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| "use strict";
| /**
| * @license
| * Copyright 2017 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 Conv2DProgram = /** @class */ (function () {
| function Conv2DProgram(convInfo, addBias, activation, hasPreluActivationWeights) {
| if (addBias === void 0) { addBias = false; }
| if (activation === void 0) { activation = null; }
| if (hasPreluActivationWeights === void 0) { hasPreluActivationWeights = false; }
| this.variableNames = ['x', 'W'];
| this.outputShape = convInfo.outShape;
| var padTop = convInfo.padInfo.top;
| var padLeft = convInfo.padInfo.left;
| var strideHeight = convInfo.strideHeight;
| var strideWidth = convInfo.strideWidth;
| var dilationHeight = convInfo.dilationHeight;
| var dilationWidth = convInfo.dilationWidth;
| var filterHeight = convInfo.filterHeight;
| var filterWidth = convInfo.filterWidth;
| var inputDepthNearestVec4 = Math.floor(convInfo.inChannels / 4) * 4;
| var inputDepthVec4Remainder = convInfo.inChannels % 4;
| var isChannelsLast = convInfo.dataFormat === 'channelsLast';
| var rowDim = isChannelsLast ? 1 : 2;
| var colDim = isChannelsLast ? 2 : 3;
| var channelDim = isChannelsLast ? 3 : 1;
| var activationSnippet = '', applyActivationSnippet = '';
| if (activation) {
| if (hasPreluActivationWeights) {
| activationSnippet = "float activation(float a) {\n float b = getPreluActivationWeightsAtOutCoords();\n " + activation + "\n }";
| }
| else {
| activationSnippet = "\n float activation(float x) {\n " + activation + "\n }\n ";
| }
| applyActivationSnippet = "result = activation(result);";
| }
| var addBiasSnippet = addBias ? 'result += getBiasAtOutCoords();' : '';
| if (addBias) {
| this.variableNames.push('bias');
| }
| if (hasPreluActivationWeights) {
| this.variableNames.push('preluActivationWeights');
| }
| this.userCode = "\n " + activationSnippet + "\n\n const ivec2 strides = ivec2(" + strideHeight + ", " + strideWidth + ");\n const ivec2 pads = ivec2(" + padTop + ", " + padLeft + ");\n\n void main() {\n ivec4 coords = getOutputCoords();\n int batch = coords[0];\n int d2 = coords[" + channelDim + "];\n\n ivec2 xRCCorner =\n ivec2(coords[" + rowDim + "], coords[" + colDim + "]) * strides - pads;\n int xRCorner = xRCCorner.x;\n int xCCorner = xRCCorner.y;\n\n // Convolve x(?, ?, d1) with w(:, :, d1, d2) to get y(yR, yC, d2).\n // ? = to be determined. : = across all values in that axis.\n float dotProd = 0.0;\n for (int wR = 0; wR < " + filterHeight + "; wR++) {\n int xR = xRCorner + wR * " + dilationHeight + ";\n\n if (xR < 0 || xR >= " + convInfo.inHeight + ") {\n continue;\n }\n\n for (int wC = 0; wC < " + filterWidth + "; wC++) {\n int xC = xCCorner + wC * " + dilationWidth + ";\n\n if (xC < 0 || xC >= " + convInfo.inWidth + ") {\n continue;\n }\n\n for (int d1 = 0; d1 < " + inputDepthNearestVec4 + "; d1 += 4) {\n vec4 wValues = vec4(\n getW(wR, wC, d1, d2),\n getW(wR, wC, d1 + 1, d2),\n getW(wR, wC, d1 + 2, d2),\n