"use strict";
|
/**
|
* @license
|
* Copyright 2018 Google Inc. All Rights Reserved.
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
* you may not use this file except in compliance with the License.
|
* You may obtain a copy of the License at
|
*
|
* http://www.apache.org/licenses/LICENSE-2.0
|
*
|
* Unless required by applicable law or agreed to in writing, software
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
* See the License for the specific language governing permissions and
|
* limitations under the License.
|
* =============================================================================
|
*/
|
Object.defineProperty(exports, "__esModule", { value: true });
|
var broadcast_util = require("../../ops/broadcast_util");
|
var util_1 = require("../../util");
|
var packing_util_1 = require("../packing_util");
|
var shader_compiler_1 = require("./shader_compiler");
|
var CHECK_NAN_SNIPPET = "\n result.r = isNaN.r > 0. ? NAN : result.r;\n result.g = isNaN.g > 0. ? NAN : result.g;\n result.b = isNaN.b > 0. ? NAN : result.b;\n result.a = isNaN.a > 0. ? NAN : result.a;\n";
|
// We do the same as in ./binaryop_gpu, with vec4 and ivec4.
|
// On Linux, the vectorized implementation produces NaNs when a and b are 0.
|
exports.DIV = "\n // vec4 one = vec4(equal(a, b));\n // return one + (vec4(1.0) - one) * a / b;\n vec4 result = a / b;\n if(a.x == b.x) {\n result.x = 1.;\n }\n if(a.y == b.y) {\n result.y = 1.;\n }\n if(a.z == b.z) {\n result.z = 1.;\n }\n if(a.w == b.w) {\n result.w = 1.;\n }\n\n return result;\n";
|
exports.INT_DIV = "\n ivec4 ia = round(a);\n ivec4 ib = round(b);\n bvec4 cond = notEqual(ib, ivec4(0));\n ivec4 result = ivec4(0);\n vec4 s = sign(a) * sign(b);\n\n // Windows (D3D) wants guaranteed non-zero int division at compile-time.\n if (cond[0]) {\n result[0] = idiv(ia[0], ib[0], s[0]);\n }\n if (cond[1]) {\n result[1] = idiv(ia[1], ib[1], s[1]);\n }\n if (cond[2]) {\n result[2] = idiv(ia[2], ib[2], s[2]);\n }\n if (cond[3]) {\n result[3] = idiv(ia[3], ib[3], s[3]);\n }\n return vec4(result);\n";
|
exports.POW = "\n // isModRound1 has 1 for components with round(mod(b, 2.0)) == 1, 0 otherwise.\n vec4 isModRound1 = vec4(equal(round(mod(b, 2.0)), ivec4(1)));\n vec4 multiplier = sign(a) * isModRound1 + (vec4(1.0) - isModRound1);\n vec4 result = multiplier * pow(abs(a), b);\n\n // Ensure that a^0 = 1, including 0^0 = 1 as this correspond to TF and JS\n bvec4 isExpZero = equal(b, vec4(0.0));\n result.r = isExpZero.r ? 1.0 : result.r;\n result.g = isExpZero.g ? 1.0 : result.g;\n result.b = isExpZero.b ? 1.0 : result.b;\n result.a = isExpZero.a ? 1.0 : result.a;\n\n vec4 isNaN = vec4(lessThan(a, vec4(0.0))) * vec4(lessThan(floor(b), b));\n " +
|
CHECK_NAN_SNIPPET + "\n return result;\n";
|
exports.PRELU = "\n vec4 aLessThanZero = vec4(lessThan(a, vec4(0.)));\n return (aLessThanZero * (b * a)) + ((vec4(1.0) - aLessThanZero) * a);\n";
|
exports.ELU_DER = "\n vec4 bGTEZero = vec4(greaterThanEqual(b, vec4(0.)));\n return (bGTEZero * a) + ((vec4(1.0) - bGTEZero) * (a * (b + vec4(1.0))));\n";
|
