"use strict";
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/**
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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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Object.defineProperty(exports, "__esModule", { value: true });
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var broadcast_util_1 = require("../../ops/broadcast_util");
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var util = require("../../util");
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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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function makeShader(inputsInfo, outputShape, userCode, usesPackedTextures) {
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var prefixSnippets = [];
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inputsInfo.forEach(function (x) {
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var size = util.sizeFromShape(x.shapeInfo.logicalShape);
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// Snippet when we decided to upload the values as uniform.
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if (x.shapeInfo.isUniform) {
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prefixSnippets.push("uniform float " + x.name + (size > 1 ? "[" + size + "]" : '') + ";");
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}
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else {
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prefixSnippets.push("uniform sampler2D " + x.name + ";");
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prefixSnippets.push("uniform int offset" + x.name + ";");
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}
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});
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var inputPrefixSnippet = prefixSnippets.join('\n');
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var inputSamplingSnippet = inputsInfo
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.map(function (x) { return getInputSamplingSnippet(x, outputShape, usesPackedTextures); })
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.join('\n');
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var outTexShape = outputShape.texShape;
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var glsl = glsl_version_1.getGlslDifferences();
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var floatTextureSampleSnippet = getFloatTextureSampleSnippet(glsl);
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var outputSamplingSnippet;
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var floatTextureSetOutputSnippet;
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var shaderPrefix = getShaderPrefix(glsl);
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if (outputShape.isPacked) {
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outputSamplingSnippet =
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getPackedOutputSamplingSnippet(outputShape.logicalShape, outTexShape);
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floatTextureSetOutputSnippet = getFloatTextureSetRGBASnippet(glsl);
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}
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else {
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outputSamplingSnippet =
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getOutputSamplingSnippet(outputShape.logicalShape, outTexShape);
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floatTextureSetOutputSnippet = getFloatTextureSetRSnippet(glsl);
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}
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if (usesPackedTextures) {
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shaderPrefix += SHADER_PACKED_PREFIX;
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}
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var source = [
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shaderPrefix, floatTextureSampleSnippet, floatTextureSetOutputSnippet,
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inputPrefixSnippet, outputSamplingSnippet, inputSamplingSnippet, userCode
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].join('\n');
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return source;
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}
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exports.makeShader = makeShader;
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function getSamplerFromInInfo(inInfo) {
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var shape = inInfo.shapeInfo.logicalShape;
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switch (shape.length) {
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case 0:
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return getSamplerScalar(inInfo);
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case 1:
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return getSampler1D(inInfo);
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case 2:
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return getSampler2D(inInfo);
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case 3:
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return getSampler3D(inInfo);
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case 4:
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return getSampler4D(inInfo);
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case 5:
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return getSampler5D(inInfo);
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case 6:
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return getSampler6D(inInfo);
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default:
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throw new Error(shape.length + "-D input sampling" +
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" is not yet supported");
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}
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}
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function getPackedSamplerFromInInfo(inInfo) {
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var shape = inInfo.shapeInfo.logicalShape;
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switch (shape.length) {
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case 0:
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return getPackedSamplerScalar(inInfo);
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case 1:
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return getPackedSampler1D(inInfo);
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case 2:
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return getPackedSampler2D(inInfo);
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case 3:
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return getPackedSampler3D(inInfo);
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default:
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return getPackedSamplerND(inInfo);
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}
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}
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function getInputSamplingSnippet(inInfo, outShapeInfo, usesPackedTextures) {
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if (usesPackedTextures === void 0) { usesPackedTextures = false; }
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var res = '';
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if (usesPackedTextures) {
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res += getPackedSamplerFromInInfo(inInfo);
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}
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else {
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res += getSamplerFromInInfo(inInfo);
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}
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var inShape = inInfo.shapeInfo.logicalShape;
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var outShape = outShapeInfo.logicalShape;
