Esempio n. 1
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def elementwise_add(op: Sgemm) -> List[Kernel]:
    A = op.inputs["A"]
    B = op.inputs["B"]
    C = op.outputs["C"]

    assert ChannelMode.get_mode(A) == ChannelMode.get_mode(B)

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()
    uniform_injector.register({
        "A": A,
        "B": B,
        "s_c": texture_stride(C),
        "d_C": [op.M, op.N],
        "s_C": [op.N, 1],
        "d_a": texture_shape(A),
        "s_a": texture_stride(A),
        "s_A": [op.K, 1] if op.transpose_A else [1, op.M],
        "d_b": texture_shape(B),
        "s_b": texture_stride(B),
        "s_B": [op.N, 1] if op.transpose_B else [1, op.K],
        "K": op.K
    })

    source = generate_template(mode=ChannelMode.get_mode(A), K=op.K)
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, C)

    return [kernel]
Esempio n. 2
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def elementwise_add(op: Tanh) -> List[Kernel]:
    x0 = op.inputs["x0"]
    y = op.outputs["y"]

    shapes, strides = optimize_loop_structure([x0, y], y)

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()

    uniform_injector.register({
        "X0": x0,
        "s_y": texture_stride(y),
        "d_Y": shapes[y],
        "s_Y": strides[y],
        "d_x0": texture_shape(x0),
        "s_x0": texture_stride(x0),
        "d_X0": shapes[x0],
        "s_X0": strides[x0],
    })

    source = template_R if ChannelMode.get(
        y) == ChannelModeEnum.R else template_RGBA
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, y)

    return [kernel]
Esempio n. 3
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def convert_rgba_to_r(op: ConvertRGBAtoR) -> List[Kernel]:
    x0 = op.inputs["x0"]
    y = op.outputs["y"]

    assert ChannelMode.get(x0) == ChannelModeEnum.RGBA
    assert ChannelMode.get(y) == ChannelModeEnum.R

    if x0.order != y.order:
        raise NotImplementedError

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()
    uniform_injector.register({
        "X0": x0,
        "s_y": texture_stride(y),
        "d_x0": texture_shape(x0),
        "s_x0": texture_stride(x0),
    })

    source = template
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, y)

    return [kernel]
Esempio n. 4
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def _generate_template(op: Reduce, reduction_size: int, shapes: Dict[Variable, Sequence[int]], strides: Dict[Variable, Sequence[int]]):
    x = op.inputs["x"]
    y = op.outputs["y"]

    params = []
    for key, callable in _registered_items[op.__class__].parameters.items():
        value = callable(op)
        params.append(GlobalDeclarationNode(VType.Float if isinstance(value, float) else VType.Int, key, value=value, with_value=True))

    return KernelCode([f"""
void main() {{
    ivec4 variable_position_y = """,
                       convert_position("gl_FragCoord.yx", texture_shape(y)[:2], texture_stride(y)[:2], shapes[y], strides[y]), f""";
    ivec4 variable_position_x = mod(variable_position_y, """, ivec(shapes[x]), f""");
    const int n_x = {reduction_size};
    float y;

    """, params, f"""
    """, _registered_items[op.__class__].pre_reduction_snippet, f"""

    for (int i_x = 0; i_x < {reduction_size}; i_x++) {{
        variable_position_x.w = i_x;
        float x = texture2D(""", x, ", ",
                       convert_coord(f"variable_position_x", shapes[x], strides[x], texture_shape(x)[:2][::-1],
                                     texture_stride(x)[:2][::-1]), f""").r;
        {{
            """, _registered_items[op.__class__].body_snippet, f"""
        }}
    }}

    """, _registered_items[op.__class__].post_reduction_snippet, f"""

    gl_FragColor.r = y;
}}
"""], name=op.__class__.__name__)
Esempio n. 5
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def average_pooling_2d(op: Unpooling2D) -> List[Kernel]:
    x = op.inputs["x"]
    y = op.outputs["y"]

    assert x.order == OrderNHWC
    assert y.order == OrderNHWC

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()

    uniform_injector.register({
        "X": x,
        "s_y": texture_stride(y),
        "d_Y": y.shape,
        "s_Y": y.stride,
        "d_x": texture_shape(x),
        "s_x": texture_stride(x),
        "s_X": x.stride,
        "C1": x.shape_dict[Axis.C],
        "H1": x.shape_dict[Axis.H],
        "W1": x.shape_dict[Axis.W],
        "SH": op.parameters["stride"][0],
        "SW": op.parameters["stride"][1],
        "PH": op.parameters["padding"][0],
        "PW": op.parameters["padding"][1],
    })

    source = generate_template(ksize=op.parameters["ksize"])
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, y)

    return [kernel]
Esempio n. 6
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def convert_rgba_to_r(op: ConvertRGBAtoR) -> List[Kernel]:
    x0 = op.inputs["x0"]
    y = op.outputs["y"]

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()
    uniform_injector.register({
        "X0": x0,

        "s_y": texture_stride(y),

        "d_x0": texture_shape(x0),
        "s_x0": texture_stride(x0),
    })

    source = template
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(
        source,
        name_injector.name,
        uniform_injector.samplers,
        uniform_injector.uniforms,
        y
    )

    return [kernel]
Esempio n. 7
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def reinterpret_axis(op: ReinterpretAxis) -> List[Kernel]:
    x = op.inputs["x"]
    y = op.outputs["y"]

