/**
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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 {GPGPUProgram} from './gpgpu_math';
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export class ResizeBilinearProgram implements GPGPUProgram {
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variableNames = ['A'];
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outputShape: number[] = [];
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userCode: string;
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constructor(
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inputShape: [number, number, number, number], newHeight: number,
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newWidth: number, alignCorners: boolean) {
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const [batch, oldHeight, oldWidth, depth] = inputShape;
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this.outputShape = [batch, newHeight, newWidth, depth];
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const effectiveInSize: [number, number] = [
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(alignCorners && newHeight > 1) ? oldHeight - 1 : oldHeight,
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(alignCorners && newWidth > 1) ? oldWidth - 1 : oldWidth
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];
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const effectiveOutSize: [number, number] = [
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(alignCorners && newHeight > 1) ? newHeight - 1 : newHeight,
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(alignCorners && newWidth > 1) ? newWidth - 1 : newWidth
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];
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this.userCode = `
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const vec2 effectiveInputOverOutputRatioRC = vec2(
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${effectiveInSize[0] / effectiveOutSize[0]},
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${effectiveInSize[1] / effectiveOutSize[1]});
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const vec2 inputShapeRC = vec2(${oldHeight}.0, ${oldWidth}.0);
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void main() {
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ivec4 coords = getOutputCoords();
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int b = coords[0];
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int d = coords[3];
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ivec2 yRC = coords.yz;
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// Fractional source index.
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vec2 sourceFracIndexRC = vec2(yRC) * effectiveInputOverOutputRatioRC;
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// Compute the four integer indices.
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ivec2 sourceFloorRC = ivec2(sourceFracIndexRC);
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ivec2 sourceCeilRC = ivec2(
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min(inputShapeRC - 1.0, ceil(sourceFracIndexRC)));
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float topLeft = getA(b, sourceFloorRC.x, sourceFloorRC.y, d);
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float bottomLeft = getA(b, sourceCeilRC.x, sourceFloorRC.y, d);
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float topRight = getA(b, sourceFloorRC.x, sourceCeilRC.y, d);
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float bottomRight = getA(b, sourceCeilRC.x, sourceCeilRC.y, d);
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vec2 fracRC = sourceFracIndexRC - vec2(sourceFloorRC);
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float top = topLeft + (topRight - topLeft) * fracRC.y;
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float bottom = bottomLeft + (bottomRight - bottomLeft) * fracRC.y;
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float newValue = top + (bottom - top) * fracRC.x;
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setOutput(newValue);
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}
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`;
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}
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}
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