"use strict"; /** * @license * Copyright 2017 Google Inc. All Rights Reserved. * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * ============================================================================= */ Object.defineProperty(exports, "__esModule", { value: true }); var broadcast_util = require("../../ops/broadcast_util"); var CHECK_NAN_SNIPPET = "\n if (isnan(a)) return a;\n if (isnan(b)) return b;\n"; exports.ADD = 'return a + b;'; exports.SUB = 'return a - b;'; exports.MUL = 'return a * b;'; // Without the equality check div produces 0.9999 for a = b, which when // floored can cause errors. exports.DIV = "\nif (a == b) {\n return 1.0;\n};\nreturn a / b;"; // We use native integer division to deal with floating point imprecision. Since // we implement floor division and glsl implements truncated division, we // correct for this by subtracting 1 from result when the result is negative and // there is a remainder. exports.INT_DIV = "\n float s = sign(a) * sign(b);\n int ia = round(a);\n int ib = round(b);\n if (ib != 0) {\n // Windows (D3D) wants guaranteed non-zero int division at compile-time.\n return float(idiv(ia, ib, s));\n } else {\n return NAN;\n }\n"; exports.POW = "\nif(a < 0.0 && floor(b) < b){\n return NAN;\n}\nif (b == 0.0) {\n return 1.0;\n}\nreturn (round(mod(b, 2.0)) != 1) ?\n pow(abs(a), b) : sign(a) * pow(abs(a), b);\n"; exports.SQUARED_DIFFERENCE = 'return (a - b) * (a - b);'; exports.EQUAL = "return float(a == b);"; exports.NOT_EQUAL = "return float(a != b);"; exports.LESS = "return float(a < b);"; exports.LESS_EQUAL = "return float(a <= b);"; exports.GREATER = "return float(a > b);"; exports.GREATER_EQUAL = "return float(a >= b);"; exports.LOGICAL_AND = "return float(a >= 1.0 && b >= 1.0);"; exports.LOGICAL_OR = "return float(a >= 1.0 || b >= 1.0);"; exports.MAX = CHECK_NAN_SNIPPET + "\n return max(a, b);\n"; exports.MIN = CHECK_NAN_SNIPPET + "\n return min(a, b);\n"; exports.MOD = "if (b == 0.0) return NAN;\n return mod(a, b);"; exports.ATAN2 = CHECK_NAN_SNIPPET + "\n return atan(a, b);\n"; exports.ELU_DER = "return (b >= 1.0) ? a : a * (b + 1.0);"; exports.PRELU = "return (a < 0.) ? b * a : a;"; var BinaryOpProgram = /** @class */ (function () { function BinaryOpProgram(op, aShape, bShape) { this.variableNames = ['A', 'B']; this.outputShape = broadcast_util.assertAndGetBroadcastShape(aShape, bShape); this.userCode = "\n float binaryOperation(float a, float b) {\n " + op + "\n }\n\n void main() {\n float a = getAAtOutCoords();\n float b = getBAtOutCoords();\n setOutput(binaryOperation(a, b));\n }\n "; } return BinaryOpProgram; }()); exports.BinaryOpProgram = BinaryOpProgram; //# sourceMappingURL=binaryop_gpu.js.map