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()

    uniform_injector.register({
        "X": x,

        "s_y": texture_stride(y),

        "d_x": texture_shape(x),
        "s_x": texture_stride(x),
    })

    source = template
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(
        source,
        name_injector.name,
        uniform_injector.samplers,
        uniform_injector.uniforms,
        y
    )

    return [kernel]
Esempio n. 8
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def convert_rgba_to_r(op: ConvertRGBAtoR) -> List[Kernel]:
    x = op.inputs["x0"]
    y = op.outputs["y"]

    assert ChannelMode.get(x) == ChannelModeEnum.RGBA
    assert ChannelMode.get(y) == ChannelModeEnum.R
    assert x.order == y.order

    # noinspection PyUnresolvedReferences
    inv_x_shape = [
        np.double(1) / np.double(v) for v in texture_shape(x)[:2][::-1]
    ]

    code = KernelCode([
        """
void main() {
    ivec3 texture_position_x = """,
        convert_position("gl_FragCoord.yx",
                         texture_shape(y)[:2],
                         texture_stride(y)[:2], texture_shape(x),
                         texture_stride(x)), """;
    vec2 texture_coord_x = (vec2(texture_position_x.yx) + 0.5) * """,
        vec2(inv_x_shape), """;
    vec4 x = texture2D(""", x, """, texture_coord_x);
    
    gl_FragColor.r = texture_position_x.z == 0 ? x.r :
                     texture_position_x.z == 1 ? x.g :
                     texture_position_x.z == 2 ? x.b :
                     x.a;
}
"""
    ],
                      name=op.__class__.__name__)
    source = code.generate()
    return [Kernel(source, code.name, code.samplers, code.uniforms, y)]
Esempio n. 9
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def space2depth(op: Space2Depth) -> List[Kernel]:
    x = op.inputs["x"]
    y = op.outputs["y"]
    r = op.parameters['r']

    assert x.order == OrderNHWC
    assert y.order == OrderNHWC

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()

    uniform_injector.register({
        "X": x,
        "s_y": texture_stride(y),
        "d_Y": y.shape,
        "s_Y": y.stride,
        "d_x": texture_shape(x),
        "s_x": texture_stride(x),
        "d_X": x.shape,
        "s_X": x.stride,
        "r": r,
        "C1": x.shape_dict[Axis.C],
    })

    source = template
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, y)

    return [kernel]
Esempio n. 10
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def elementwise_add(op: ClippedRelu) -> List[Kernel]:
    x0 = op.inputs["x0"]
    y = op.outputs["y"]

    shapes, strides = optimize_loop_structure([x0, y], y)

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()

    uniform_injector.register({
        "X0": x0,
        "s_y": texture_stride(y),
        "d_Y": shapes[y],
        "s_Y": strides[y],
        "d_x0": texture_shape(x0),
        "s_x0": texture_stride(x0),
        "d_X0": shapes[x0],
        "s_X0": strides[x0],
        "cap": op.parameters["cap"]
    })

    source = template
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, y)

    return [kernel]
Esempio n. 11
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def _generate_template_convert_position(op: Elementwise,
                                        shapes: Dict[Variable, Sequence[int]],
                                        strides: Dict[Variable,
                                                      Sequence[int]]):
    load_nodes = []
    y = op.outputs["y"]

    for k, v in op.inputs.items():
        if shapes[v] == shapes[y]:
            load_nodes += [
                f"float {k} = texture2D(", v, ", ",
                convert_coord(f"variable_position_y", shapes[v], strides[v],
                              texture_shape(v)[:2][::-1],
                              texture_stride(v)[:2][::-1]), ").r;\n"
            ]

        else:
            load_nodes += [
                f"ivec4 variable_position_{k} = mod(variable_position_y, ",
                ivec(shapes[v]), f");\n"
            ]
            load_nodes += [
                f"float {k} = texture2D(", v, ", ",
                convert_coord(f"variable_position_{k}", shapes[v], strides[v],
                              texture_shape(v)[:2][::-1],
                              texture_stride(v)[:2][::-1]), ").r;\n"
            ]

    for key, callable in _registered_items[op.__class__].parameters.items():
        value = callable(op)
        load_nodes.append(
            GlobalDeclarationNode(
                VType.Float if isinstance(value, float) else VType.Int,
                key,
                value=value,
                with_value=True))

    return KernelCode([
        """
void main() {
    float y;

    ivec4 variable_position_y = """,
        convert_position("gl_FragCoord.yx",
                         texture_shape(y)[:2],
                         texture_stride(y)[:2], shapes[y], strides[y]),
        """;    

""", load_nodes, _registered_items[op.__class__].code, """

    gl_FragColor = vec4(y, 0, 0, 0);
}
"""
    ],
                      name=op.__class__.__name__)
Esempio n. 12
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def convert_r_to_rgba(op: ConvertRtoRGBA) -> List[Kernel]:
    x = op.inputs["x0"]
    y = op.outputs["y"]

    assert ChannelMode.get(x) == ChannelModeEnum.R
    assert ChannelMode.get(y) == ChannelModeEnum.RGBA

    orders, shape_dicts = simplify_orders([x, y])
    shapes = {v: [shape_dicts[v][a] for a in orders[v].axes] for v in [x, y]}
    strides = {
        v:
        [mul(shapes[v][orders[v].axes_dict[a] + 1:]) for a in orders[v].axes]
        for v in [x, y]
    }
    stride_dicts = {v: AxisKeyDict(orders[v].axes, strides[v]) for v in [x, y]}

    # Change x's shapes and strides order to same as y's order
    shapes[x] = [
        shape_dicts[x][a] if a in orders[x].axes else 1 for a in orders[y].axes
    ]
    strides[x] = [
        stride_dicts[x][a] if a in orders[x].axes else 1
        for a in orders[y].axes
    ]