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if (inShape.length <= outShape.length) {
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if (usesPackedTextures) {
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res += getPackedSamplerAtOutputCoords(inInfo, outShapeInfo);
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}
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else {
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res += getSamplerAtOutputCoords(inInfo, outShapeInfo);
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}
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}
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return res;
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}
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function getPackedOutputSamplingSnippet(outShape, outTexShape) {
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switch (outShape.length) {
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case 0:
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return getOutputScalarCoords();
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case 1:
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return getOutputPacked1DCoords(outShape, outTexShape);
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case 2:
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return getOutputPacked2DCoords(outShape, outTexShape);
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case 3:
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return getOutputPacked3DCoords(outShape, outTexShape);
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default:
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return getOutputPackedNDCoords(outShape, outTexShape);
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}
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}
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function getOutputSamplingSnippet(outShape, outTexShape) {
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switch (outShape.length) {
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case 0:
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return getOutputScalarCoords();
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case 1:
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return getOutput1DCoords(outShape, outTexShape);
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case 2:
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return getOutput2DCoords(outShape, outTexShape);
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case 3:
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return getOutput3DCoords(outShape, outTexShape);
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case 4:
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return getOutput4DCoords(outShape, outTexShape);
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case 5:
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return getOutput5DCoords(outShape, outTexShape);
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case 6:
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return getOutput6DCoords(outShape, outTexShape);
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default:
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throw new Error(outShape.length + "-D output sampling is not yet supported");
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}
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}
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function getFloatTextureSampleSnippet(glsl) {
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return "\n float sampleTexture(sampler2D textureSampler, vec2 uv) {\n return " + glsl.texture2D + "(textureSampler, uv).r;\n }\n ";
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}
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function getFloatTextureSetRSnippet(glsl) {
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return "\n void setOutput(float val) {\n " + glsl.output + " = vec4(val, 0, 0, 0);\n }\n ";
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}
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function getFloatTextureSetRGBASnippet(glsl) {
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return "\n void setOutput(vec4 val) {\n " + glsl.output + " = val;\n }\n ";
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}
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function getShaderPrefix(glsl) {
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var SHADER_PREFIX = glsl.version + "\n precision highp float;\n precision highp int;\n precision highp sampler2D;\n " + glsl.varyingFs + " vec2 resultUV;\n " + glsl.defineOutput + "\n const vec2 halfCR = vec2(0.5, 0.5);\n\n struct ivec5\n {\n int x;\n int y;\n int z;\n int w;\n int u;\n };\n\n struct ivec6\n {\n int x;\n int y;\n int z;\n int w;\n int u;\n int v;\n };\n\n uniform float NAN;\n " + glsl.defineSpecialNaN + "\n " + glsl.defineSpecialInf + "\n " + glsl.defineRound + "\n\n int imod(int x, int y) {\n return x - y * (x / y);\n }\n\n int idiv(int a, int b, float sign) {\n int res = a / b;\n int mod = imod(a, b);\n if (sign < 0. && mod != 0) {\n res -= 1;\n }\n return res;\n }\n\n //Based on the work of Dave Hoskins\n //https://www.shadertoy.com/view/4djSRW\n #define HASHSCALE1 443.8975\n float random(float seed){\n vec2 p = resultUV * seed;\n vec3 p3 = fract(vec3(p.xyx) * HASHSCALE1);\n p3 += dot(p3, p3.yzx + 19.19);\n return fract((p3.x + p3.y) * p3.z);\n }\n\n " + SAMPLE_1D_SNIPPET + "\n " + SAMPLE_2D_SNIPPET + "\n " + SAMPLE_3D_SNIPPET + "\n ";
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return SHADER_PREFIX;
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}
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var SAMPLE_1D_SNIPPET = "\nvec2 uvFromFlat(int texNumR, int texNumC, int index) {\n int texR = index / texNumC;\n int texC = index - texR * texNumC;\n return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);\n}\nvec2 packedUVfrom1D(int texNumR, int texNumC, int index) {\n int texelIndex = index / 2;\n int texR = texelIndex / texNumC;\n int texC = texelIndex - texR * texNumC;\n return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);\n}\n";
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var SAMPLE_2D_SNIPPET = "\nvec2 packedUVfrom2D(int texelsInLogicalRow, int texNumR,\n int texNumC, int row, int col) {\n int texelIndex = (row / 2) * texelsInLogicalRow + (col / 2);\n int texR = texelIndex / texNumC;\n int texC = texelIndex - texR * texNumC;\n return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);\n}\n";
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var SAMPLE_3D_SNIPPET = "\nvec2 packedUVfrom3D(int texNumR, int texNumC,\n int texelsInBatch, int texelsInLogicalRow, int b,\n int row, int col) {\n int index = b * texelsInBatch + (row / 2) * texelsInLogicalRow + (col / 2);\n int texR = index / texNumC;\n int texC = index - texR * texNumC;\n return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);\n}\n";
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var SHADER_PACKED_PREFIX = "\n float getChannel(vec4 frag, vec2 innerDims) {\n vec2 modCoord = mod(innerDims, 2.);\n return modCoord.x == 0. ?\n (modCoord.y == 0. ? frag.r : frag.g) :\n (modCoord.y == 0. ? frag.b : frag.a);\n }\n float getChannel(vec4 frag, int dim) {\n float modCoord = mod(float(dim), 2.);\n return modCoord == 0. ? frag.r : frag.g;\n }\n";
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function getOutputScalarCoords() {
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return "\n int getOutputCoords() {\n return 0;\n }\n ";
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}
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function getOutputPacked1DCoords(shape, texShape) {
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var packedTexShape = [Math.ceil(texShape[0] / 2), Math.ceil(texShape[1] / 2)];
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if (packedTexShape[0] === 1) {
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return "\n int getOutputCoords() {\n return 2 * int(resultUV.x * " + packedTexShape[1] + ".0);\n }\n ";
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}
