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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 { Tensor } from '../../../tensor'; import { ShapeUtil } from '../../../util'; import { getGlsl } from '../glsl-source'; import { WebGLInferenceHandler } from '../inference-handler'; import { ProgramInfo, ProgramInfoLoader, ProgramMetadata, TextureType } from '../types'; import { unpackFromChannel } from './packing-utils'; const createPackedReshape3DProgramMetadata = (outputShape3D: readonly number[]) => ({ name: 'Reshape (packed)', inputTypes: [TextureType.packed], inputNames: ['A'], cacheHint: `${outputShape3D}`, }); const createPackedReshape3DProgramInfo = ( handler: WebGLInferenceHandler, input3D: Tensor, metadata: ProgramMetadata, outputShape3D: readonly number[], ): ProgramInfo => { const inputShape3D = input3D.dims as [number, number, number]; const squeezedOutputShape = outputShape3D as [number, number, number]; let mainLoop = ''; for (let i = 0; i < 4; i++) { let outputCoords = ''; switch (i) { case 0: outputCoords = 'outputCoords = rc;'; break; case 1: outputCoords = 'outputCoords = ivec3(rc.x, rc.y+1, rc.z);'; break; case 2: outputCoords = 'outputCoords = ivec3(rc.x, rc.y, rc.z+1);'; break; case 3: outputCoords = 'outputCoords = ivec3(rc.x, rc.y+1, rc.z+1);'; break; default: throw new Error(); } mainLoop += ` ${outputCoords} ${i > 0 ? 'if(outputCoords.y < rows && outputCoords.z < cols){' : ''} int flattenedIndex = getFlattenedIndex(outputCoords); ivec3 inputRC = inputCoordsFromReshapedOutCoords(flattenedIndex); vec2 innerDims = vec2(float(inputRC.y),float(inputRC.z)); result[${i}] = getChannel(getA(inputRC.x, inputRC.y, inputRC.z), innerDims); ${i > 0 ? '}' : ''} `; } const glsl = getGlsl(handler.session.backend.glContext.version); const shaderSource = ` ${getReshapedInputCoords(inputShape3D)} ${getFlattenedIndexFrom3D(squeezedOutputShape)} ${unpackFromChannel()} void main() { ivec3 rc = getOutputCoords(); vec4 result = vec4(0.0); ivec3 outputCoords; int rows = ${squeezedOutputShape[2]}; int cols = ${squeezedOutputShape[1]}; ${mainLoop} ${glsl.output} = result; } `; return { ...metadata, output: { dims: squeezedOutputShape, type: input3D.type, textureType: TextureType.packed }, shaderSource, hasMain: true, }; }; export const createPackedReshape3DProgramInfoLoader = ( handler: WebGLInferenceHandler, input3D: Tensor, outputShape3D: readonly number[], ): ProgramInfoLoader => { const metadata = createPackedReshape3DProgramMetadata(outputShape3D); return { ...metadata, get: () => createPackedReshape3DProgramInfo(handler, input3D, metadata, outputShape3D) }; }; export function processDims3D(shape: ArrayLike<number>): [number, number, number] { if (shape.length === 0) { return [1, 1, 1]; } // TODO: squeeze other shapes to 2D case let batch = 1; for (let i = 0; i < shape.length - 2; ++i) { batch *= shape[i]; } return [batch, shape.length > 1 ? shape[shape.length - 2] : 1, shape[shape.length - 1]]; } // For packed reshape, we need to re-arrange texel data for output shape. // Our pack is designed to pack a 2x2 tile in last h and w dimension, so // for the reshaped new tensor, we just need to re-arrange the last h and // w dimension. For any shape that is not in 3D, i.e. [batch, W, H], we // first convert it to 3D by collapsing other dimension to batch dim, then // process with the last two dimensions. // Note: we only need the shape tensor to calculate output shape, so the // content in shape tensor is never uploaded to GPU. It is always kept in CPU. // TODO: optimize the algorithm -- in some cases, if the last two dims are // the same between input shape and output shape, the packed reshape can be // treated as no-op. export function isReshapeCheap(dims: readonly number[], reshapedDims: readonly number[]) { let isCheapReshape = false; if (dims.length === 0 || reshapedDims.length === 0) { // scalar isCheapReshape = true; } else if (dims.length < 2 || reshapedDims.length < 2) { // 1D isCheapReshape = dims[dims.length - 1] === reshapedDims[reshapedDims.length - 1]; } else { // 2D + isCheapReshape = dims[dims.length - 1] === reshapedDims[reshapedDims.length - 1] && dims[dims.length - 2] === reshapedDims[reshapedDims.length - 2]; } return isCheapReshape; } function getReshapedInputCoords(shape: [number, number, number]): string { const strides = ShapeUtil.computeStrides(shape); const coords = ['b', 'r', 'c']; const index = 'index'; const coordsFromIndexSnippet = strides .map((stride, i) => { const line1 = `int ${coords[i]} = ${index} / ${stride}`; const line2 = i === strides.length - 1 ? `int ${coords[i + 1]} = ${index} - ${coords[i]} * ${stride}` : `index -= ${coords[i]} * ${stride}`; return `${line1}; ${line2};`; }) .join(''); return ` ivec3 inputCoordsFromReshapedOutCoords(int index) { ${coordsFromIndexSnippet} return ivec3(b, r, c); } `; } function getFlattenedIndexFrom3D(shape: [number, number, number]): string { const strides = ShapeUtil.computeStrides(shape); return ` int getFlattenedIndex(ivec3 coords) { // reverse y, z order return coords.x * ${strides[0]} + coords.z * ${strides[1]} + coords.y; } `; }