getW(wR, wC, d1 + 3, d2)\n );\n\n if (" + isChannelsLast + ") {\n vec4 xValues = vec4(\n getX(batch, xR, xC, d1),\n getX(batch, xR, xC, d1 + 1),\n getX(batch, xR, xC, d1 + 2),\n getX(batch, xR, xC, d1 + 3)\n );\n dotProd += dot(xValues, wValues);\n } else {\n vec4 xValues = vec4(\n getX(batch, d1, xR, xC),\n getX(batch, d1 + 1, xR, xC),\n getX(batch, d1 + 2, xR, xC),\n getX(batch, d1 + 3, xR, xC)\n );\n dotProd += dot(xValues, wValues);\n }\n }\n\n if (" + (inputDepthVec4Remainder === 1) + ") {\n\n if (" + isChannelsLast + ") {\n dotProd +=\n getX(batch, xR, xC, " + inputDepthNearestVec4 + ") *\n getW(wR, wC, " + inputDepthNearestVec4 + ", d2);\n } else {\n dotProd +=\n getX(batch, " + inputDepthNearestVec4 + ", xR, xC) *\n getW(wR, wC, " + inputDepthNearestVec4 + ", d2);\n }\n\n } else if (" + (inputDepthVec4Remainder === 2) + ") {\n vec2 wValues = vec2(\n getW(wR, wC, " + inputDepthNearestVec4 + ", d2),\n getW(wR, wC, " + inputDepthNearestVec4 + " + 1, d2)\n );\n\n if (" + isChannelsLast + ") {\n vec2 xValues = vec2(\n getX(batch, xR, xC, " + inputDepthNearestVec4 + "),\n getX(batch, xR, xC, " + inputDepthNearestVec4 + " + 1)\n );\n dotProd += dot(xValues, wValues);\n } else {\n vec2 xValues = vec2(\n getX(batch, " + inputDepthNearestVec4 + ", xR, xC),\n getX(batch, " + inputDepthNearestVec4 + " + 1, xR, xC)\n );\n dotProd += dot(xValues, wValues);\n }\n\n } else if (" + (inputDepthVec4Remainder === 3) + ") {\n vec3 wValues = vec3(\n getW(wR, wC, " + inputDepthNearestVec4 + ", d2),\n getW(wR, wC, " + inputDepthNearestVec4 + " + 1, d2),\n getW(wR, wC, " + inputDepthNearestVec4 + " + 2, d2)\n );\n\n if (" + isChannelsLast + ") {\n vec3 xValues = vec3(\n getX(batch, xR, xC, " + inputDepthNearestVec4 + "),\n getX(batch, xR, xC, " + inputDepthNearestVec4 + " + 1),\n getX(batch, xR, xC, " + inputDepthNearestVec4 + " + 2)\n );\n dotProd += dot(xValues, wValues);\n } else {\n vec3 xValues = vec3(\n getX(batch, " + inputDepthNearestVec4 + ", xR, xC),\n getX(batch, " + inputDepthNearestVec4 + " + 1, xR, xC),\n getX(batch, " + inputDepthNearestVec4 + " + 2, xR, xC)\n );\n dotProd += dot(xValues, wValues);\n }\n\n }\n }\n }\n\n float result = dotProd;\n " + addBiasSnippet + "\n " + applyActivationSnippet + "\n setOutput(result);\n }\n ";
| }
| return Conv2DProgram;
| }());
| exports.Conv2DProgram = Conv2DProgram;
| var Conv3DProgram = /** @class */ (function () {
| function Conv3DProgram(convInfo) {
| this.variableNames = ['x', 'W'];
| this.outputShape = convInfo.outShape;
| var padFront = convInfo.padInfo.front;
| var padTop = convInfo.padInfo.top;
| var padLeft = convInfo.padInfo.left;
| var strideDepth = convInfo.strideDepth;
| var strideHeight = convInfo.strideHeight;
| var strideWidth = convInfo.strideWidth;
| var dilationDepth = convInfo.dilationDepth;
| var dilationHeight = convInfo.dilationHeight;
| var dilationWidth = convInfo.dilationWidth;
| var filterDepth = convInfo.filterDepth;
| var filterHeight = convInfo.filterHeight;