    # Padding shapes and strides to 4D
    if orders[y].ndim > 4:
        raise NotImplementedError(f"Too large number of dimension: {y}")

    for v in [x, y]:
        shape = shapes[v]
        stride = strides[v]
        while len(shape) < 4:
            stride.append(1)
            shape.append(1)

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()
    uniform_injector.register({
        "sampler_x": x,
        "texture_stride_y": texture_stride(y),
        "variable_shape_y": shapes[y],
        "variable_stride_y": strides[y],
        "texture_shape_x": texture_shape(x),
        "texture_stride_x": texture_stride(x),
        "variable_shape_x": shapes[x],
        "variable_stride_x": strides[x],
    })
    source = template
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, y)

    return [kernel]
Esempio n. 13
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def partial_im2col(op: PartialIm2Col) -> List[Kernel]:
    im = op.inputs["im"]
    cols = [op.outputs[f"col{i}"] for i in range(len(op.outputs))]
    sections = [0] + op.sections
    axis = op.axis

    kernels = []

    for i, col in enumerate(cols):
        assert im.order == col.order == OrderNHWC
        assert ChannelMode.get(im) == ChannelModeEnum.R

        name_injector = KernelNameInjector(op)
        uniform_injector = UniformInjector()

        offset = [sections[i] if a == axis else 0 for a in col.order.axes]
        uniform_injector.register({
            "sampler_im": im,

            "texture_stride_col": texture_stride(col),
            "variable_shape_col": col.shape,
            "variable_stride_col": col.stride,
            "offset_col": offset,

            "texture_shape_im": texture_shape(im),
            "texture_stride_im": texture_stride(im),
            "variable_shape_im": im.shape,
            "variable_stride_im": im.stride,

            "C1": im.shape_dict[Axis.C],
            "H1": im.shape_dict[Axis.H],
            "W1": im.shape_dict[Axis.W],
            "KH": op.KH,
            "KW": op.KW,
            "DH": op.DH,
            "DW": op.DW,
            "SH": op.SH,
            "SW": op.SW,
            "PH": op.PH,
            "PW": op.PW,
        })

        source = template_R if ChannelMode.get(col) == ChannelModeEnum.R else template_RGBA
        source = uniform_injector.inject(source)
        source = name_injector.inject(source)
        kernel = Kernel(
            source,
            name_injector.name,
            uniform_injector.samplers,
            uniform_injector.uniforms,
            col
        )
        kernels.append(kernel)

    return kernels
Esempio n. 14
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def split_axis(op: SplitAxis) -> List[Kernel]:
    x = op.inputs["x"]
    ys = [op.outputs[f"y{i}"] for i in range(len(op.outputs))]
    sections = [0] + op.sections
    axis = op.axis

    kernels = []

    for i, y in enumerate(ys):
        assert x.order.check_same_axes(y.order)
        assert ChannelMode.get(x) == ChannelMode.get(y) == ChannelModeEnum.R

        if x.ndim > 4:
            # simplify orders
            orders, shape_dicts = simplify_orders([x, y], keep_axes=[axis])
            shapes = {
                v: [shape_dicts[v][a] for a in order.axes]
                for v, order in orders.items()
            }
            strides = {
                v: [mul(shapes[v][i + 1:]) for i in range(order.ndim)]
                for v, order in orders.items()
            }
        else:
            orders = {y: y.order, x: x.order}
            shapes = {y: y.shape, x: x.shape}
            strides = {y: y.stride, x: x.stride}

        code = KernelCode([
            f"""
void main() {{
    """,
            Type.Ivec.get_name(shapes[x]), f""" variable_position_x = """,
            change_order(
                convert_position("gl_FragCoord.yx",
                                 texture_shape(y)[:2],
                                 texture_stride(y)[:2], shapes[y], strides[y]),
                orders[y], orders[x]), f""";
    variable_position_x[{orders[x].axes_dict[axis]}] += {sections[i]};

    gl_FragColor.r = texture2D(""", x, ",",
            convert_coord("variable_position_x", shapes[x], strides[x],
                          texture_shape(x)[:2][::-1],
                          texture_stride(x)[:2][::-1]), f""").r;
}}
"""
        ],
                          name=op.__class__.__name__)
        source = code.generate()
        kernels.append(
            Kernel(source, code.name, code.samplers, code.uniforms, y))

    return kernels
Esempio n. 15
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def concat(op: Concat) -> List[Kernel]:
    assert len(op.inputs) == 2
    x0 = op.inputs["x0"]
    x1 = op.inputs["x1"]
    y = op.outputs["y"]
    axis = op.axis

    assert x0.order.check_same_axes(y.order)
    assert x1.order.check_same_axes(y.order)
    assert ChannelMode.get(x0) == ChannelMode.get(x1) == ChannelMode.get(y)

    if x0.ndim > 4 or x1.ndim > 4:
        # simplify orders
        orders, shape_dicts = simplify_orders([x0, x1, y], keep_axes=[axis])
        shapes = {v: [shape_dicts[v][a] for a in order.axes] for v, order in orders.items()}
        strides = {v: [mul(shapes[v][i + 1:]) for i in range(order.ndim)] for v, order in orders.items()}

    else:
        orders = {y: y.order, x0: x0.order, x1: x1.order}
        shape_dicts = {y: y.shape_dict, x0: x0.shape_dict, x1: x1.shape_dict}
        shapes = {y: y.shape, x0: x0.shape, x1: x1.shape}
        strides = {y: y.stride, x0: x0.stride, x1: x1.stride}

