158 lines
6.0 KiB
TypeScript
158 lines
6.0 KiB
TypeScript
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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import {Tensor} from '../../../tensor';
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import {ShapeUtil} from '../../../util';
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import {getGlsl} from '../glsl-source';
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import {WebGLInferenceHandler} from '../inference-handler';
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import {ProgramInfo, ProgramInfoLoader, ProgramMetadata, TextureType} from '../types';
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import {unpackFromChannel} from './packing-utils';
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const createPackedReshape3DProgramMetadata = (outputShape3D: readonly number[]) =>
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({name: 'Reshape (packed)', inputTypes: [TextureType.packed], inputNames: ['A'], cacheHint: `${outputShape3D}`});
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const createPackedReshape3DProgramInfo =
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(handler: WebGLInferenceHandler, input3D: Tensor, metadata: ProgramMetadata, outputShape3D: readonly number[]):
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ProgramInfo => {
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const inputShape3D = input3D.dims as [number, number, number];
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const squeezedOutputShape = outputShape3D as [number, number, number];
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let mainLoop = '';
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for (let i = 0; i < 4; i++) {
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let outputCoords = '';
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switch (i) {
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case 0:
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outputCoords = 'outputCoords = rc;';
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break;
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case 1:
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outputCoords = 'outputCoords = ivec3(rc.x, rc.y+1, rc.z);';
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break;
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case 2:
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outputCoords = 'outputCoords = ivec3(rc.x, rc.y, rc.z+1);';
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break;
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case 3:
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outputCoords = 'outputCoords = ivec3(rc.x, rc.y+1, rc.z+1);';
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break;
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default:
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throw new Error();
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}
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mainLoop += `
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${outputCoords}
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${i > 0 ? 'if(outputCoords.y < rows && outputCoords.z < cols){' : ''}
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int flattenedIndex = getFlattenedIndex(outputCoords);
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ivec3 inputRC = inputCoordsFromReshapedOutCoords(flattenedIndex);
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vec2 innerDims = vec2(float(inputRC.y),float(inputRC.z));
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result[${i}] = getChannel(getA(inputRC.x, inputRC.y, inputRC.z), innerDims);
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${i > 0 ? '}' : ''}
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`;
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}
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const glsl = getGlsl(handler.session.backend.glContext.version);
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const shaderSource = `
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${getReshapedInputCoords(inputShape3D)}
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${getFlattenedIndexFrom3D(squeezedOutputShape)}
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${unpackFromChannel()}
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void main() {
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ivec3 rc = getOutputCoords();
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vec4 result = vec4(0.0);
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ivec3 outputCoords;
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int rows = ${squeezedOutputShape[2]};
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int cols = ${squeezedOutputShape[1]};
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${mainLoop}
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${glsl.output} = result;
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}
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`;
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return {
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...metadata,
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output: {dims: squeezedOutputShape, type: input3D.type, textureType: TextureType.packed},
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shaderSource,
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hasMain: true
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};
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};
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export const createPackedReshape3DProgramInfoLoader =
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(handler: WebGLInferenceHandler, input3D: Tensor, outputShape3D: readonly number[]): ProgramInfoLoader => {
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const metadata = createPackedReshape3DProgramMetadata(outputShape3D);
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return {...metadata, get: () => createPackedReshape3DProgramInfo(handler, input3D, metadata, outputShape3D)};
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};
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export function processDims3D(shape: ArrayLike<number>): [number, number, number] {
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if (shape.length === 0) {
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return [1, 1, 1];
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}
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// TODO: squeeze other shapes to 2D case
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let batch = 1;
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for (let i = 0; i < shape.length - 2; ++i) {
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batch *= shape[i];
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}
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return [batch, shape.length > 1 ? shape[shape.length - 2] : 1, shape[shape.length - 1]];
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}
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// For packed reshape, we need to re-arrange texel data for output shape.
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// Our pack is designed to pack a 2x2 tile in last h and w dimension, so
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// for the reshaped new tensor, we just need to re-arrange the last h and
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// w dimension. For any shape that is not in 3D, i.e. [batch, W, H], we
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// first convert it to 3D by collapsing other dimension to batch dim, then
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// process with the last two dimensions.
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// Note: we only need the shape tensor to calculate output shape, so the
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// content in shape tensor is never uploaded to GPU. It is always kept in CPU.
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// TODO: optimize the algorithm -- in some cases, if the last two dims are
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// the same between input shape and output shape, the packed reshape can be
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// treated as no-op.
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export function isReshapeCheap(dims: readonly number[], reshapedDims: readonly number[]) {
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let isCheapReshape = false;
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if (dims.length === 0 || reshapedDims.length === 0) { // scalar
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isCheapReshape = true;
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} else if (dims.length < 2 || reshapedDims.length < 2) { // 1D
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isCheapReshape = dims[dims.length - 1] === reshapedDims[reshapedDims.length - 1];
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} else { // 2D +
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isCheapReshape = dims[dims.length - 1] === reshapedDims[reshapedDims.length - 1] &&
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dims[dims.length - 2] === reshapedDims[reshapedDims.length - 2];
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}
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return isCheapReshape;
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}
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function getReshapedInputCoords(shape: [number, number, number]): string {
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const strides = ShapeUtil.computeStrides(shape);
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const coords = ['b', 'r', 'c'];
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const index = 'index';
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const coordsFromIndexSnippet = strides
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.map((stride, i) => {
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const line1 = `int ${coords[i]} = ${index} / ${stride}`;
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const line2 = i === strides.length - 1 ?
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`int ${coords[i + 1]} = ${index} - ${coords[i]} * ${stride}` :
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`index -= ${coords[i]} * ${stride}`;
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return `${line1}; ${line2};`;
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})
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.join('');
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return `
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ivec3 inputCoordsFromReshapedOutCoords(int index) {
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${coordsFromIndexSnippet}
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return ivec3(b, r, c);
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}
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`;
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}
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function getFlattenedIndexFrom3D(shape: [number, number, number]): string {
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const strides = ShapeUtil.computeStrides(shape);
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return `
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int getFlattenedIndex(ivec3 coords) {
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// reverse y, z order
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return coords.x * ${strides[0]} + coords.z * ${strides[1]} + coords.y;
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}
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`;
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}
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