/**
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* @license
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* Copyright 2018 Google LLC. 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} from '../../ops/conv_util';
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import * as util from '../../util';
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import {GPGPUProgram} from './gpgpu_math';
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export class DepthwiseConvPacked2DProgram implements GPGPUProgram {
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variableNames = ['x', 'W'];
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packedInputs = true;
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packedOutput = true;
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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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hasPreluActivation = false) {
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this.outputShape = convInfo.outShape;
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const xNumRows = convInfo.inHeight;
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const xNumCols = convInfo.inWidth;
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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 texelsAcross = filterWidth;
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let mainLoop = `int xR; int xC; int xCOffset;`;
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for (let r = 0; r < filterHeight; r++) {
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for (let c = 0; c < filterWidth; c++) {
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mainLoop += `
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vec4 xTexelR${r}C${c * 2} = vec4(0.);
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vec4 wR${r}C${c} = vec4(0.);
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vec4 xR${r}C${c} = vec4(0.);`;
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}
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}
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/**
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* This vectorized implementation works by gathering the values needed for
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* each output channel's dot product into vec4's and then multiplying them
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* all together (this happens in the final double for-loop below). Most of
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* the main loop consists of constructing these vec4's with the minimum
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* number of texture2D calls, which means making use of all four returned
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* values from a texture2D call at once.
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*/
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for (let r = 0; r < filterHeight; r++) {
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for (let texelC = 0; texelC < texelsAcross; texelC++) {
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const c = texelC * 2;
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mainLoop += `
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xR = xRCorner + ${r * dilationHeight};
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xC = xCCorner + ${c * dilationWidth};
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`;
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if (strideWidth === 1) {
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if (c < filterWidth) {
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// If padding is odd, the outer texels have to be composed.
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if (padLeft % 2 === 1) {
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// TODO: Ensure vec4 previous does not result in redundant sample,
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// and avoid setting xTexelRC's that exceed the boundary in the
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// first place rather than resetting them to vec4(0)).
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// To compute xCOffset:
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// - If padding is odd, we must add 1 to ensure we ask for an
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// even-numbered row.
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// - We subtract 2 to access the previous texel.
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mainLoop += `
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xCOffset = xC + 1;
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if(xR >= 0 && xR < ${xNumRows} && xCOffset >= 0 && xCOffset < ${
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xNumCols}) {
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xTexelR${r}C${c} = getX(batch, xR, xCOffset, d1);
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// Need to manually clear unused channels in case
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// we're reading from recycled texture.
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if(xCOffset + 1 >= ${xNumCols}) {
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xTexelR${r}C${c}.zw = vec2(0.);
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}
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} else {
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xTexelR${r}C${c} = vec4(0.);
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}
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xCOffset = xC + 1 - 2;
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if(xR >= 0 && xR < ${xNumRows} && xCOffset >= 0 && xCOffset < ${
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xNumCols}) {
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vec4 previous = getX(batch, xR, xCOffset, d1);
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// Need to manually clear unused channels in case
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// we're reading from recycled texture.
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if(xCOffset + 1 >= ${xNumCols}) {
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previous.zw = vec2(0.);
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}
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xR${r}C${c} = vec4(previous.zw, xTexelR${r}C${c}.xy);
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} else {
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xR${r}C${c} = vec4(0, 0, xTexelR${r}C${c}.xy);
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}
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`;
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} else {
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// Padding is even, so xRC corresponds to a single texel.
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mainLoop += `
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if(xR >= 0 && xR < ${xNumRows} && xC >= 0 && xC < ${xNumCols}) {
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xTexelR${r}C${c} = getX(batch, xR, xC, d1);
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} else {
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xTexelR${r}C${c} = vec4(0.);
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}
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xR${r}C${c} = xTexelR${r}C${c};
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`;
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}
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if (c + 1 < filterWidth) {
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// If dilation is even, the second entry should match the first
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// (either both are composed or both are single samples). But if
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// dilation is odd, then the second entry should be the opposite
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// of the first (if the first is composed, the second is a single
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// sample, and vice versa.)
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const nextTexelOffset = padLeft % 2 === 0 ?
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util.nearestLargerEven(dilationWidth) :
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dilationWidth;
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if ((dilationWidth % 2 === 0 && padLeft % 2 === 1) ||
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(dilationWidth % 2 !== 0 && padLeft % 2 !== 1)) {
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mainLoop += `
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xCOffset = xC + ${padLeft % 2} + ${nextTexelOffset};
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if(xR >= 0 && xR < ${xNumRows} &&
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xCOffset >= 0 && xCOffset < ${xNumCols}) {
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xTexelR${r}C${c + 2} = getX(batch, xR, xCOffset, d1);
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}
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`;
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// If dilation > 1 then the xRC's will not be able to share any
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// values, so each xRC will require two unique calls to getX.