    code = KernelCode([f"""
void main() {{
""", Type.Ivec.get_name(shapes[x0]), f""" variable_position_x0 = """, change_order(
        convert_position("gl_FragCoord.yx", texture_shape(y)[:2], texture_stride(y)[:2], shapes[y], strides[y]),
        orders[y], orders[x0]
    ), f""";
""", Type.Ivec.get_name(shapes[x1]), f""" variable_position_x1 = """, change_order(
        convert_position("gl_FragCoord.yx", texture_shape(y)[:2], texture_stride(y)[:2], shapes[y], strides[y]),
        orders[y], orders[x1]
    ), f""";
    variable_position_x1[{orders[x1].axes_dict[axis]}] -= {x0.shape_dict[axis]};

    gl_FragColor.r = (
        (variable_position_x0[{orders[x0].axes_dict[axis]}] >= {shape_dicts[x0][axis]})
        ? texture2D(""", x1, ",", convert_coord("variable_position_x1", shapes[x1], strides[x1], texture_shape(x1)[:2][::-1],
                                                texture_stride(x1)[:2][::-1]), f""")
        : texture2D(""", x0, ",", convert_coord("variable_position_x0", shapes[x0], strides[x0], texture_shape(x0)[:2][::-1],
                                                texture_stride(x0)[:2][::-1]), f""")
    ).r;
}}
"""], name=op.__class__.__name__)
    source = code.generate()
    return [Kernel(
        source,
        code.name,
        code.samplers,
        code.uniforms,
        y
    )]
Esempio n. 16
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def elementwise_kernel(op: Elementwise):
    xs = list(op.inputs.values())
    y = op.outputs["y"]

    shapes, strides = _optimize_loop_structure(xs + [y], y)

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()

    uniform_injector.register({
        "texture_stride_y": texture_stride(y),
        "variable_shape_y": shapes[y],
        "variable_stride_y": strides[y]
    })

    for k, v in op.inputs.items():
        uniform_injector.register({
            f"sampler_{k}": v,
            f"texture_shape_{k}": texture_shape(v),
            f"texture_stride_{k}": texture_stride(v),
            f"variable_shape_{k}": shapes[v],
            f"variable_stride_{k}": strides[v],
        })

    for name, callable in _registered_items[op.__class__].parameters.items():
        uniform_injector.register({name: callable(op)})

    if all([
            x.shape == y.shape and x.order == y.order
            and texture_shape(x) == texture_shape(y) for x in xs
    ]):
        # For all variables, not only element position (=logical position), pixel position (=actual position) is also same.
        # Therefore computing logical position is no need.
        source = _generate_template_no_convert_position(op)

    else:
        # Computing logical position is required.
        source = _generate_template_convert_position(op)

    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, y)

    return [kernel]
Esempio n. 17
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def split_axis(op: SplitAxis) -> List[Kernel]:
    x = op.inputs["x"]
    ys = [op.outputs[f"y{i}"] for i in range(len(op.outputs))]
    sections = [0] + op.sections
    axis = op.axis

    kernels = []

    for i, y in enumerate(ys):
        assert x.order.check_same_axes(y.order)
        assert ChannelMode.get(x) == ChannelMode.get(y) == ChannelModeEnum.R

        name_injector = KernelNameInjector(op)
        uniform_injector = UniformInjector()

        offset = [sections[i] if a == axis else 0 for a in y.order.axes]
        uniform_injector.register({
            "sampler_x":
            x,
            "texture_stride_y":
            texture_stride(y),
            "variable_shape_y":
            _pad_to_4d(y.shape),
            "variable_stride_y":
            _pad_to_4d(y.stride),
            "texture_shape_x":
            texture_shape(x),
            "texture_stride_x":
            texture_stride(x),
            "variable_shape_x":
            _pad_to_4d([x.shape_dict[a] for a in y.order.axes]),
            "variable_stride_x":
            _pad_to_4d([x.stride_dict[a] for a in y.order.axes]),
            "offset":
            _pad_to_4d(offset, 0)
        })

        source = template
        source = uniform_injector.inject(source)
        source = name_injector.inject(source)
        kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                        uniform_injector.uniforms, y)
        kernels.append(kernel)

    return kernels
Esempio n. 18
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def col2im(op: Col2Im) -> List[Kernel]:
    col = op.inputs["col"]
    im = op.outputs["im"]

    assert col.order == OrderNHWC
    assert im.order == OrderNHWC
    assert ChannelMode.get(col) == ChannelModeEnum.R
    assert ChannelMode.get(im) == ChannelModeEnum.R

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()

    uniform_injector.register({
        "col": col,

        "s_im": texture_stride(im),
        "d_Im": im.shape,
        "s_Im": im.stride,

        "d_col": texture_shape(col),
        "s_col": texture_stride(col),
        "d_Col": col.shape,
        "s_Col": col.stride,

        "H2": col.shape_dict[Axis.H],
        "W2": col.shape_dict[Axis.W],
        "C1": im.shape_dict[Axis.C],
        "SH": op.SH,
        "SW": op.SW,
        "PH": op.PH,
        "PW": op.PW,
    })

    source = generate_template(op)
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(
        source,
        name_injector.name,
        uniform_injector.samplers,
        uniform_injector.uniforms,
        im
    )

    return [kernel]
Esempio n. 19
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def col2im(op: Col2Im) -> List[Kernel]:
    col = op.inputs["col"]
    im = op.outputs["im"]

    assert col.order.check_same_axes(
        Order([Axis.N, Axis.H, Axis.W, Axis.KH, Axis.KW, Axis.C]))
    assert col.order.axes_dict[Axis.KH] + 2 == col.order.axes_dict[
        Axis.KW] + 1 == col.order.axes_dict[Axis.C] == 5
    assert im.order.check_same_axes(OrderNHWC)
    assert ChannelMode.get(col) == ChannelModeEnum.R
    assert ChannelMode.get(im) == ChannelModeEnum.R

