/**
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* @license
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* Copyright 2019 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 {getGlslDifferences} from './glsl_version';
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import {GPGPUProgram} from './gpgpu_math';
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import * as shader_util from './shader_compiler_util';
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import {getDenseTexShape, PackingScheme} from './tex_util';
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export class DecodeMatrixProgram implements GPGPUProgram {
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variableNames = ['A'];
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userCode: string;
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outputShape: [number, number, number];
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packedInputs = false;
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packedOutput = true;
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outPackingScheme = PackingScheme.DENSE;
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constructor(outputShape: [number, number, number]) {
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const texShape = getDenseTexShape(outputShape);
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const glsl = getGlslDifferences();
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this.outputShape = outputShape;
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this.userCode = `
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ivec3 outCoordsFromFlatIndex(int index) {
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${
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shader_util.getLogicalCoordinatesFromFlatIndex(
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['r', 'c', 'd'], outputShape)}
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return ivec3(r, c, d);
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}
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void main() {
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ivec2 resTexRC = ivec2(resultUV.yx *
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vec2(${texShape[0]}, ${texShape[1]}));
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int index = 4 * (resTexRC.x * ${texShape[1]} + resTexRC.y);
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vec4 result = vec4(0.);
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for (int i=0; i<4; i++) {
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int flatIndex = index + i;
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ivec3 rc = outCoordsFromFlatIndex(flatIndex);
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result[i] = getA(rc.x, rc.y, rc.z);
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}
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${glsl.output} = result;
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}
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`;
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}
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}
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