/**
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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 {Conv2DInfo, Conv3DInfo} from '../../ops/conv_util';
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import {GPGPUProgram} from './gpgpu_math';
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export class Conv2DProgram implements GPGPUProgram {
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variableNames = ['x', 'W'];
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outputShape: number[];
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userCode: string;
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constructor(
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convInfo: Conv2DInfo, addBias = false, activation: string = null,
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hasPreluActivationWeights = false) {
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this.outputShape = convInfo.outShape;
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const padTop = convInfo.padInfo.top;
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const padLeft = convInfo.padInfo.left;
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const strideHeight = convInfo.strideHeight;
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const strideWidth = convInfo.strideWidth;
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const dilationHeight = convInfo.dilationHeight;
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const dilationWidth = convInfo.dilationWidth;
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const filterHeight = convInfo.filterHeight;
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const filterWidth = convInfo.filterWidth;
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const inputDepthNearestVec4 = Math.floor(convInfo.inChannels / 4) * 4;
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const inputDepthVec4Remainder = convInfo.inChannels % 4;
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const isChannelsLast = convInfo.dataFormat === 'channelsLast';
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const rowDim = isChannelsLast ? 1 : 2;
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const colDim = isChannelsLast ? 2 : 3;
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const channelDim = isChannelsLast ? 3 : 1;
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let activationSnippet = '', applyActivationSnippet = '';
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if (activation) {
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if (hasPreluActivationWeights) {
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activationSnippet = `float activation(float a) {
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float b = getPreluActivationWeightsAtOutCoords();
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${activation}
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}`;
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} else {
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activationSnippet = `
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float activation(float x) {
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${activation}
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}
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`;
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}
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applyActivationSnippet = `result = activation(result);`;
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}
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const addBiasSnippet = addBias ? 'result += getBiasAtOutCoords();' : '';
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if (addBias) {
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this.variableNames.push('bias');
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}
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if (hasPreluActivationWeights) {
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this.variableNames.push('preluActivationWeights');
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}
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this.userCode = `
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${activationSnippet}
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const ivec2 strides = ivec2(${strideHeight}, ${strideWidth});
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const ivec2 pads = ivec2(${padTop}, ${padLeft});
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void main() {
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ivec4 coords = getOutputCoords();
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int batch = coords[0];
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int d2 = coords[${channelDim}];
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ivec2 xRCCorner =
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ivec2(coords[${rowDim}], coords[${colDim}]) * strides - pads;
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int xRCorner = xRCCorner.x;
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int xCCorner = xRCCorner.y;
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// Convolve x(?, ?, d1) with w(:, :, d1, d2) to get y(yR, yC, d2).
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// ? = to be determined. : = across all values in that axis.
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float dotProd = 0.0;
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for (int wR = 0; wR < ${filterHeight}; wR++) {
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int xR = xRCorner + wR * ${dilationHeight};
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if (xR < 0 || xR >= ${convInfo.inHeight}) {
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continue;
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}
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for (int wC = 0; wC < ${filterWidth}; wC++) {
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int xC = xCCorner + wC * ${dilationWidth};
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if (xC < 0 || xC >= ${convInfo.inWidth}) {
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continue;
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}
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for (int d1 = 0; d1 < ${inputDepthNearestVec4}; d1 += 4) {
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vec4 wValues = vec4(
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getW(wR, wC, d1, d2),
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getW(wR, wC, d1 + 1, d2),
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getW(wR, wC, d1 + 2, d2),
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getW(wR, wC, d1 + 3, d2)
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);
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if (${isChannelsLast}) {
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vec4 xValues = vec4(
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getX(batch, xR, xC, d1),
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getX(batch, xR, xC, d1 + 1),
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getX(batch, xR, xC, d1 + 2),
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getX(batch, xR, xC, d1 + 3)
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);
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dotProd += dot(xValues, wValues);
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} else {
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vec4 xValues = vec4(
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getX(batch, d1, xR, xC),
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getX(batch, d1 + 1, xR, xC),
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getX(batch, d1 + 2, xR, xC),
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getX(batch, d1 + 3, xR, xC)
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);
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dotProd += dot(xValues, wValues);
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}
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}
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if (${inputDepthVec4Remainder === 1}) {
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if (${isChannelsLast}) {
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dotProd +=
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getX(batch, xR, xC, ${inputDepthNearestVec4}) *
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getW(wR, wC, ${inputDepthNearestVec4}, d2);
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} else {
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dotProd +=
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getX(batch, ${inputDepthNearestVec4}, xR, xC) *
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getW(wR, wC, ${inputDepthNearestVec4}, d2);
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}
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} else if (${inputDepthVec4Remainder === 2}) {
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vec2 wValues = vec2(
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getW(wR, wC, ${inputDepthNearestVec4}, d2),
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getW(wR, wC, ${inputDepthNearestVec4} + 1, d2)
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);
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if (${isChannelsLast}) {
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vec2 xValues = vec2(
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getX(batch, xR, xC, ${inputDepthNearestVec4}),
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getX(batch, xR, xC, ${inputDepthNearestVec4} + 1)
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);
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dotProd += dot(xValues, wValues);
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} else {
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vec2 xValues = vec2(
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getX(batch, ${inputDepthNearestVec4}, xR, xC),
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getX(batch, ${inputDepthNearestVec4} + 1, xR, xC)
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);
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dotProd += dot(xValues, wValues);
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}
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} else if (${inputDepthVec4Remainder === 3}) {
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vec3 wValues = vec3(
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getW(wR, wC, ${inputDepthNearestVec4}, d2),