    col_shape = col.shape[0:3] + (mul(col.shape[3:6]), )
    col_stride = [mul(col_shape[i + 1:]) for i in range(len(col_shape))]
    col_order = Order(col.order.axes[0:3] + (Axis.C, ))

    code = KernelCode([
        """
void main() {
    ivec4 variable_position_im = """,
        change_order(get_output_position(im), im.order, OrderNHWC), f""";

    int n = variable_position_im.x;
    int h1 = variable_position_im.y;
    int w1 = variable_position_im.z;
    int c1 = variable_position_im.w;

    float sum = 0.0;

    for (int kh = 0; kh < {op.KH}; kh++) {{
        int h2 = (h1 + {op.PH} - kh) / {op.SH};
        if (mod(h1 + {op.PH} - kh, {op.SH}) != 0 || h2 < 0 || h2 >= {col.shape_dict[Axis.H]}) continue;

        for (int kw = 0; kw < {op.KW}; kw++) {{
            int w2 = (w1 + {op.PW} - kw) / {op.SW};
            if (mod(w1 + {op.PW} - kw, {op.SW}) != 0 || w2 < 0 || w2 >= {col.shape_dict[Axis.W]}) continue;

            int khkwc1 = (kh * {op.KW} + kw) * {im.shape_dict[Axis.C]} + c1;

            sum += texture2D(""", col, ",",
        convert_coord(
            change_order("vec4(n, h2, w2, khkwc1)", OrderNHWC, col_order),
            col_shape, col_stride,
            texture_shape(col)[:2][::-1],
            texture_stride(col)[:2][::-1]), """).r;
        }
    }

    gl_FragColor.r = sum;
}
"""
    ],
                      name=op.__class__.__name__)
    source = code.generate()
    return [Kernel(source, code.name, code.samplers, code.uniforms, im)]
Esempio n. 20
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def im2col(op: Im2Col) -> List[Kernel]:
    im = op.inputs["im"]
    col = op.outputs["col"]

    assert im.order == OrderNHWC
    assert col.order == OrderNHWC
    assert ChannelMode.get(im) == ChannelModeEnum.R

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()

    uniform_injector.register({
        "im": im,
        "s_col": texture_stride(col),
        "d_Col": col.shape,
        "s_Col": col.stride,
        "d_im": texture_shape(im),
        "s_im": texture_stride(im),
        "d_Im": im.shape,
        "s_Im": im.stride,
        "C1": im.shape_dict[Axis.C],
        "H1": im.shape_dict[Axis.H],
        "W1": im.shape_dict[Axis.W],
        "KH": op.KH,
        "KW": op.KW,
        "DH": op.DH,
        "DW": op.DW,
        "SH": op.SH,
        "SW": op.SW,
        "PH": op.PH,
        "PW": op.PW,
    })

    source = template_R if ChannelMode.get(
        col) == ChannelModeEnum.R else template_RGBA
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, col)

    return [kernel]
Esempio n. 21
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def convert_r_to_rgba(op: ConvertRtoRGBA) -> List[Kernel]:
    x = op.inputs["x0"]
    y = op.outputs["y"]

    assert ChannelMode.get(x) == ChannelModeEnum.R
    assert ChannelMode.get(y) == ChannelModeEnum.RGBA
    assert x.order == y.order

    shape_x = texture_shape(x)
    stride_x = texture_stride(x)
    shape_y = texture_shape(y)
    stride_y = texture_stride(y)

    code = KernelCode([
        """
void main() {
    float y0 = texture2D(""", x, ", ",
        convert_coord("ivec3(gl_FragCoord.y, gl_FragCoord.x, 0)", shape_y,
                      stride_y, shape_x, stride_x), """.yx).r;
    float y1 = texture2D(""", x, ", ",
        convert_coord("ivec3(gl_FragCoord.y, gl_FragCoord.x, 1)", shape_y,
                      stride_y, shape_x, stride_x), """.yx).r;
    float y2 = texture2D(""", x, ", ",
        convert_coord("ivec3(gl_FragCoord.y, gl_FragCoord.x, 2)", shape_y,
                      stride_y, shape_x, stride_x), """.yx).r;
    float y3 = texture2D(""", x, ", ",
        convert_coord("ivec3(gl_FragCoord.y, gl_FragCoord.x, 3)", shape_y,
                      stride_y, shape_x, stride_x), """.yx).r;

    gl_FragColor = vec4(y0, y1, y2, y3);
}
"""
    ],
                      name=op.__class__.__name__)
    source = code.generate()
    return [Kernel(source, code.name, code.samplers, code.uniforms, y)]
Esempio n. 22
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def tensordot(op: Tensordot) -> List[Kernel]:
    A = op.inputs["A"]
    B = op.inputs["B"]
    C = op.outputs["C"]
    axes = op.axes

    assert ChannelMode.get(A) == ChannelMode.get(B)
    assert ChannelMode.get(C) == ChannelModeEnum.R

    # Reduced axes must be located on inside of input variables.
    assert A.order.axes[-len(axes[0]):] == axes[0]
    assert B.order.axes[-len(axes[1]):] == axes[1]

    # output variable's axes order must be as [*a_remained_axes, *b_remained_axes]
    assert C.order.axes[:A.ndim - len(axes[0])] == A.order.axes[:-len(axes[0])]
    assert C.order.axes[-(B.ndim -
                          len(axes[1])):] == B.order.axes[:-len(axes[1])]
    assert C.ndim == A.ndim - len(axes[0]) + B.ndim - len(axes[1])