| var filterWidth = convInfo.filterWidth;
| var inputDepthNearestVec4 = Math.floor(convInfo.inChannels / 4) * 4;
| var inputDepthVec4Remainder = convInfo.inChannels % 4;
| this.userCode = "\n const ivec3 strides = ivec3(" + strideDepth + ", " + strideHeight + ", " + strideWidth + ");\n const ivec3 pads = ivec3(" + padFront + ", " + padTop + ", " + padLeft + ");\n\n void main() {\n ivec5 coords = getOutputCoords();\n int batch = coords.x;\n int d2 = coords.u;\n\n ivec3 xFRCCorner = ivec3(coords.y, coords.z, coords.w) * strides - pads;\n int xFCorner = xFRCCorner.x;\n int xRCorner = xFRCCorner.y;\n int xCCorner = xFRCCorner.z;\n\n // Convolve x(?, ?, ?, d1) with w(:, :, :, d1, d2) to get\n // y(yF, yR, yC, d2). ? = to be determined. : = across all\n // values in that axis.\n float dotProd = 0.0;\n for (int wF = 0; wF < " + filterDepth + "; wF++) {\n int xF = xFCorner + wF * " + dilationDepth + ";\n\n if (xF < 0 || xF >= " + convInfo.inDepth + ") {\n continue;\n }\n\n for (int wR = 0; wR < " + filterHeight + "; wR++) {\n int xR = xRCorner + wR * " + dilationHeight + ";\n\n if (xR < 0 || xR >= " + convInfo.inHeight + ") {\n continue;\n }\n\n for (int wC = 0; wC < " + filterWidth + "; wC++) {\n int xC = xCCorner + wC * " + dilationWidth + ";\n\n if (xC < 0 || xC >= " + convInfo.inWidth + ") {\n continue;\n }\n\n for (int d1 = 0; d1 < " + inputDepthNearestVec4 + "; d1 += 4) {\n vec4 xValues = vec4(\n getX(batch, xF, xR, xC, d1),\n getX(batch, xF, xR, xC, d1 + 1),\n getX(batch, xF, xR, xC, d1 + 2),\n getX(batch, xF, xR, xC, d1 + 3)\n );\n vec4 wValues = vec4(\n getW(wF, wR, wC, d1, d2),\n getW(wF, wR, wC, d1 + 1, d2),\n getW(wF, wR, wC, d1 + 2, d2),\n getW(wF, wR, wC, d1 + 3, d2)\n );\n\n dotProd += dot(xValues, wValues);\n }\n\n if (" + (inputDepthVec4Remainder === 1) + ") {\n dotProd +=\n getX(batch, xF, xR, xC, " + inputDepthNearestVec4 + ") *\n getW(wF, wR, wC, " + inputDepthNearestVec4 + ", d2);\n } else if (" + (inputDepthVec4Remainder === 2) + ") {\n vec2 xValues = vec2(\n getX(batch, xF, xR, xC, " + inputDepthNearestVec4 + "),\n getX(batch, xF, xR, xC, " + inputDepthNearestVec4 + " + 1)\n );\n vec2 wValues = vec2(\n getW(wF, wR, wC, " + inputDepthNearestVec4 + ", d2),\n getW(wF, wR, wC, " + inputDepthNearestVec4 + " + 1, d2)\n );\n dotProd += dot(xValues, wValues);\n } else if (" + (inputDepthVec4Remainder === 3) + ") {\n vec3 xValues = vec3(\n getX(batch, xF, xR, xC, " + inputDepthNearestVec4 + "),\n getX(batch, xF, xR, xC, " + inputDepthNearestVec4 + " + 1),\n getX(batch, xF, xR, xC, " + inputDepthNearestVec4 + " + 2)\n );\n vec3 wValues = vec3(\n getW(wF, wR, wC, " + inputDepthNearestVec4 + ", d2),\n getW(wF, wR, wC, " + inputDepthNearestVec4 + " + 1, d2),\n getW(wF, wR, wC, " + inputDepthNearestVec4 + " + 2, d2)\n );\n dotProd += dot(xValues, wValues);\n }\n }\n }\n }\n setOutput(dotProd);\n }\n ";
| }
| return Conv3DProgram;
| }());
| exports.Conv3DProgram = Conv3DProgram;
| //# sourceMappingURL=conv_gpu.js.map
|
|