/**
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* @license
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* Copyright 2019 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 ResizeBilinearPackedProgram implements GPGPUProgram {
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variableNames = ['A'];
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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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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 vec3 effectiveInputOverOutputRatioRC = vec3(
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${effectiveInSize[0] / effectiveOutSize[0]},
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${effectiveInSize[1] / effectiveOutSize[1]},
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${effectiveInSize[1] / effectiveOutSize[1]});
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const vec3 inputShapeRC = vec3(${oldHeight}.0, ${oldWidth}.0,
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${oldWidth}.0);
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float getAValue(int b, int r, int c, int d) {
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return getChannel(getA(b, r, c, d), vec2(c, d));
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}
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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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// Calculate values for next column in yRC.z.
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ivec3 yRC = coords.yzz + ivec3(0, 0, 1);
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// Fractional source index.
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vec3 sourceFracIndexRC = vec3(yRC) * effectiveInputOverOutputRatioRC;
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// Compute the four integer indices.
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ivec3 sourceFloorRC = ivec3(sourceFracIndexRC);
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ivec3 sourceCeilRC = ivec3(
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min(inputShapeRC - 1.0, ceil(sourceFracIndexRC)));
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// Should we calculate next column and row elements in 2x2 packed cell.
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bool hasNextCol = d < ${depth - 1};
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bool hasNextRow = coords.z < ${newWidth - 1};
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// In parallel, construct four corners for all four components in
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// packed 2x2 cell.
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vec4 topLeft = vec4(
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getAValue(b, sourceFloorRC.x, sourceFloorRC.y, d),
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hasNextCol ? getAValue(b, sourceFloorRC.x, sourceFloorRC.y, d + 1)
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: 0.0,
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hasNextRow ? getAValue(b, sourceFloorRC.x, sourceFloorRC.z, d)
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: 0.0,
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(hasNextRow && hasNextCol) ?
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getAValue(b, sourceFloorRC.x, sourceFloorRC.z, d + 1) : 0.0);
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vec4 bottomLeft = vec4(
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getAValue(b, sourceCeilRC.x, sourceFloorRC.y, d),
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hasNextCol ? getAValue(b, sourceCeilRC.x, sourceFloorRC.y, d + 1)
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: 0.0,
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hasNextRow ? getAValue(b, sourceCeilRC.x, sourceFloorRC.z, d)
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: 0.0,
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(hasNextRow && hasNextCol) ?
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getAValue(b, sourceCeilRC.x, sourceFloorRC.z, d + 1) : 0.0);
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vec4 topRight = vec4(
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getAValue(b, sourceFloorRC.x, sourceCeilRC.y, d),
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hasNextCol ? getAValue(b, sourceFloorRC.x, sourceCeilRC.y, d + 1)
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: 0.0,
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hasNextRow ? getAValue(b, sourceFloorRC.x, sourceCeilRC.z, d)
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: 0.0,
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(hasNextRow && hasNextCol) ?
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getAValue(b, sourceFloorRC.x, sourceCeilRC.z, d + 1) : 0.0);
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vec4 bottomRight = vec4(
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getAValue(b, sourceCeilRC.x, sourceCeilRC.y, d),
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hasNextCol ? getAValue(b, sourceCeilRC.x, sourceCeilRC.y, d + 1)
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: 0.0,
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hasNextRow ? getAValue(b, sourceCeilRC.x, sourceCeilRC.z, d)
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: 0.0,
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(hasNextRow && hasNextCol) ?
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getAValue(b, sourceCeilRC.x, sourceCeilRC.z, d + 1) : 0.0);
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vec3 fracRC = sourceFracIndexRC - vec3(sourceFloorRC);
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vec4 top = mix(topLeft, topRight, fracRC.yyzz);
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vec4 bottom = mix(bottomLeft, bottomRight, fracRC.yyzz);
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vec4 newValue = mix(top, bottom, 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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