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if (packedTexShape[1] === 1) {
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return "\n int getOutputCoords() {\n return 2 * int(resultUV.y * " + packedTexShape[0] + ".0);\n }\n ";
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}
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return "\n int getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + packedTexShape[0] + ", " + packedTexShape[1] + "));\n return 2 * (resTexRC.x * " + packedTexShape[1] + " + resTexRC.y);\n }\n ";
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}
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function getOutput1DCoords(shape, texShape) {
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if (texShape[0] === 1) {
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return "\n int getOutputCoords() {\n return int(resultUV.x * " + texShape[1] + ".0);\n }\n ";
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}
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if (texShape[1] === 1) {
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return "\n int getOutputCoords() {\n return int(resultUV.y * " + texShape[0] + ".0);\n }\n ";
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}
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return "\n int getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + texShape[0] + ", " + texShape[1] + "));\n return resTexRC.x * " + texShape[1] + " + resTexRC.y;\n }\n ";
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}
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function getOutputPacked3DCoords(shape, texShape) {
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var packedTexShape = [Math.ceil(texShape[0] / 2), Math.ceil(texShape[1] / 2)];
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var texelsInLogicalRow = Math.ceil(shape[2] / 2);
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var texelsInBatch = texelsInLogicalRow * Math.ceil(shape[1] / 2);
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return "\n ivec3 getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + packedTexShape[0] + ", " + packedTexShape[1] + "));\n int index = resTexRC.x * " + packedTexShape[1] + " + resTexRC.y;\n\n int b = index / " + texelsInBatch + ";\n index -= b * " + texelsInBatch + ";\n\n int r = 2 * (index / " + texelsInLogicalRow + ");\n int c = imod(index, " + texelsInLogicalRow + ") * 2;\n\n return ivec3(b, r, c);\n }\n ";
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}
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function getOutput3DCoords(shape, texShape) {
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var coordsFromIndexSnippet = shader_util.getLogicalCoordinatesFromFlatIndex(['r', 'c', 'd'], shape);
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return "\n ivec3 getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + texShape[0] + ", " + texShape[1] + "));\n int index = resTexRC.x * " + texShape[1] + " + resTexRC.y;\n " + coordsFromIndexSnippet + "\n return ivec3(r, c, d);\n }\n ";
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}
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function getOutputPackedNDCoords(shape, texShape) {
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var packedTexShape = [Math.ceil(texShape[0] / 2), Math.ceil(texShape[1] / 2)];
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var texelsInLogicalRow = Math.ceil(shape[shape.length - 1] / 2);
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var texelsInBatch = texelsInLogicalRow * Math.ceil(shape[shape.length - 2] / 2);
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var texelsInBatchN = texelsInBatch;
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var batches = "";
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var coords = 'b, r, c';
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for (var b = 2; b < shape.length - 1; b++) {
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texelsInBatchN *= shape[shape.length - b - 1];
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batches = "\n int b" + b + " = index / " + texelsInBatchN + ";\n index -= b" + b + " * " + texelsInBatchN + ";\n " + batches;
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coords = "b" + b + ", " + coords;
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}
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return "\n ivec" + shape.length + " getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + packedTexShape[0] + ", " + packedTexShape[1] + "));\n int index = resTexRC.x * " + packedTexShape[1] + " + resTexRC.y;\n\n " + batches + "\n\n int b = index / " + texelsInBatch + ";\n index -= b * " + texelsInBatch + ";\n\n int r = 2 * (index / " + texelsInLogicalRow + ");\n int c = imod(index, " + texelsInLogicalRow + ") * 2;\n\n return ivec" + shape.length + "(" + coords + ");\n }\n ";
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}
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function getOutput4DCoords(shape, texShape) {
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var coordsFromIndexSnippet = shader_util.getLogicalCoordinatesFromFlatIndex(['r', 'c', 'd', 'd2'], shape);
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return "\n ivec4 getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + texShape[0] + ", " + texShape[1] + "));\n int index = resTexRC.x * " + texShape[1] + " + resTexRC.y;\n " + coordsFromIndexSnippet + "\n return ivec4(r, c, d, d2);\n }\n ";
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}
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function getOutput5DCoords(shape, texShape) {
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var coordsFromIndexSnippet = shader_util.getLogicalCoordinatesFromFlatIndex(['r', 'c', 'd', 'd2', 'd3'], shape);
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return "\n ivec5 getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx * vec2(" + texShape[0] + ",\n " + texShape[1] + "));\n\n int index = resTexRC.x * " + texShape[1] + " + resTexRC.y;\n\n " + coordsFromIndexSnippet + "\n\n ivec5 outShape = ivec5(r, c, d, d2, d3);\n return outShape;\n }\n ";
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}
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function getOutput6DCoords(shape, texShape) {
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var coordsFromIndexSnippet = shader_util.getLogicalCoordinatesFromFlatIndex(['r', 'c', 'd', 'd2', 'd3', 'd4'], shape);
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return "\n ivec6 getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + texShape[0] + ", " + texShape[1] + "));\n int index = resTexRC.x * " + texShape[1] + " + resTexRC.y;\n\n " + coordsFromIndexSnippet + "\n\n ivec6 result = ivec6(r, c, d, d2, d3, d4);\n return result;\n }\n ";
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}
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function getOutputPacked2DCoords(shape, texShape) {
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var packedTexShape = [Math.ceil(texShape[0] / 2), Math.ceil(texShape[1] / 2)];
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if (util.arraysEqual(shape, texShape)) {
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return "\n ivec2 getOutputCoords() {\n return 2 * ivec2(resultUV.yx * vec2(" + packedTexShape[0] + ", " + packedTexShape[1] + "));\n }\n ";
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}
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// texels needed to accommodate a logical row
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var texelsInLogicalRow = Math.ceil(shape[1] / 2);
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/**
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* getOutputCoords
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*
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* resTexRC: The rows and columns of the texels. If you move over one
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* texel to the right in the packed texture, you are moving over one column
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* (not two).