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getW(wR, wC, ${inputDepthNearestVec4} + 1, d2),
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getW(wR, wC, ${inputDepthNearestVec4} + 2, d2)
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);
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if (${isChannelsLast}) {
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vec3 xValues = vec3(
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getX(batch, xR, xC, ${inputDepthNearestVec4}),
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getX(batch, xR, xC, ${inputDepthNearestVec4} + 1),
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getX(batch, xR, xC, ${inputDepthNearestVec4} + 2)
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);
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dotProd += dot(xValues, wValues);
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} else {
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vec3 xValues = vec3(
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getX(batch, ${inputDepthNearestVec4}, xR, xC),
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getX(batch, ${inputDepthNearestVec4} + 1, xR, xC),
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getX(batch, ${inputDepthNearestVec4} + 2, xR, xC)
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);
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dotProd += dot(xValues, wValues);
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}
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}
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}
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}
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float result = dotProd;
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${addBiasSnippet}
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${applyActivationSnippet}
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setOutput(result);
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}
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`;
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}
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}
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export class Conv3DProgram implements GPGPUProgram {
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variableNames = ['x', 'W'];
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outputShape: number[];
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userCode: string;
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constructor(convInfo: Conv3DInfo) {
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this.outputShape = convInfo.outShape;
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const padFront = convInfo.padInfo.front;
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const padTop = convInfo.padInfo.top;
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const padLeft = convInfo.padInfo.left;
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const strideDepth = convInfo.strideDepth;
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const strideHeight = convInfo.strideHeight;
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const strideWidth = convInfo.strideWidth;
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const dilationDepth = convInfo.dilationDepth;
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const dilationHeight = convInfo.dilationHeight;
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const dilationWidth = convInfo.dilationWidth;
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const filterDepth = convInfo.filterDepth;
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const filterHeight = convInfo.filterHeight;
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const filterWidth = convInfo.filterWidth;
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const inputDepthNearestVec4 = Math.floor(convInfo.inChannels / 4) * 4;
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const inputDepthVec4Remainder = convInfo.inChannels % 4;
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this.userCode = `
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const ivec3 strides = ivec3(${strideDepth}, ${strideHeight}, ${
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strideWidth});
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const ivec3 pads = ivec3(${padFront}, ${padTop}, ${padLeft});
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void main() {
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ivec5 coords = getOutputCoords();
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int batch = coords.x;
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int d2 = coords.u;
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ivec3 xFRCCorner = ivec3(coords.y, coords.z, coords.w) * strides - pads;
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int xFCorner = xFRCCorner.x;
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int xRCorner = xFRCCorner.y;
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int xCCorner = xFRCCorner.z;
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// Convolve x(?, ?, ?, d1) with w(:, :, :, d1, d2) to get
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// y(yF, yR, yC, d2). ? = to be determined. : = across all
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// values in that axis.
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float dotProd = 0.0;
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for (int wF = 0; wF < ${filterDepth}; wF++) {
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int xF = xFCorner + wF * ${dilationDepth};
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if (xF < 0 || xF >= ${convInfo.inDepth}) {
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continue;
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}
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for (int wR = 0; wR < ${filterHeight}; wR++) {
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int xR = xRCorner + wR * ${dilationHeight};
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if (xR < 0 || xR >= ${convInfo.inHeight}) {
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continue;
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}
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for (int wC = 0; wC < ${filterWidth}; wC++) {
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int xC = xCCorner + wC * ${dilationWidth};
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if (xC < 0 || xC >= ${convInfo.inWidth}) {
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continue;
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}
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for (int d1 = 0; d1 < ${inputDepthNearestVec4}; d1 += 4) {
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vec4 xValues = vec4(
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getX(batch, xF, xR, xC, d1),
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getX(batch, xF, xR, xC, d1 + 1),
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getX(batch, xF, xR, xC, d1 + 2),
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getX(batch, xF, xR, xC, d1 + 3)
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);
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vec4 wValues = vec4(
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getW(wF, wR, wC, d1, d2),
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getW(wF, wR, wC, d1 + 1, d2),
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getW(wF, wR, wC, d1 + 2, d2),
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getW(wF, wR, wC, d1 + 3, d2)
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);
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dotProd += dot(xValues, wValues);
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}
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if (${inputDepthVec4Remainder === 1}) {
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dotProd +=
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getX(batch, xF, xR, xC, ${inputDepthNearestVec4}) *
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getW(wF, wR, wC, ${inputDepthNearestVec4}, d2);
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} else if (${inputDepthVec4Remainder === 2}) {
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vec2 xValues = vec2(
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getX(batch, xF, xR, xC, ${inputDepthNearestVec4}),
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getX(batch, xF, xR, xC, ${inputDepthNearestVec4} + 1)
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);
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vec2 wValues = vec2(
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getW(wF, wR, wC, ${inputDepthNearestVec4}, d2),
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getW(wF, wR, wC, ${inputDepthNearestVec4} + 1, d2)
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);
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dotProd += dot(xValues, wValues);
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} else if (${inputDepthVec4Remainder === 3}) {
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vec3 xValues = vec3(
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getX(batch, xF, xR, xC, ${inputDepthNearestVec4}),
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getX(batch, xF, xR, xC, ${inputDepthNearestVec4} + 1),
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getX(batch, xF, xR, xC, ${inputDepthNearestVec4} + 2)
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);
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vec3 wValues = vec3(
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getW(wF, wR, wC, ${inputDepthNearestVec4}, d2),
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getW(wF, wR, wC, ${inputDepthNearestVec4} + 1, d2),
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getW(wF, wR, wC, ${inputDepthNearestVec4} + 2, d2)
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);
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dotProd += dot(xValues, wValues);
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}
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}
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}
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}
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setOutput(dotProd);
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}
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`;
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}
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}
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