsFloat(${glsl.texture2D}(A, coords));
return value;
}
`;
};