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*
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* index: The texel index
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*/
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return "\n ivec2 getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + packedTexShape[0] + ", " + packedTexShape[1] + "));\n\n int index = resTexRC.x * " + packedTexShape[1] + " + resTexRC.y;\n int r = 2 * (index / " + texelsInLogicalRow + ");\n int c = imod(index, " + texelsInLogicalRow + ") * 2;\n\n return ivec2(r, c);\n }\n ";
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}
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function getOutput2DCoords(shape, texShape) {
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if (util.arraysEqual(shape, texShape)) {
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return "\n ivec2 getOutputCoords() {\n return ivec2(resultUV.yx * vec2(" + texShape[0] + ", " + texShape[1] + "));\n }\n ";
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}
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if (shape[1] === 1) {
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return "\n ivec2 getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + texShape[0] + ", " + texShape[1] + "));\n int index = resTexRC.x * " + texShape[1] + " + resTexRC.y;\n return ivec2(index, 0);\n }\n ";
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}
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if (shape[0] === 1) {
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return "\n ivec2 getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + texShape[0] + ", " + texShape[1] + "));\n int index = resTexRC.x * " + texShape[1] + " + resTexRC.y;\n return ivec2(0, index);\n }\n ";
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}
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return "\n ivec2 getOutputCoords() {\n ivec2 resTexRC = ivec2(resultUV.yx *\n vec2(" + texShape[0] + ", " + texShape[1] + "));\n int index = resTexRC.x * " + texShape[1] + " + resTexRC.y;\n int r = index / " + shape[1] + ";\n int c = index - r * " + shape[1] + ";\n return ivec2(r, c);\n }\n ";
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}
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function getFlatOffsetUniformName(texName) {
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return "offset" + texName;
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}
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function getPackedSamplerScalar(inputInfo) {
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var texName = inputInfo.name;
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var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
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var glsl = glsl_version_1.getGlslDifferences();
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return "\n vec4 " + funcName + "() {\n return " + glsl.texture2D + "(" + texName + ", halfCR);\n }\n ";
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}
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function getSamplerScalar(inputInfo) {
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var texName = inputInfo.name;
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var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
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if (inputInfo.shapeInfo.isUniform) {
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return "float " + funcName + "() {return " + texName + ";}";
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}
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var _a = inputInfo.shapeInfo.texShape, texNumR = _a[0], texNumC = _a[1];
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if (texNumR === 1 && texNumC === 1) {
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return "\n float " + funcName + "() {\n return sampleTexture(" + texName + ", halfCR);\n }\n ";
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}
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var _b = inputInfo.shapeInfo.texShape, tNumR = _b[0], tNumC = _b[1];
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var offset = getFlatOffsetUniformName(texName);
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return "\n float " + funcName + "() {\n vec2 uv = uvFromFlat(" + tNumR + ", " + tNumC + ", " + offset + ");\n return sampleTexture(" + texName + ", uv);\n }\n ";
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}
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function getPackedSampler1D(inputInfo) {
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var texName = inputInfo.name;
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var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
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var texShape = inputInfo.shapeInfo.texShape;
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var packedTexShape = [Math.ceil(texShape[0] / 2), Math.ceil(texShape[1] / 2)];
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var glsl = glsl_version_1.getGlslDifferences();
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return "\n vec4 " + funcName + "(int index) {\n vec2 uv = packedUVfrom1D(\n " + packedTexShape[0] + ", " + packedTexShape[1] + ", index);\n return " + glsl.texture2D + "(" + texName + ", uv);\n }\n ";
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}
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function getSampler1D(inputInfo) {
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var texName = inputInfo.name;
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var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
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if (inputInfo.shapeInfo.isUniform) {
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// Uniform arrays will be less than 65505 (no risk of float16 overflow).
