"use strict";
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/**
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* @license
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* Copyright 2018 Google LLC. 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 util = require("../../util");
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/**
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* Produces GLSL code that derives logical coordinates from a flat
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* index. The code performs integer division with each stride and decrements
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* the index until the index equals the final dimension coordinate.
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*/
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function getLogicalCoordinatesFromFlatIndex(coords, shape, index) {
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if (index === void 0) { index = 'index'; }
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var strides = util.computeStrides(shape);
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return strides
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.map(function (stride, i) {
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var line1 = "int " + coords[i] + " = " + index + " / " + stride;
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var line2 = i === strides.length - 1 ?
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"int " + coords[i + 1] + " = " + index + " - " + coords[i] + " * " + stride :
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"index -= " + coords[i] + " * " + stride;
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return line1 + "; " + line2 + ";";
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})
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.join('');
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}
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exports.getLogicalCoordinatesFromFlatIndex = getLogicalCoordinatesFromFlatIndex;
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function buildVec(x) {
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if (x.length === 1) {
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return "" + x[0];
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}
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return "vec" + x.length + "(" + x.join(',') + ")";
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}
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/**
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* Produces GLSL code that computes the dot product of the input x and y
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* vectors. Handles splitting inputs into increments of vec4s when necessary.
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*/
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function dotify(x, y) {
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if (x.length !== y.length) {
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throw new Error("Vectors to be dotted must be of the same length -" +
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("got " + x.length + " and " + y.length));
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}
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var slices = [];
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var nearestVec4 = Math.floor(x.length / 4);
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var nearestVec4Remainder = x.length % 4;
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for (var i = 0; i < nearestVec4; i++) {
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var xSlice = x.slice(i * 4, i * 4 + 4);
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var ySlice = y.slice(i * 4, i * 4 + 4);
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slices.push(buildVec(xSlice) + ", " + buildVec(ySlice));
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}
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if (nearestVec4Remainder !== 0) {
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var xSlice = x.slice(nearestVec4 * 4);
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var ySlice = y.slice(nearestVec4 * 4);
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if (xSlice.length === 1) {
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xSlice = xSlice.map(function (d) { return "float(" + d + ")"; });
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ySlice = ySlice.map(function (d) { return "float(" + d + ")"; });
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}
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slices.push(buildVec(xSlice) + ", " + buildVec(ySlice));
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}
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return slices.map(function (d, i) { return "dot(" + d + ")"; }).join('+');
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}
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exports.dotify = dotify;
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/**
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* Produces GLSL that computes the flat index from 3D coordinates.
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*/
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function getFlatIndexFrom3D(shape) {
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var strides = util.computeStrides(shape).map(function (d) { return d.toString(); });
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return "\n int getFlatIndex(ivec3 coords) {\n return coords.x * " + strides[0] + " + coords.y * " + strides[1] + " + coords.z;\n }\n";
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}
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exports.getFlatIndexFrom3D = getFlatIndexFrom3D;
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exports.ENCODE_FLOAT_SNIPPET = "\n const float FLOAT_MAX = 1.70141184e38;\n const float FLOAT_MIN = 1.17549435e-38;\n\n lowp vec4 encode_float(highp float v) {\n if (isnan(v)) {\n return vec4(255, 255, 255, 255);\n }\n\n highp float av = abs(v);\n\n if(av < FLOAT_MIN) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n } else if(v > FLOAT_MAX) {\n return vec4(0.0, 0.0, 128.0, 127.0) / 255.0;\n } else if(v < -FLOAT_MAX) {\n return vec4(0.0, 0.0, 128.0, 255.0) / 255.0;\n }\n\n highp vec4 c = vec4(0,0,0,0);\n\n highp float e = floor(log2(av));\n highp float m = exp2(fract(log2(av))) - 1.0;\n\n c[2] = floor(128.0 * m);\n m -= c[2] / 128.0;\n c[1] = floor(32768.0 * m);\n m -= c[1] / 32768.0;\n c[0] = floor(8388608.0 * m);\n\n highp float ebias = e + 127.0;\n c[3] = floor(ebias / 2.0);\n ebias -= c[3] * 2.0;\n c[2] += floor(ebias) * 128.0;\n\n c[3] += 128.0 * step(0.0, -v);\n\n return c / 255.0;\n }\n";
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//# sourceMappingURL=shader_compiler_util.js.map
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