/**
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* @license
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* Copyright 2017 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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import * as broadcast_util from '../../ops/broadcast_util';
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import {GPGPUProgram} from './gpgpu_math';
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const CHECK_NAN_SNIPPET = `
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if (isnan(a)) return a;
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if (isnan(b)) return b;
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`;
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export const ADD = 'return a + b;';
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export const SUB = 'return a - b;';
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export const MUL = 'return a * b;';
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// Without the equality check div produces 0.9999 for a = b, which when
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// floored can cause errors.
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export const DIV = `
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if (a == b) {
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return 1.0;
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};
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return a / b;`;
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// We use native integer division to deal with floating point imprecision. Since
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// we implement floor division and glsl implements truncated division, we
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// correct for this by subtracting 1 from result when the result is negative and
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// there is a remainder.
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export const INT_DIV = `
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float s = sign(a) * sign(b);
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int ia = round(a);
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int ib = round(b);
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if (ib != 0) {
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// Windows (D3D) wants guaranteed non-zero int division at compile-time.
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return float(idiv(ia, ib, s));
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} else {
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return NAN;
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}
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`;
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export const POW = `
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if(a < 0.0 && floor(b) < b){
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return NAN;
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}
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if (b == 0.0) {
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return 1.0;
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}
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return (round(mod(b, 2.0)) != 1) ?
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pow(abs(a), b) : sign(a) * pow(abs(a), b);
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`;
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export const SQUARED_DIFFERENCE = 'return (a - b) * (a - b);';
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export const EQUAL = `return float(a == b);`;
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export const NOT_EQUAL = `return float(a != b);`;
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export const LESS = `return float(a < b);`;
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export const LESS_EQUAL = `return float(a <= b);`;
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export const GREATER = `return float(a > b);`;
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export const GREATER_EQUAL = `return float(a >= b);`;
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export const LOGICAL_AND = `return float(a >= 1.0 && b >= 1.0);`;
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export const LOGICAL_OR = `return float(a >= 1.0 || b >= 1.0);`;
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export const MAX = CHECK_NAN_SNIPPET + `
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return max(a, b);
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`;
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export const MIN = CHECK_NAN_SNIPPET + `
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return min(a, b);
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`;
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export const MOD = `if (b == 0.0) return NAN;
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return mod(a, b);`;
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export const ATAN2 = CHECK_NAN_SNIPPET + `
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return atan(a, b);
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`;
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export const ELU_DER = `return (b >= 1.0) ? a : a * (b + 1.0);`;
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export const PRELU = `return (a < 0.) ? b * a : a;`;
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export class BinaryOpProgram implements GPGPUProgram {
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variableNames = ['A', 'B'];
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outputShape: number[];
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userCode: string;
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constructor(op: string, aShape: number[], bShape: number[]) {
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this.outputShape =
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broadcast_util.assertAndGetBroadcastShape(aShape, bShape);
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this.userCode = `
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float binaryOperation(float a, float b) {
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${op}
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}
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void main() {
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float a = getAAtOutCoords();
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float b = getBAtOutCoords();
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setOutput(binaryOperation(a, b));
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}
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`;
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}
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}
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