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return "\n float " + funcName + "(int index) {\n " + getUniformSampler(inputInfo) + "\n }\n ";
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}
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var texShape = inputInfo.shapeInfo.texShape;
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var tNumR = texShape[0];
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var tNumC = texShape[1];
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if (tNumC === 1 && tNumR === 1) {
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return "\n float " + funcName + "(int index) {\n return sampleTexture(" + texName + ", halfCR);\n }\n ";
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}
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var offset = getFlatOffsetUniformName(texName);
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if (tNumC === 1) {
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return "\n float " + funcName + "(int index) {\n vec2 uv = vec2(0.5, (float(index + " + offset + ") + 0.5) / " + tNumR + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
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}
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if (tNumR === 1) {
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return "\n float " + funcName + "(int index) {\n vec2 uv = vec2((float(index + " + offset + ") + 0.5) / " + tNumC + ".0, 0.5);\n return sampleTexture(" + texName + ", uv);\n }\n ";
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}
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return "\n float " + funcName + "(int index) {\n vec2 uv = uvFromFlat(" + tNumR + ", " + tNumC + ", index + " + offset + ");\n return sampleTexture(" + texName + ", uv);\n }\n ";
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}
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function getPackedSampler2D(inputInfo) {
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var shape = inputInfo.shapeInfo.logicalShape;
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var texName = inputInfo.name;
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var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
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var texShape = inputInfo.shapeInfo.texShape;
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var texNumR = texShape[0];
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var texNumC = texShape[1];
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var glsl = glsl_version_1.getGlslDifferences();
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if (texShape != null && util.arraysEqual(shape, texShape)) {
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return "\n vec4 " + funcName + "(int row, int col) {\n vec2 uv = (vec2(col, row) + halfCR) / vec2(" + texNumC + ".0, " + texNumR + ".0);\n\n return " + glsl.texture2D + "(" + texName + ", uv);\n }\n ";
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}
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var packedTexShape = [Math.ceil(texShape[0] / 2), Math.ceil(texShape[1] / 2)];
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var valuesPerRow = Math.ceil(shape[1] / 2);
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return "\n vec4 " + funcName + "(int row, int col) {\n vec2 uv = packedUVfrom2D(" + valuesPerRow + ", " + packedTexShape[0] + ", " + packedTexShape[1] + ", row, col);\n return " + glsl.texture2D + "(" + texName + ", uv);\n }\n ";
|
}
|
function getSampler2D(inputInfo) {
|
var shape = inputInfo.shapeInfo.logicalShape;
|
var texName = inputInfo.name;
|
var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
|
var texShape = inputInfo.shapeInfo.texShape;
|
if (texShape != null && util.arraysEqual(shape, texShape)) {
|
var texNumR_1 = texShape[0];
|
var texNumC_1 = texShape[1];
|
return "\n float " + funcName + "(int row, int col) {\n vec2 uv = (vec2(col, row) + halfCR) / vec2(" + texNumC_1 + ".0, " + texNumR_1 + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
var _a = util.squeezeShape(shape), newShape = _a.newShape, keptDims = _a.keptDims;
|
var squeezedShape = newShape;
|
if (squeezedShape.length < shape.length) {
|
var newInputInfo = squeezeInputInfo(inputInfo, squeezedShape);
|
var params = ['row', 'col'];
|
return "\n " + getSamplerFromInInfo(newInputInfo) + "\n float " + funcName + "(int row, int col) {\n return " + funcName + "(" + getSqueezedParams(params, keptDims) + ");\n }\n ";
|
}
|
if (inputInfo.shapeInfo.isUniform) {
|
// Uniform arrays will be less than 65505 (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col) {\n int index = round(dot(vec2(row, col), vec2(" + shape[1] + ", 1)));\n " + getUniformSampler(inputInfo) + "\n }\n ";
|
}
|
var texNumR = texShape[0];
|
var texNumC = texShape[1];
|
var offset = getFlatOffsetUniformName(texName);
|
if (texNumC === 1) {
|
// index is used directly as physical (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col) {\n float index = dot(vec3(row, col, " + offset + "), vec3(" + shape[1] + ", 1, 1));\n vec2 uv = vec2(0.5, (index + 0.5) / " + texNumR + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
if (texNumR === 1) {
|
// index is used directly as physical (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col) {\n float index = dot(vec3(row, col, " + offset + "), vec3(" + shape[1] + ", 1, 1));\n vec2 uv = vec2((index + 0.5) / " + texNumC + ".0, 0.5);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
return "\n float " + funcName + "(int row, int col) {\n // Explicitly use integer operations as dot() only works on floats.\n int index = row * " + shape[1] + " + col + " + offset + ";\n vec2 uv = uvFromFlat(" + texNumR + ", " + texNumC + ", index);\n return sampleTexture(" + texName + ", uv);\n }\n";
|
}
|
function getPackedSampler3D(inputInfo) {
|
var shape = inputInfo.shapeInfo.logicalShape;
|
var texName = inputInfo.name;
|
var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
|