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if (dilationWidth > 1) {
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mainLoop += `
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xCOffset -= 2;
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if(xR >= 0 && xR < ${xNumRows} &&
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xCOffset >= 0 && xCOffset < ${xNumCols}) {
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xTexelR${r}C${c} = getX(batch, xR, xCOffset, d1);
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} else {
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xTexelR${r}C${c} = vec4(0.);
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}
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`;
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}
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mainLoop += `
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xR${r}C${c + 1} = vec4(
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xTexelR${r}C${c}.zw, xTexelR${r}C${c + 2}.xy);
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`;
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} else {
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mainLoop += `
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xCOffset = xC + ${nextTexelOffset};
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if(xR >= 0 && xR < ${xNumRows} &&
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xCOffset >= 0 && xCOffset < ${xNumCols}) {
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xTexelR${r}C${c + 2} = getX(batch, xR, xCOffset, d1);
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}
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xR${r}C${c + 1} = xTexelR${r}C${c + 2};
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`;
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}
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}
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}
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} else { // stride > 1
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if (c < filterWidth) {
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mainLoop += `
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if(xR >= 0 && xR < ${xNumRows}) {
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`;
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// Depending on whether padLeft is even or odd, we want either the
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// xy or zw channels from X texels for xR${r}C${c}. If padLeft is
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// even, xR${r}C${c + 1} is simply the zw channels of texels we've
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// already sampled. But if padLeft is odd, xR${r}C{$c + 1}.zw will
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// need to come from the xy channels of a new texel, hence the `vec4
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// final` initialized below.
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if (padLeft % 2 === 1) {
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mainLoop += `
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xCOffset = xC + 1 - ${strideWidth};
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if(xCOffset >= 0 && xCOffset < ${xNumCols}) {
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xTexelR${r}C${c} = getX(batch, xR, xCOffset, d1);
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} else {
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xTexelR${r}C${c} = vec4(0.);
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}
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if(xC + 1 >= 0 && xC + 1 < ${xNumCols}) {
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xTexelR${r}C${c + 2} = getX(batch, xR, xC + 1, d1);
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} else {
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xTexelR${r}C${c + 2} = vec4(0.);
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}
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xR${r}C${c} = vec4(
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xTexelR${r}C${c}.zw, xTexelR${r}C${c + 2}.zw);
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`;
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if (c + 1 < filterWidth) {
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mainLoop += `
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vec4 final = vec4(0.);
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xCOffset = xC + 1 + ${strideWidth};
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if(xCOffset >= 0 && xCOffset < ${xNumCols}) {
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final = getX(batch, xR, xCOffset, d1);
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}
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xR${r}C${c + 1} = vec4(xTexelR${r}C${c + 2}.xy, final.xy);
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`;
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}
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} else {
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mainLoop += `
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if(xC >= 0 && xC < ${xNumCols}) {
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xTexelR${r}C${c} = getX(batch, xR, xC, d1);
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} else {
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xTexelR${r}C${c} = vec4(0.);
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}
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xCOffset = xC + ${strideWidth};
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if(xCOffset >= 0 && xCOffset < ${xNumCols}) {
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xTexelR${r}C${c + 2} = getX(batch, xR, xCOffset, d1);
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} else {
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xTexelR${r}C${c + 2} = vec4(0.);
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}
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xR${r}C${c} = vec4(
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xTexelR${r}C${c}.xy, xTexelR${r}C${c + 2}.xy);
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`;
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if (c + 1 < filterWidth) {
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mainLoop += `
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xR${r}C${c + 1} = vec4(
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xTexelR${r}C${c}.zw, xTexelR${r}C${c + 2}.zw);
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`;
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}
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}
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mainLoop += `}`;
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}
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}
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if (c < filterWidth) {
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mainLoop += `
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vec4 wTexelR${r}C${c} = getW(${r}, ${c}, d1, q);
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wR${r}C${c} = vec4(wTexelR${r}C${c}.xz, wTexelR${r}C${c}.xz);
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`;
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if (c + 1 < filterWidth) {
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mainLoop += `
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vec4 wTexelR${r}C${c + 1} = getW(${r}, ${c + 1}, d1, q);
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wR${r}C${c + 1} =
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vec4(wTexelR${r}C${c + 1}.xz, wTexelR${r}C${c + 1}.xz);`;
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}
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}
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}
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}
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for (let r = 0; r < filterHeight; r++) {
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for (let c = 0; c < filterWidth; c++) {
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mainLoop += `dotProd += xR${r}C${c} * wR${r}C${c};`;
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}
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}
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let activationSnippet = '', applyActivationSnippet = '';
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if (activation) {
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if (hasPreluActivation) {
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activationSnippet = `vec4 activation(vec4 a) {
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vec4 b = getPreluActivationWeightsAtOutCoords();
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${activation}
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}`;
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} else {
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activationSnippet = `vec4 activation(vec4 x) {
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${activation}
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}`;
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}
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applyActivationSnippet = `result = activation(result);`;
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}
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const addBiasSnippet = addBias ? 'result += getBiasAtOutCoords();' : '';
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if (addBias) {
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this.variableNames.push('bias');
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}
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if (hasPreluActivation) {
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this.variableNames.push('preluActivationWeights');
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}
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this.userCode = `
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${activationSnippet}
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const ivec2 strides = ivec2(${strideHeight}, ${strideWidth});
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const ivec2 pads = ivec2(${padTop}, ${padLeft});
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void main() {
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ivec4 coords = getOutputCoords();
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int batch = coords.x;
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ivec2 xRCCorner = coords.yz * strides - pads;
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int d2 = coords.w;
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int d1 = d2;
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int q = 0;
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int xRCorner = xRCCorner.x;
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int xCCorner = xRCCorner.y;
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vec4 dotProd = vec4(0.);
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${mainLoop}
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vec4 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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