exports.ATAN2 = "\n vec4 result = atan(a, b);\n vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0));\n " +
|
CHECK_NAN_SNIPPET + "\n return result;\n";
|
exports.EQUAL = "\n return vec4(equal(a, b));\n";
|
exports.NOT_EQUAL = "\n return vec4(notEqual(a, b));\n";
|
exports.LESS = "\n return vec4(lessThan(a, b));\n";
|
exports.LESS_EQUAL = "\n return vec4(lessThanEqual(a, b));\n";
|
exports.GREATER = "\n return vec4(greaterThan(a, b));\n";
|
exports.GREATER_EQUAL = "\n return vec4(greaterThanEqual(a, b));\n";
|
exports.LOGICAL_AND = "\n return vec4(\n vec4(greaterThanEqual(a, vec4(1.0))) *\n vec4(greaterThanEqual(b, vec4(1.0))));\n";
|
exports.LOGICAL_OR = "\n return min(\n vec4(greaterThanEqual(a, vec4(1.0))) +\n vec4(greaterThanEqual(b, vec4(1.0))),\n vec4(1.0));\n";
|
exports.MAX = "\n vec4 result = vec4(max(a, b));\n vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0));\n " +
|
CHECK_NAN_SNIPPET + "\n return result;\n";
|
exports.MIN = "\n vec4 result = vec4(min(a, b));\n vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0));\n " +
|
CHECK_NAN_SNIPPET + "\n return result;\n";
|
exports.MOD = "\n vec4 result = mod(a, b);\n vec4 isNaN = vec4(equal(b, vec4(0.0)));\n " +
|
CHECK_NAN_SNIPPET + "\n return result;\n";
|
var BinaryOpPackedProgram = /** @class */ (function () {
|
function BinaryOpPackedProgram(op, aShape, bShape, checkOutOfBounds) {
|
if (checkOutOfBounds === void 0) { checkOutOfBounds = false; }
|
this.variableNames = ['A', 'B'];
|
this.supportsBroadcasting = true;
|
this.packedInputs = true;
|
this.packedOutput = true;
|
this.outputShape =
|
broadcast_util.assertAndGetBroadcastShape(aShape, bShape);
|
var rank = this.outputShape.length;
|
var checkOutOfBoundsString = '';
|
if (checkOutOfBounds) {
|
if (rank === 0 || util_1.sizeFromShape(this.outputShape) === 1) {
|
checkOutOfBoundsString = "\n result.y = 0.;\n result.z = 0.;\n result.w = 0.;\n ";
|
}
|
else {
|
var dtype = shader_compiler_1.getCoordsDataType(rank);
|
checkOutOfBoundsString = "\n " + dtype + " coords = getOutputCoords();\n ";
|
if (rank === 1) {
|
checkOutOfBoundsString += "\n result.y = (coords + 1) >= " + this.outputShape[0] + " ? 0. : result.y;\n result.z = 0.;\n result.w = 0.;\n ";
|
}
|
else {
|
var channels = packing_util_1.getChannels('coords', rank);
|
checkOutOfBoundsString += "\n bool nextRowOutOfBounds =\n (" + channels[rank - 2] + " + 1) >= " + this.outputShape[rank - 2] + ";\n bool nextColOutOfBounds =\n (" + channels[rank - 1] + " + 1) >= " + this.outputShape[rank - 1] + ";\n result.y = nextColOutOfBounds ? 0. : result.y;\n result.z = nextRowOutOfBounds ? 0. : result.z;\n result.w = nextColOutOfBounds || nextRowOutOfBounds ? 0. : result.w;\n ";
|
}
|
}
|
}
|
this.userCode = "\n vec4 binaryOperation(vec4 a, vec4 b) {\n " + op + "\n }\n\n void main() {\n vec4 a = getAAtOutCoords();\n vec4 b = getBAtOutCoords();\n\n vec4 result = binaryOperation(a, b);\n " + checkOutOfBoundsString + "\n\n setOutput(result);\n }\n ";
|
}
|
return BinaryOpPackedProgram;
|
}());
|
exports.BinaryOpPackedProgram = BinaryOpPackedProgram;
|
//# sourceMappingURL=binaryop_packed_gpu.js.map
|