var texShape = inputInfo.shapeInfo.texShape;
|
var packedTexShape = [Math.ceil(texShape[0] / 2), Math.ceil(texShape[1] / 2)];
|
if (shape[0] === 1) {
|
var squeezedShape = shape.slice(1);
|
var keptDims = [1, 2];
|
var newInputInfo = squeezeInputInfo(inputInfo, squeezedShape);
|
var params = ['b', 'row', 'col'];
|
return "\n " + getPackedSamplerFromInInfo(newInputInfo) + "\n vec4 " + funcName + "(int b, int row, int col) {\n return " + funcName + "(" + getSqueezedParams(params, keptDims) + ");\n }\n ";
|
}
|
var texNumR = packedTexShape[0];
|
var texNumC = packedTexShape[1];
|
var valuesPerRow = Math.ceil(shape[2] / 2);
|
var texelsInBatch = valuesPerRow * Math.ceil(shape[1] / 2);
|
var glsl = glsl_version_1.getGlslDifferences();
|
return "\n vec4 " + funcName + "(int b, int row, int col) {\n vec2 uv = packedUVfrom3D(\n " + texNumR + ", " + texNumC + ", " + texelsInBatch + ", " + valuesPerRow + ", b, row, col);\n return " + glsl.texture2D + "(" + texName + ", uv);\n }\n ";
|
}
|
function getSampler3D(inputInfo) {
|
var shape = inputInfo.shapeInfo.logicalShape;
|
var texName = inputInfo.name;
|
var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
|
var stride0 = shape[1] * shape[2];
|
var stride1 = shape[2];
|
var _a = util.squeezeShape(shape), newShape = _a.newShape, keptDims = _a.keptDims;
|
var squeezedShape = newShape;
|
if (squeezedShape.length < shape.length) {
|
var newInputInfo = squeezeInputInfo(inputInfo, squeezedShape);
|
var params = ['row', 'col', 'depth'];
|
return "\n " + getSamplerFromInInfo(newInputInfo) + "\n float " + funcName + "(int row, int col, int depth) {\n return " + funcName + "(" + getSqueezedParams(params, keptDims) + ");\n }\n ";
|
}
|
if (inputInfo.shapeInfo.isUniform) {
|
// Uniform arrays will be less than 65505 (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth) {\n int index = round(dot(vec3(row, col, depth),\n vec3(" + stride0 + ", " + stride1 + ", 1)));\n " + getUniformSampler(inputInfo) + "\n }\n ";
|
}
|
var texShape = inputInfo.shapeInfo.texShape;
|
var texNumR = texShape[0];
|
var texNumC = texShape[1];
|
var flatOffset = inputInfo.shapeInfo.flatOffset;
|
if (texNumC === stride0 && flatOffset == null) {
|
// texC is used directly as physical (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth) {\n float texR = float(row);\n float texC = dot(vec2(col, depth), vec2(" + stride1 + ", 1));\n vec2 uv = (vec2(texC, texR) + halfCR) /\n vec2(" + texNumC + ".0, " + texNumR + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
if (texNumC === stride1 && flatOffset == null) {
|
// texR is used directly as physical (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth) {\n float texR = dot(vec2(row, col), vec2(" + shape[1] + ", 1));\n float texC = float(depth);\n vec2 uv = (vec2(texC, texR) + halfCR) / vec2(" + texNumC + ".0, " + texNumR + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
var offset = getFlatOffsetUniformName(texName);
|
return "\n float " + funcName + "(int row, int col, int depth) {\n // Explicitly use integer operations as dot() only works on floats.\n int index = row * " + stride0 + " + col * " + stride1 + " + depth + " + offset + ";\n vec2 uv = uvFromFlat(" + texNumR + ", " + texNumC + ", index);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
function getPackedSamplerND(inputInfo) {
|
var shape = inputInfo.shapeInfo.logicalShape;
|
var rank = shape.length;
|
var texName = inputInfo.name;
|
var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
|
var texShape = inputInfo.shapeInfo.texShape;
|
var packedTexShape = [Math.ceil(texShape[0] / 2), Math.ceil(texShape[1] / 2)];
|
var texNumR = packedTexShape[0];
|
var texNumC = packedTexShape[1];
|
var valuesPerRow = Math.ceil(shape[rank - 1] / 2);
|
var texelsInBatch = valuesPerRow * Math.ceil(shape[rank - 2] / 2);
|
var params = "int b, int row, int col";
|
var index = "b * " + texelsInBatch + " + (row / 2) * " + valuesPerRow + " + (col / 2)";
|
for (var b = 2; b < rank - 1; b++) {
|
params = "int b" + b + ", " + params;
|
texelsInBatch *= shape[rank - b - 1];
|
index = "b" + b + " * " + texelsInBatch + " + " + index;
|
}
|
var glsl = glsl_version_1.getGlslDifferences();
|
return "\n vec4 " + funcName + "(" + params + ") {\n int index = " + index + ";\n int texR = index / " + texNumC + ";\n int texC = index - texR * " + texNumC + ";\n vec2 uv = (vec2(texC, texR) + halfCR) / vec2(" + texNumC + ", " + texNumR + ");\n return " + glsl.texture2D + "(" + texName + ", uv);\n }\n ";
|
}
|
function getSampler4D(inputInfo) {
|
var shape = inputInfo.shapeInfo.logicalShape;
|
var texName = inputInfo.name;
|
var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
|
var stride2 = shape[3];
|
var stride1 = shape[2] * stride2;
|
var stride0 = shape[1] * stride1;
|
var _a = util.squeezeShape(shape), newShape = _a.newShape, keptDims = _a.keptDims;
|
if (newShape.length < shape.length) {
|
var newInputInfo = squeezeInputInfo(inputInfo, newShape);
|
var params = ['row', 'col', 'depth', 'depth2'];
|
return "\n " + getSamplerFromInInfo(newInputInfo) + "\n float " + funcName + "(int row, int col, int depth, int depth2) {\n return " + funcName + "(" + getSqueezedParams(params, keptDims) + ");\n }\n ";
|
}
|
if (inputInfo.shapeInfo.isUniform) {
|
// Uniform arrays will be less than 65505 (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth, int depth2) {\n int index = round(dot(vec4(row, col, depth, depth2),\n vec4(" + stride0 + ", " + stride1 + ", " + stride2 + ", 1)));\n " + getUniformSampler(inputInfo) + "\n }\n ";
|
}
|
var flatOffset = inputInfo.shapeInfo.flatOffset;
|
var texShape = inputInfo.shapeInfo.texShape;
|
var texNumR = texShape[0];
|
var texNumC = texShape[1];
|
if (texNumC === stride0 && flatOffset == null) {
|
// texC is used directly as physical (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth, int depth2) {\n float texR = float(row);\n float texC =\n dot(vec3(col, depth, depth2),\n vec3(" + stride1 + ", " + stride2 + ", 1));\n vec2 uv = (vec2(texC, texR) + halfCR) /\n vec2(" + texNumC + ".0, " + texNumR + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
