onnxruntime-web
Version:
A Javascript library for running ONNX models on browsers
173 lines (149 loc) • 5.64 kB
text/typescript
// 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;
}
`;
}