    K = mul(A.shape[-len(axes[0]):])
    M = A.size // K
    N = B.size // K

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()
    uniform_injector.register({
        "A": A,
        "B": B,
        "s_c": texture_stride(C),
        "d_C": [M, N],
        "s_C": [N, 1],
        "d_a": texture_shape(A),
        "d_b": texture_shape(B),
        "K": K
    })

    source = generate_template(mode=ChannelMode.get(A), reduction_size=K)
    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, C)

    return [kernel]
Esempio n. 23
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def concat(op: Concat) -> List[Kernel]:
    xs = [op.inputs[f"x{i}"] for i in range(len(op.inputs) - 1)]
    workspace = op.inputs["workspace"]
    y = op.outputs["y"]
    axis = op.axis

    kernels = []

    # noinspection PyUnresolvedReferences
    inv_texture_shape_y = [
        float(np.double(1.0) / np.double(v))
        for v in texture_shape(y)[:2][::-1]
    ]

    # noinspection PyUnresolvedReferences
    inv_texture_shape_workspace = [
        float(np.double(1.0) / np.double(v))
        for v in texture_shape(workspace)[:2][::-1]
    ]

    sections = [0]
    for x in xs:
        sections.append(sections[-1] + x.shape_dict[axis])

    for i, x in enumerate(xs):
        assert x.order.check_same_axes(y.order)
        assert ChannelMode.get(x) == ChannelMode.get(y)

        if x.ndim > 4:
            # simplify orders
            orders, shape_dicts = simplify_orders([x, y], keep_axes=[axis])
            shapes = {
                v: [shape_dicts[v][a] for a in order.axes]
                for v, order in orders.items()
            }
            strides = {
                v: [mul(shapes[v][i + 1:]) for i in range(order.ndim)]
                for v, order in orders.items()
            }
        else:
            orders = {y: y.order, x: x.order}
            shape_dicts = {y: y.shape_dict, x: x.shape_dict}
            shapes = {y: y.shape, x: x.shape}
            strides = {y: y.stride, x: x.stride}

        # copy xs[i] or workspace's value into y
        code1 = KernelCode([
            f"""
void main() {{
    """,
            Type.Ivec.get_name(shapes[x]), f""" variable_position_x = """,
            change_order(
                convert_position("gl_FragCoord.yx",
                                 texture_shape(y)[:2],
                                 texture_stride(y)[:2], shapes[y], strides[y]),
                orders[y], orders[x]), f""";
    variable_position_x[{orders[x].axes_dict[axis]}] -= {sections[i]};

    gl_FragColor.r = (
            variable_position_x[{orders[x].axes_dict[axis]}] < 0 || variable_position_x[{orders[x].axes_dict[axis]}] >= {shape_dicts[x][axis]}
        )
        ? texture2D(""", workspace, """, gl_FragCoord.xy * """,
            inv_texture_shape_workspace, """).r
        : texture2D(""", x, ",",
            convert_coord("variable_position_x", shapes[x], strides[x],
                          texture_shape(x)[:2][::-1],
                          texture_stride(x)[:2][::-1]), f""").r;
}}
"""
        ],
                           name="Concat_copy_to_y")

        # copy y's value into workspace
        code2 = KernelCode([
            """
void main() { gl_FragColor = texture2D(""", y, """, gl_FragCoord.xy * """,
            inv_texture_shape_y, """); }
"""
        ],
                           name="Concat_escape_to_ws")

        source1 = code1.generate()
        source2 = code2.generate()
        kernels += [
            Kernel(source1, code1.name, code1.samplers, code1.uniforms, y),
            Kernel(source2, code2.name, code2.samplers, code2.uniforms,
                   workspace)
        ]

    return kernels
Esempio n. 24
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def slice_handler(op: Slice) -> List[Kernel]:
    x = op.inputs["x"]
    y = op.outputs["y"]

    assert ChannelMode.get(x) == ChannelMode.get(y) == ChannelModeEnum.R

    x_shape = []
    x_stride = []
    x_index_offset = 0
    y_shape = []
    y_stride = []

    x_stride_dict = x.stride_dict
    y_shape_dict = y.shape_dict
    y_stride_dict = y.stride_dict
    x_axes = list(x.order.axes)

    # reduce number of axis
    flag_removed = False
    merge_target = None  # type: Axis
    for axis in reversed(x.order.axes):
        if not isinstance(op.indices[axis], slice):
            flag_removed = False
            merge_target = None
            continue

        index = normalize_slice(op.indices[axis], x.shape_dict[axis])
        if index.start != 0 or index.stop != x.shape_dict[
                axis] or index.step != 1:
            flag_removed = False
            merge_target = None
            continue

        # This axis is not changed, so it can be simplified
        if flag_removed == True:
            del x_stride_dict[axis]
            x_axes.remove(axis)
            del y_stride_dict[axis]
            y_shape_dict[merge_target] *= y_shape_dict[axis]
            del y_shape_dict[axis]

        else:
            flag_removed = True
            merge_target = axis

    for axis in x_axes:
        if isinstance(op.indices[axis], slice):
            index = normalize_slice(op.indices[axis], x.shape_dict[axis])
            x_shape.append(y_shape_dict[axis])
            x_stride.append(x_stride_dict[axis] * index.step)
            x_index_offset += x_stride_dict[axis] * index.start
            y_shape.append(y_shape_dict[axis])
            y_stride.append(y_stride_dict[axis])

        elif isinstance(op.indices[axis], int):
            x_index_offset += x_stride_dict[axis] * op.indices[axis]

    if len(y_shape) == 1:
        y_shape.append(0)
        y_stride.append(1)
        x_stride.append(0)
        x_shape.append(0)