if (texNumC === stride2 && flatOffset == null) {
|
// texR is used directly as physical (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth, int depth2) {\n float texR = dot(vec3(row, col, depth),\n vec3(" + shape[1] * shape[2] + ", " + shape[2] + ", 1));\n float texC = float(depth2);\n vec2 uv = (vec2(texC, texR) + halfCR) /\n vec2(" + texNumC + ".0, " + texNumR + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
var offset = getFlatOffsetUniformName(texName);
|
return "\n float " + funcName + "(int row, int col, int depth, int depth2) {\n // Explicitly use integer operations as dot() only works on floats.\n int index = row * " + stride0 + " + col * " + stride1 + " +\n depth * " + stride2 + " + depth2;\n vec2 uv = uvFromFlat(" + texNumR + ", " + texNumC + ", index + " + offset + ");\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
function getSampler5D(inputInfo) {
|
var shape = inputInfo.shapeInfo.logicalShape;
|
var texName = inputInfo.name;
|
var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
|
var stride3 = shape[4];
|
var stride2 = shape[3] * stride3;
|
var stride1 = shape[2] * stride2;
|
var stride0 = shape[1] * stride1;
|
var _a = util.squeezeShape(shape), newShape = _a.newShape, keptDims = _a.keptDims;
|
if (newShape.length < shape.length) {
|
var newInputInfo = squeezeInputInfo(inputInfo, newShape);
|
var params = ['row', 'col', 'depth', 'depth2', 'depth3'];
|
return "\n " + getSamplerFromInInfo(newInputInfo) + "\n float " + funcName + "(int row, int col, int depth, int depth2, int depth3) {\n return " + funcName + "(" + getSqueezedParams(params, keptDims) + ");\n }\n ";
|
}
|
if (inputInfo.shapeInfo.isUniform) {
|
// Uniform arrays will be less than 65505 (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth, int depth2, int depth3) {\n float index = dot(\n vec4(row, col, depth, depth2),\n vec4(" + stride0 + ", " + stride1 + ", " + stride2 + ", " + stride3 + ")) +\n depth3;\n " + getUniformSampler(inputInfo) + "\n }\n ";
|
}
|
var flatOffset = inputInfo.shapeInfo.flatOffset;
|
var texShape = inputInfo.shapeInfo.texShape;
|
var texNumR = texShape[0];
|
var texNumC = texShape[1];
|
if (texNumC === stride0 && flatOffset == null) {
|
// texC is used directly as physical (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth, int depth2, int depth3) {\n int texR = row;\n float texC = dot(vec4(col, depth, depth2, depth3),\n vec4(" + stride1 + ", " + stride2 + ", " + stride3 + ", 1));\n vec2 uv = (vec2(texC, texR) + halfCR) /\n vec2(" + texNumC + ".0, " + texNumR + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
if (texNumC === stride3 && flatOffset == null) {
|
// texR is used directly as physical (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth, int depth2, int depth3) {\n float texR = dot(\n vec4(row, col, depth, depth2),\n vec4(" + shape[1] * shape[2] * shape[3] + ",\n " + shape[2] * shape[3] + ", " + shape[3] + ", 1));\n int texC = depth3;\n vec2 uv = (vec2(texC, texR) + halfCR) /\n vec2(" + texNumC + ".0, " + texNumR + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
var offset = getFlatOffsetUniformName(texName);
|
return "\n float " + funcName + "(int row, int col, int depth, int depth2, int depth3) {\n // Explicitly use integer operations as dot() only works on floats.\n int index = row * " + stride0 + " + col * " + stride1 + " + depth * " + stride2 + " +\n depth2 * " + stride3 + " + depth3 + " + offset + ";\n vec2 uv = uvFromFlat(" + texNumR + ", " + texNumC + ", index);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
function getSampler6D(inputInfo) {
|
var shape = inputInfo.shapeInfo.logicalShape;
|
var texName = inputInfo.name;
|
var funcName = 'get' + texName.charAt(0).toUpperCase() + texName.slice(1);
|
var _a = util.squeezeShape(shape), newShape = _a.newShape, keptDims = _a.keptDims;
|
if (newShape.length < shape.length) {
|
var newInputInfo = squeezeInputInfo(inputInfo, newShape);
|
var params = ['row', 'col', 'depth', 'depth2', 'depth3', 'depth4'];
|
return "\n " + getSamplerFromInInfo(newInputInfo) + "\n float " + funcName + "(int row, int col, int depth,\n int depth2, int depth3, int depth4) {\n return " + funcName + "(" + getSqueezedParams(params, keptDims) + ");\n }\n ";
|
}
|
var stride4 = shape[5];
|
var stride3 = shape[4] * stride4;
|
var stride2 = shape[3] * stride3;
|
var stride1 = shape[2] * stride2;
|
var stride0 = shape[1] * stride1;
|
if (inputInfo.shapeInfo.isUniform) {
|
// Uniform arrays will be less than 65505 (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth,\n int depth2, int depth3, int depth4) {\n int index = round(dot(\n vec4(row, col, depth, depth2),\n vec4(" + stride0 + ", " + stride1 + ", " + stride2 + ", " + stride3 + ")) +\n dot(\n vec2(depth3, depth4),\n vec2(" + stride4 + ", 1)));\n " + getUniformSampler(inputInfo) + "\n }\n ";
|
}
|
var flatOffset = inputInfo.shapeInfo.flatOffset;
|
var texShape = inputInfo.shapeInfo.texShape;
|
var texNumR = texShape[0];
|
var texNumC = texShape[1];
|
if (texNumC === stride0 && flatOffset == null) {
|
// texC is used directly as physical (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth,\n int depth2, int depth3, int depth4) {\n int texR = row;\n float texC = dot(vec4(col, depth, depth2, depth3),\n vec4(" + stride1 + ", " + stride2 + ", " + stride3 + ", " + stride4 + ")) +\n float(depth4);\n vec2 uv = (vec2(texC, texR) + halfCR) /\n vec2(" + texNumC + ".0, " + texNumR + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
if (texNumC === stride4 && flatOffset == null) {
|
// texR is used directly as physical (no risk of float16 overflow).
|
return "\n float " + funcName + "(int row, int col, int depth,\n int depth2, int depth3, int depth4) {\n float texR = dot(vec4(row, col, depth, depth2),\n vec4(" + shape[1] * shape[2] * shape[3] * shape[4] + ",\n " + shape[2] * shape[3] * shape[4] + ",\n " + shape[3] * shape[4] + ",\n " + shape[4] + ")) + float(depth3);\n int texC = depth4;\n vec2 uv = (vec2(texC, texR) + halfCR) /\n vec2(" + texNumC + ".0, " + texNumR + ".0);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
