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resize_bilinear_packed_gpu.ts
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/**
* @license
* Copyright 2019 Google LLC. 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.
* =============================================================================
*/
import {GPGPUProgram} from './gpgpu_math';
export class ResizeBilinearPackedProgram implements GPGPUProgram {
variableNames = ['A'];
packedInputs = true;
packedOutput = true;
outputShape: number[] = [];
userCode: string;
constructor(
inputShape: [number, number, number, number], newHeight: number,
newWidth: number, alignCorners: boolean, halfPixelCenters: boolean) {
const [batch, oldHeight, oldWidth, depth] = inputShape;
this.outputShape = [batch, newHeight, newWidth, depth];
const effectiveInSize: [number, number] = [
(alignCorners && newHeight > 1) ? oldHeight - 1 : oldHeight,
(alignCorners && newWidth > 1) ? oldWidth - 1 : oldWidth
];
const effectiveOutSize: [number, number] = [
(alignCorners && newHeight > 1) ? newHeight - 1 : newHeight,
(alignCorners && newWidth > 1) ? newWidth - 1 : newWidth
];
let sourceFracIndexRC: string;
if (halfPixelCenters) {
sourceFracIndexRC = `(vec3(yRC) + vec3(0.5)) * ` +
`effectiveInputOverOutputRatioRC - vec3(0.5)`;
} else {
sourceFracIndexRC = `vec3(yRC) * effectiveInputOverOutputRatioRC`;
}
this.userCode = `
const vec3 effectiveInputOverOutputRatioRC = vec3(
${effectiveInSize[0] / effectiveOutSize[0]},
${effectiveInSize[1] / effectiveOutSize[1]},
${effectiveInSize[1] / effectiveOutSize[1]});
const vec3 inputShapeRC = vec3(${oldHeight}.0, ${oldWidth}.0,
${oldWidth}.0);
float getAValue(int b, int r, int c, int d) {
return getChannel(getA(b, r, c, d), vec2(c, d));
}
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int d = coords[3];
// Calculate values for next column in yRC.z.
ivec3 yRC = coords.yzz + ivec3(0, 0, 1);
// Fractional source index.
vec3 sourceFracIndexRC = ${sourceFracIndexRC};
// Compute the four integer indices.
ivec3 sourceFloorRC = ivec3(max(sourceFracIndexRC, vec3(0.0)));
ivec3 sourceCeilRC = ivec3(
min(inputShapeRC - 1.0, ceil(sourceFracIndexRC)));
// Should we calculate next column and row elements in 2x2 packed cell.
bool hasNextCol = d < ${depth - 1};
bool hasNextRow = coords.z < ${newWidth - 1};
// In parallel, construct four corners for all four components in
// packed 2x2 cell.
vec4 topLeft = vec4(
getAValue(b, sourceFloorRC.x, sourceFloorRC.y, d),
hasNextCol ? getAValue(b, sourceFloorRC.x, sourceFloorRC.y, d + 1)
: 0.0,
hasNextRow ? getAValue(b, sourceFloorRC.x, sourceFloorRC.z, d)
: 0.0,
(hasNextRow && hasNextCol) ?
getAValue(b, sourceFloorRC.x, sourceFloorRC.z, d + 1) : 0.0);
vec4 bottomLeft = vec4(
getAValue(b, sourceCeilRC.x, sourceFloorRC.y, d),
hasNextCol ? getAValue(b, sourceCeilRC.x, sourceFloorRC.y, d + 1)
: 0.0,
hasNextRow ? getAValue(b, sourceCeilRC.x, sourceFloorRC.z, d)
: 0.0,
(hasNextRow && hasNextCol) ?
getAValue(b, sourceCeilRC.x, sourceFloorRC.z, d + 1) : 0.0);
vec4 topRight = vec4(
getAValue(b, sourceFloorRC.x, sourceCeilRC.y, d),
hasNextCol ? getAValue(b, sourceFloorRC.x, sourceCeilRC.y, d + 1)
: 0.0,
hasNextRow ? getAValue(b, sourceFloorRC.x, sourceCeilRC.z, d)
: 0.0,
(hasNextRow && hasNextCol) ?
getAValue(b, sourceFloorRC.x, sourceCeilRC.z, d + 1) : 0.0);
vec4 bottomRight = vec4(
getAValue(b, sourceCeilRC.x, sourceCeilRC.y, d),
hasNextCol ? getAValue(b, sourceCeilRC.x, sourceCeilRC.y, d + 1)
: 0.0,
hasNextRow ? getAValue(b, sourceCeilRC.x, sourceCeilRC.z, d)
: 0.0,
(hasNextRow && hasNextCol) ?
getAValue(b, sourceCeilRC.x, sourceCeilRC.z, d + 1) : 0.0);
vec3 fracRC = sourceFracIndexRC - vec3(sourceFloorRC);
vec4 top = mix(topLeft, topRight, fracRC.yyzz);
vec4 bottom = mix(bottomLeft, bottomRight, fracRC.yyzz);
vec4 newValue = mix(top, bottom, fracRC.x);
setOutput(newValue);
}
`;
}
}