/**
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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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import {getGlslDifferences} from './glsl_version';
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import {GPGPUProgram} from './gpgpu_math';
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import * as shader_util from './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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export class EncodeMatrixPackedProgram implements GPGPUProgram {
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variableNames = ['A'];
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userCode: string;
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outputShape: number[];
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packedInputs = false;
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packedOutput = true;
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constructor(
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outputShape: [number, number, number], texShape: [number, number],
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inputIsUnsignedByte = false) {
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const glsl = getGlslDifferences();
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const [height, width] = texShape;
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this.outputShape = outputShape;
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let mainLoop = '';
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let 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 (let row = 0; row <= 1; row++) {
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for (let col = 0; col <= 1; col++) {
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const channel = row * 2 + col;
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mainLoop += `
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localCoords = coords;
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if(localCoords[2] + ${col} < ${outputShape[2]}) {
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localCoords[2] += ${col};
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if(localCoords[1] + ${row} < ${outputShape[1]}) {
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localCoords[1] += ${row};
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flatIndex = getFlatIndex(localCoords);
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offset = imod(flatIndex, 4);
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flatIndex = idiv(flatIndex, 4, 1.);
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r = flatIndex / ${width};
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c = imod(flatIndex, ${width});
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uv = (vec2(c, r) + halfCR) / vec2(${width}.0, ${height}.0);
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values = ${glsl.texture2D}(A, uv);
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if(offset == 0) {
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result[${channel}] = values[0];
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} else if(offset == 1) {
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result[${channel}] = values[1];
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} else if(offset == 2) {
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result[${channel}] = values[2];
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} else {
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result[${channel}] = values[3];
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}
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}
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}
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`;
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}
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}
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this.userCode = `
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${shader_util.getFlatIndexFrom3D(outputShape)}
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void main() {
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ivec3 coords = getOutputCoords();
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vec4 result = vec4(0.);
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int flatIndex, r, c, offset;
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ivec3 localCoords;
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vec2 uv;
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vec4 values;
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${mainLoop}
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${glsl.output} = ${output};
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}
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`;
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}
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}
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