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weblas

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GPU accelerated BLAS for node and the browser

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var WebGL = require('./webgl'), glslify = require('glslify'); /* Linearize onto Kernels, a transformation similar to im2col, which transforms the input to a convolution kernel into a row. X - input data k - kernal width stride - number of elements between beginnings of patches webgl - a weblas.WebGL object standalone - whether or not to automatically run the floating point encode step for rendering to an UNSIGNED_BYTE texture (this is required for mobile, circa 2015) but can't be used as part of a pipeline. * uploads and downloads data * executes calculation */ function SLOKNCalculator(webgl, standalone){ this.webgl = webgl, this.standalone = (standalone != null) ? standalone : true; // default to standalone mode var p = glslify('./glsl/slokn/pipeline.glsl'); // create the webgl shader program for this calculation // based on the specific fragment shader for this calculation // and the generic pass through shader if(this.standalone){ this.program = this.webgl.createProgram(s); } else { this.program = this.webgl.createProgram(p); } } module.exports = SLOKNCalculator; /* Names of the uniforms (variables) used in the shader program passed in on each calculation. */ SLOKNCalculator.TEXTURE_UNIFORM_NAME_0 = "X"; SLOKNCalculator.STRIDE_UNIFORM_NAME = "stride"; SLOKNCalculator.KERNEL_WIDTH_UNIFORM_NAME = "factor"; /* Elementwise scale and offset a matrix M - number of rows in X N - number of columns in X a - scalar coefficient to X b - scalar offset of X X - matrix (texture) out - output (texture) How this works: 1. Activate our shader program 2. Bind input textures 3. Set shader program parameters 4. Bind output texture 5. Activate calculation with `drawElements` */ SLOKNCalculator.prototype.calculate = function(M, N, channels, M_out, N_out, N_p, factor, stride, margin, X, out){ var gl = this.webgl.context; var pad = this.webgl.getPad(N * channels), pad_out = this.webgl.getPad(N_out); this.webgl.selectProgram(this.program); // create and bind our input texture using matrix data this.bindInputTexture(X, gl.TEXTURE0, SLOKNCalculator.TEXTURE_UNIFORM_NAME_0); // set the data specific variables in our shader program this.bindUniforms(M_out, N_out, pad_out, M, N * channels, channels, pad, N_p, factor, stride, margin); // create our destination texture if(this.standalone){ this.webgl.bindOutputTexture(M_out, N_out + pad_out, out); } else { this.webgl.bindOutputTexture(M_out, (N_out + pad_out)/ 4, out); } // initiate calculation gl.drawElements(gl.TRIANGLES, /*num items*/6, gl.UNSIGNED_SHORT, 0); this.webgl.unbindInputTexture(gl.TEXTURE0); }; /* Create a texture from the given texel data and bind it to our shader program. texture - texture containing the data textureUnit - the texture unit to bind to (gl.TEXTURE0, gl.TEXTURE1, etc) name - the uniform name to associate with (must match shader program) must compile program (with createProgram) first */ SLOKNCalculator.prototype.bindInputTexture = function(texture, textureUnit, name){ var gl = this.webgl.context, program = this.program; gl.activeTexture(textureUnit); // gl.TEXTURE0, gl.TEXTURE1, etc gl.bindTexture( gl.TEXTURE_2D, texture); var sampler = gl.getUniformLocation(program, name); gl.uniform1i(sampler, textureUnit - gl.TEXTURE0); }; /* Set up inputs for the texture shader */ SLOKNCalculator.prototype.bindUniforms = function(M, N, pad, M_in, N_in, channels, pad_in, N_p, factor, stride, margin) { var gl = this.webgl.context; // get var locations var M_gl = gl.getUniformLocation(this.program, "M"), N_gl = gl.getUniformLocation(this.program, "N"), c_gl = gl.getUniformLocation(this.program, "C"), M_in_gl = gl.getUniformLocation(this.program, "M_in"), N_in_gl = gl.getUniformLocation(this.program, "N_in"), stride_gl = gl.getUniformLocation(this.program, SLOKNCalculator.STRIDE_UNIFORM_NAME), factor_gl = gl.getUniformLocation(this.program, SLOKNCalculator.KERNEL_WIDTH_UNIFORM_NAME), pad_gl = gl.getUniformLocation(this.program, "pad"), pad_in_gl = gl.getUniformLocation(this.program, "pad_in"), N_p_gl = gl.getUniformLocation(this.program, "N_p"); margin_gl = gl.getUniformLocation(this.program, "margin"); // bind length of shared dimension gl.uniform1f(M_gl, M); gl.uniform1f(N_gl, N); gl.uniform1f(pad_gl, pad); gl.uniform1f(M_in_gl, M_in); gl.uniform1f(N_in_gl, N_in); gl.uniform1f(c_gl, channels); gl.uniform1f(pad_in_gl, pad_in); gl.uniform1f(N_p_gl, N_p); gl.uniform1f(factor_gl, factor); gl.uniform1f(stride_gl, stride); gl.uniform1f(margin_gl, margin); };