    code = KernelCode([
        """
void main() {
    gl_FragColor.r = texture2D(""", x, ", (",
        convert_coord(
            ExpressionNode([
                convert_position("gl_FragCoord.yx",
                                 texture_shape(y)[:2],
                                 texture_stride(y)[:2], y_shape, y_stride)
            ]), x_shape, x_stride,
            texture_shape(x)[:2],
            texture_stride(x)[:2], x_index_offset), """).yx).r;
}
"""
    ],
                      name="Slice")

    source = code.generate()
    return [Kernel(source, code.name, code.samplers, code.uniforms, y)]
Esempio n. 25
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def reshape(op: Reshape) -> List[Kernel]:
    x = op.inputs["x"]
    y = op.outputs["y"]

    in_order = op.parameters["in_order"]

    out_order = op.parameters["out_order"]

    dummy_y = Variable(y.shape, y.order).change_order(out_order)
    orders_y_dy, shapes_y_dy = simplify_orders([y, dummy_y])
    if orders_y_dy[y] == orders_y_dy[dummy_y]:
        order = Order([None] * 4)
        shape = factorize(y.size)
        stride = [mul(shape[i + 1:]) for i in range(4)]
        dummy_y = Variable(y.shape, y.order)
        shapes_y_dy = {y: shape, dummy_y: shape}
        strides_y_dy = {y: stride, dummy_y: stride}
        orders_y_dy = {y: order, dummy_y: order}

    else:
        shapes_y_dy = {v: [shapes_y_dy[v][a] for a in orders_y_dy[v].axes] for v in [y, dummy_y]}
        strides_y_dy = {v: [mul(shapes_y_dy[v][i + 1:]) for i in range(orders_y_dy[v].ndim)] for v in [y, dummy_y]}

    dummy_x = Variable(x.shape, x.order).change_order(in_order)
    orders_x_dx, shapes_x_dx = simplify_orders([x, dummy_x])
    if orders_x_dx[x] == orders_x_dx[dummy_x]:
        order = Order([None] * 4)
        shape = factorize(x.size)
        stride = [mul(shape[i + 1:]) for i in range(4)]
        dummy_x = Variable(x.shape, x.order)
        shapes_x_dx = {x: shape, dummy_x: shape}
        strides_x_dx = {x: stride, dummy_x: stride}
        orders_x_dx = {x: order, dummy_x: order}

    else:
        shapes_x_dx = {v: [shapes_x_dx[v][a] for a in orders_x_dx[v].axes] for v in [x, dummy_x]}
        strides_x_dx = {v: [mul(shapes_x_dx[v][i + 1:]) for i in range(orders_x_dx[v].ndim)] for v in [x, dummy_x]}

    # FIXME: optimize
    # y -{change_order}-> dummy_y -{convert_position}-> dummy_x -{change_order}-> x

    code = KernelCode([f"""
void main() {{
    gl_FragColor.r = texture2D(""", x, """,""", convert_coord(
        change_order(
            convert_position(
                change_order(
                    convert_position("gl_FragCoord.yx", texture_shape(y)[:2], texture_stride(y)[:2], shapes_y_dy[y], strides_y_dy[y]),
                    orders_y_dy[y], orders_y_dy[dummy_y]
                ),
                shapes_y_dy[dummy_y], strides_y_dy[dummy_y], shapes_x_dx[dummy_x], strides_x_dx[dummy_x]
            ),
            orders_x_dx[dummy_x], orders_x_dx[x]
        ),
        shapes_x_dx[x], strides_x_dx[x], texture_shape(x)[:2][::-1], texture_stride(x)[:2][::-1]
    ), f""").r;
}}
"""], name=op.__class__.__name__)
    source = code.generate()
    return [Kernel(
        source,
        code.name,
        code.samplers,
        code.uniforms,
        y
    )]
Esempio n. 26
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def tensordot(op: Tensordot) -> List[Kernel]:
    A = op.inputs["A"]
    B = op.inputs["B"]
    C = op.outputs["C"]
    axes = op.axes

    assert ChannelMode.get(A) == ChannelMode.get(B)
    assert ChannelMode.get(C) == ChannelModeEnum.R

    # Reduced axes must be located on inside of input variables.
    assert A.order.axes[-len(axes[0]):] == axes[0]
    assert B.order.axes[-len(axes[1]):] == axes[1]

    # output variable's axes order must be as [*a_remained_axes, *b_remained_axes]
    assert C.order.axes[:A.ndim - len(axes[0])] == A.order.axes[:-len(axes[0])]
    assert C.order.axes[-(B.ndim -
                          len(axes[1])):] == B.order.axes[:-len(axes[1])]
    assert C.ndim == A.ndim - len(axes[0]) + B.ndim - len(axes[1])

    K = mul(A.shape[-len(axes[0]):])
    M = A.size // K
    N = B.size // K

    if ChannelMode.get(A) == ChannelModeEnum.R:
        code = KernelCode([
            f"""
void main() {{
    ivec2 variable_position_c = """,
            convert_position("gl_FragCoord.yx",
                             texture_shape(C)[:2],
                             texture_stride(C)[:2], [M, N], [N, 1]), f""";

    int m = variable_position_c.x;
    int n = variable_position_c.y;

    float v = 0.0;

    for (int k = 0; k < {int(K)}; k++) {{
        float v_a = texture2D(""", A, f""", (vec2(k, m) + 0.5) * """,
            vec([1.0 / K, 1.0 / M]), f""").r;
        float v_b = texture2D(""", B, f""", (vec2(k, n) + 0.5) * """,
            vec([1.0 / K, 1.0 / N]), f""").r;

        v += v_a * v_b;
    }}

    gl_FragColor.r = v;
}}
"""
        ],
                          name="Tensordot_R")

