"use strict";
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/**
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* @license
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* Copyright 2018 Google Inc. All Rights Reserved.
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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* =============================================================================
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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var glsl_version_1 = require("./glsl_version");
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var shader_util = require("./shader_compiler_util");
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/*
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This is how the shader encodes a tensor with shape = [2, 3, 5]
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(indices are [batch, row, col]).
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000|001 002|003 004|xxx 020|021 022|023 024|xxx
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------- ------- ------- ------- ------- -------
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010|011 012|013 014|xxx xxx|xxx xxx|xxx xxx|xxx
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100|101 102|103 104|xxx 120|121 122|123 124|xxx
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------- ------- ------- ------- ------- -------
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110|111 112|113 114|xxx xxx|xxx xxx|xxx xxx|xxx
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Single texels contain only values from the same batch, and from adjacent rows
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and columns.
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*/
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var EncodeMatrixPackedProgram = /** @class */ (function () {
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function EncodeMatrixPackedProgram(outputShape, texShape, inputIsUnsignedByte) {
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if (inputIsUnsignedByte === void 0) { inputIsUnsignedByte = false; }
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this.variableNames = ['A'];
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this.packedInputs = false;
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this.packedOutput = true;
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var glsl = glsl_version_1.getGlslDifferences();
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var height = texShape[0], width = texShape[1];
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this.outputShape = outputShape;
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var mainLoop = '';
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var output = 'result';
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if (inputIsUnsignedByte) {
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output = 'floor(result * 255. + 0.5)';
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}
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for (var row = 0; row <= 1; row++) {
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for (var col = 0; col <= 1; col++) {
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var channel = row * 2 + col;
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mainLoop += "\n localCoords = coords;\n if(localCoords[2] + " + col + " < " + outputShape[2] + ") {\n localCoords[2] += " + col + ";\n if(localCoords[1] + " + row + " < " + outputShape[1] + ") {\n localCoords[1] += " + row + ";\n\n flatIndex = getFlatIndex(localCoords);\n offset = imod(flatIndex, 4);\n\n flatIndex = idiv(flatIndex, 4, 1.);\n\n r = flatIndex / " + width + ";\n c = imod(flatIndex, " + width + ");\n uv = (vec2(c, r) + halfCR) / vec2(" + width + ".0, " + height + ".0);\n values = " + glsl.texture2D + "(A, uv);\n\n if(offset == 0) {\n result[" + channel + "] = values[0];\n } else if(offset == 1) {\n result[" + channel + "] = values[1];\n } else if(offset == 2) {\n result[" + channel + "] = values[2];\n } else {\n result[" + channel + "] = values[3];\n }\n }\n }\n ";
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}
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}
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this.userCode = "\n " + shader_util.getFlatIndexFrom3D(outputShape) + "\n\n void main() {\n ivec3 coords = getOutputCoords();\n\n vec4 result = vec4(0.);\n int flatIndex, r, c, offset;\n ivec3 localCoords;\n vec2 uv;\n vec4 values;\n\n " + mainLoop + "\n\n " + glsl.output + " = " + output + ";\n }\n ";
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}
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return EncodeMatrixPackedProgram;
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}());
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exports.EncodeMatrixPackedProgram = EncodeMatrixPackedProgram;
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//# sourceMappingURL=encode_matrix_packed_gpu.js.map
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