"use strict"; /** * @license * Copyright 2018 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 glsl_version_1 = require("./glsl_version"); var shader_util = require("./shader_compiler_util"); /* This is how the shader encodes a tensor with shape = [2, 3, 5] (indices are [batch, row, col]). 000|001 002|003 004|xxx 020|021 022|023 024|xxx ------- ------- ------- ------- ------- ------- 010|011 012|013 014|xxx xxx|xxx xxx|xxx xxx|xxx 100|101 102|103 104|xxx 120|121 122|123 124|xxx ------- ------- ------- ------- ------- ------- 110|111 112|113 114|xxx xxx|xxx xxx|xxx xxx|xxx Single texels contain only values from the same batch, and from adjacent rows and columns. */ var EncodeMatrixPackedProgram = /** @class */ (function () { function EncodeMatrixPackedProgram(outputShape, texShape, inputIsUnsignedByte) { if (inputIsUnsignedByte === void 0) { inputIsUnsignedByte = false; } this.variableNames = ['A']; this.packedInputs = false; this.packedOutput = true; var glsl = glsl_version_1.getGlslDifferences(); var height = texShape[0], width = texShape[1]; this.outputShape = outputShape; var mainLoop = ''; var output = 'result'; if (inputIsUnsignedByte) { output = 'floor(result * 255. + 0.5)'; } for (var row = 0; row <= 1; row++) { for (var col = 0; col <= 1; col++) { var channel = row * 2 + col; mainLoop += "\n localCoords = coords;\n if(localCoords[2] + " + col + " < " + outputShape[2] + ") {\n localCoords[2] += " + col + ";\n if(localCoords[1] + " + row + " < " + outputShape[1] + ") {\n localCoords[1] += " + row + ";\n\n flatIndex = getFlatIndex(localCoords);\n offset = imod(flatIndex, 4);\n\n flatIndex = idiv(flatIndex, 4, 1.);\n\n r = flatIndex / " + width + ";\n c = imod(flatIndex, " + width + ");\n uv = (vec2(c, r) + halfCR) / vec2(" + width + ".0, " + height + ".0);\n values = " + glsl.texture2D + "(A, uv);\n\n if(offset == 0) {\n result[" + channel + "] = values[0];\n } else if(offset == 1) {\n result[" + channel + "] = values[1];\n } else if(offset == 2) {\n result[" + channel + "] = values[2];\n } else {\n result[" + channel + "] = values[3];\n }\n }\n }\n "; } } this.userCode = "\n " + shader_util.getFlatIndexFrom3D(outputShape) + "\n\n void main() {\n ivec3 coords = getOutputCoords();\n\n vec4 result = vec4(0.);\n int flatIndex, r, c, offset;\n ivec3 localCoords;\n vec2 uv;\n vec4 values;\n\n " + mainLoop + "\n\n " + glsl.output + " = " + output + ";\n }\n "; } return EncodeMatrixPackedProgram; }()); exports.EncodeMatrixPackedProgram = EncodeMatrixPackedProgram; //# sourceMappingURL=encode_matrix_packed_gpu.js.map