var offset = getFlatOffsetUniformName(texName);
|
return "\n float " + funcName + "(int row, int col, int depth,\n int depth2, int depth3, int depth4) {\n // Explicitly use integer operations as dot() only works on floats.\n int index = row * " + stride0 + " + col * " + stride1 + " + depth * " + stride2 + " +\n depth2 * " + stride3 + " + depth3 * " + stride4 + " + depth4 + " + offset + ";\n vec2 uv = uvFromFlat(" + texNumR + ", " + texNumC + ", index);\n return sampleTexture(" + texName + ", uv);\n }\n ";
|
}
|
function getUniformSampler(inputInfo) {
|
var texName = inputInfo.name;
|
var inSize = util.sizeFromShape(inputInfo.shapeInfo.logicalShape);
|
if (inSize < 2) {
|
return "return " + texName + ";";
|
}
|
return "\n for (int i = 0; i < " + inSize + "; i++) {\n if (i == index) {\n return " + texName + "[i];\n }\n }\n ";
|
}
|
function getPackedSamplerAtOutputCoords(inputInfo, outShapeInfo) {
|
var texName = inputInfo.name;
|
var texFuncSnippet = texName.charAt(0).toUpperCase() + texName.slice(1);
|
var funcName = 'get' + texFuncSnippet + 'AtOutCoords';
|
var inRank = inputInfo.shapeInfo.logicalShape.length;
|
var outRank = outShapeInfo.logicalShape.length;
|
var broadcastDims = broadcast_util_1.getBroadcastDims(inputInfo.shapeInfo.logicalShape, outShapeInfo.logicalShape);
|
var type = getCoordsDataType(outRank);
|
var rankDiff = outRank - inRank;
|
var coordsSnippet;
|
var fields = ['x', 'y', 'z', 'w', 'u', 'v'];
|
if (inRank === 0) {
|
coordsSnippet = '';
|
}
|
else if (outRank < 2 && broadcastDims.length >= 1) {
|
coordsSnippet = 'coords = 0;';
|
}
|
else {
|
coordsSnippet =
|
broadcastDims.map(function (d) { return "coords." + fields[d + rankDiff] + " = 0;"; })
|
.join('\n');
|
}
|
var unpackedCoordsSnippet = '';
|
if (outRank < 2 && inRank > 0) {
|
unpackedCoordsSnippet = 'coords';
|
}
|
else {
|
unpackedCoordsSnippet = inputInfo.shapeInfo.logicalShape
|
.map(function (s, i) { return "coords." + fields[i + rankDiff]; })
|
.join(', ');
|
}
|
var output = "return outputValue;";
|
var inSize = util.sizeFromShape(inputInfo.shapeInfo.logicalShape);
|
var isInputScalar = inSize === 1;
|
var outSize = util.sizeFromShape(outShapeInfo.logicalShape);
|
var isOutputScalar = outSize === 1;
|
if (inRank === 1 && !isInputScalar && !isOutputScalar) {
|
output = "\n return vec4(outputValue.xy, outputValue.xy);\n ";
|
}
|
else if (isInputScalar && !isOutputScalar) {
|
if (outRank === 1) {
|
output = "\n return vec4(outputValue.x, outputValue.x, 0., 0.);\n ";
|
}
|
else {
|
output = "\n return vec4(outputValue.x);\n ";
|
}
|
}
|
else if (broadcastDims.length) {
|
var rows = inRank - 2;
|
var cols = inRank - 1;
|
if (broadcastDims.indexOf(rows) > -1 && broadcastDims.indexOf(cols) > -1) {
|
output = "return vec4(outputValue.x);";
|
}
|
else if (broadcastDims.indexOf(rows) > -1) {
|
output = "return vec4(outputValue.x, outputValue.y, " +
|
"outputValue.x, outputValue.y);";
|
}
|
else if (broadcastDims.indexOf(cols) > -1) {
|
output = "return vec4(outputValue.xx, outputValue.zz);";
|
}
|
}
|
return "\n vec4 " + funcName + "() {\n " + type + " coords = getOutputCoords();\n " + coordsSnippet + "\n vec4 outputValue = get" + texFuncSnippet + "(" + unpackedCoordsSnippet + ");\n " + output + "\n }\n ";
|
}
|
function getSamplerAtOutputCoords(inputInfo, outShapeInfo) {
|
var texName = inputInfo.name;
|
var texFuncSnippet = texName.charAt(0).toUpperCase() + texName.slice(1);
|
var funcName = 'get' + texFuncSnippet + 'AtOutCoords';
|
var outTexShape = outShapeInfo.texShape;
|
var inTexShape = inputInfo.shapeInfo.texShape;
|
var inRank = inputInfo.shapeInfo.logicalShape.length;
|
var outRank = outShapeInfo.logicalShape.length;
|
if (!inputInfo.shapeInfo.isUniform && inRank === outRank &&
|
inputInfo.shapeInfo.flatOffset == null &&
|
util.arraysEqual(inTexShape, outTexShape)) {
|
return "\n float " + funcName + "() {\n return sampleTexture(" + texName + ", resultUV);\n }\n ";
|
}
|
var type = getCoordsDataType(outRank);
|
var broadcastDims = broadcast_util_1.getBroadcastDims(inputInfo.shapeInfo.logicalShape, outShapeInfo.logicalShape);
|
var rankDiff = outRank - inRank;
|
var coordsSnippet;
|
var fields = ['x', 'y', 'z', 'w', 'u', 'v'];
|
if (inRank === 0) {
|
coordsSnippet = '';
|
}
|
else if (outRank < 2 && broadcastDims.length >= 1) {
|
coordsSnippet = 'coords = 0;';
|
}
|
else {
|
coordsSnippet =
|
broadcastDims.map(function (d) { return "coords." + fields[d + rankDiff] + " = 0;"; })
|
.join('\n');
|
}
|
var unpackedCoordsSnippet = '';
|
if (outRank < 2 && inRank > 0) {
|
unpackedCoordsSnippet = 'coords';
|
}
|
else {
|
unpackedCoordsSnippet = inputInfo.shapeInfo.logicalShape
|
.map(function (s, i) { return "coords." + fields[i + rankDiff]; })
|
.join(', ');
|
}
|
return "\n float " + funcName + "() {\n " + type + " coords = getOutputCoords();\n " + coordsSnippet + "\n return get" + texFuncSnippet + "(" + unpackedCoordsSnippet + ");\n }\n ";
|
}
|
function getCoordsDataType(rank) {
|
if (rank <= 1) {
|
return 'int';
|
}
|
else if (rank === 2) {
|
return 'ivec2';
|
}
|
else if (rank === 3) {
|
return 'ivec3';
|
}
|
else if (rank === 4) {
|
return 'ivec4';
|
}
|
else if (rank === 5) {
|
return 'ivec5';
|
}
|
else if (rank === 6) {
|
return 'ivec6';
|
}
|
else {
|
throw Error("GPU for rank " + rank + " is not yet supported");
|
}
|
}
|
exports.getCoordsDataType = getCoordsDataType;
|
/** Returns a new input info (a copy) that has a squeezed logical shape. */
|
function squeezeInputInfo(inInfo, squeezedShape) {
|
// Deep copy.
|
var newInputInfo = JSON.parse(JSON.stringify(inInfo));
|
newInputInfo.shapeInfo.logicalShape = squeezedShape;
|
return newInputInfo;
|
}
|
function getSqueezedParams(params, keptDims) {
|
return keptDims.map(function (d) { return params[d]; }).join(', ');
|
}
|
//# sourceMappingURL=shader_compiler.js.map
|