    elif ChannelMode.get(A) == ChannelModeEnum.RGBA:
        code = KernelCode([
            f"""
void main() {{
    ivec2 variable_position_c = """,
            convert_position("gl_FragCoord.yx",
                             texture_shape(C)[:2],
                             texture_stride(C)[:2], [M, N], [N, 1]), f""";

    int m = variable_position_c.x;
    int n = variable_position_c.y;

    float v = 0.0;
    
    for (int k = 0; k < {int(K // 4)}; k++) {{
        vec4 v_a = texture2D(""", A, f""", (vec2(k, m) + 0.5) * """,
            vec([1.0 / (K // 4), 1.0 / M]), f""");
        vec4 v_b = texture2D(""", B, f""", (vec2(k, n) + 0.5) * """,
            vec([1.0 / (K // 4), 1.0 / N]), f""");

        v += dot(v_a, v_b);
    }}

    gl_FragColor.r = v;
}}
"""
        ],
                          name="Tensordot_RGBA")

    else:
        raise NotImplementedError

    source = code.generate()
    kernel = Kernel(source, code.name, code.samplers, code.uniforms, C)

    return [kernel]
Esempio n. 27
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def concat(op: Concat) -> List[Kernel]:
    xs = [op.inputs[f"x{i}"] for i in range(len(op.inputs) - 1)]
    workspace = op.inputs["workspace"]
    y = op.outputs["y"]
    axis = op.axis

    kernels = []
    sections = [0]

    for x in xs[1:]:
        sections.append(sections[-1] + x.shape_dict[axis])

    for i, x in enumerate(xs):
        assert x.order.check_same_axes(y.order)
        assert ChannelMode.get(x) == ChannelMode.get(y)

        offset = [sections[i] if a == axis else 0 for a in y.order.axes]

        name_injector = KernelNameInjector(op)
        uniform_injector = UniformInjector()
        uniform_injector.register({
            "sampler_x": x,
            "sampler_workspace": workspace,

            "texture_shape_workspace": texture_shape(workspace),

            "texture_stride_y": texture_stride(y),
            "variable_shape_y": _pad_to_4d(y.shape),
            "variable_stride_y": _pad_to_4d(y.stride),

            "texture_shape_x": texture_shape(x),
            "texture_stride_x": texture_stride(x),
            "variable_shape_x": _pad_to_4d([x.shape_dict[a] for a in y.order.axes]),
            "variable_stride_x": _pad_to_4d([x.stride_dict[a] for a in y.order.axes]),

            "offset": _pad_to_4d(offset, 0)
        })
        source = template
        source = uniform_injector.inject(source)
        source = name_injector.inject(source)
        kernel = Kernel(
            source,
            name_injector.name,
            uniform_injector.samplers,
            uniform_injector.uniforms,
            y
        )
        kernels.append(kernel)

        name_injector2 = KernelNameInjector(op)
        uniform_injector2 = UniformInjector()
        uniform_injector2.register({
            "sampler_y": y,
            "texture_shape_y": texture_shape(y),
        })
        source2 = template2
        source2 = uniform_injector2.inject(source2)
        source2 = name_injector2.inject(source2)
        kernel2 = Kernel(
            source2,
            name_injector2.name,
            uniform_injector2.samplers,
            uniform_injector2.uniforms,
            workspace
        )
        kernels.append(kernel2)

    return kernels
Esempio n. 28
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def reduce_kernel(op: Reduce):
    x = op.inputs["x"]
    y = op.outputs["y"]
    axis = op.axis

    orders, shape_dicts = simplify_orders([x, y], keep_axes=[axis])

    # Padding shapes and strides to 4D
    if orders[y].ndim > 4:
        raise NotImplementedError(f"Too large number of dimension: {y}")

    shapes = {v: [shape_dicts[v][a] for a in orders[v].axes] for v in [x, y]}
    strides = {
        v:
        [mul(shapes[v][orders[v].axes_dict[a] + 1:]) for a in orders[v].axes]
        for v in [x, y]
    }
    stride_dicts = {v: AxisKeyDict(orders[v].axes, strides[v]) for v in [x, y]}

    # Change x's shapes and strides order to same as y's order
    x_virtual_shape = [
        shape_dicts[x][a] if a in orders[x].axes else 1 for a in orders[y].axes
    ]
    x_virtual_stride = [
        stride_dicts[x][a] if a in orders[x].axes else 1
        for a in orders[y].axes
    ]
    while len(x_virtual_shape) < 3:
        x_virtual_stride.append(1)
        x_virtual_shape.append(stride_dicts[x][axis])
    x_virtual_shape.append(shape_dicts[x][axis])
    x_virtual_stride.append(stride_dicts[x][axis])

    y_virtual_shape = shapes[y]
    y_virtual_stride = strides[y]
    while len(y_virtual_shape) < 4:
        y_virtual_stride.append(1)
        y_virtual_shape.append(1)

    name_injector = KernelNameInjector(op)
    uniform_injector = UniformInjector()

    uniform_injector.register({
        "texture_stride_y": texture_stride(y),
        "variable_shape_y": y_virtual_shape,
        "variable_stride_y": y_virtual_stride,
        f"sampler_x": x,
        f"texture_shape_x": texture_shape(x),
        f"texture_stride_x": texture_stride(x),
        f"variable_shape_x": x_virtual_shape,
        f"variable_stride_x": x_virtual_stride,
    })

    for name, callable in _registered_items[op.__class__].parameters.items():
        uniform_injector.register({name: callable(op)})

    # Computing logical position is required.
    source = _generate_template_convert_position(
        op, reduction_size=shape_dicts[x][axis])

    source = uniform_injector.inject(source)
    source = name_injector.inject(source)
    kernel = Kernel(source, name_injector.name, uniform_injector.samplers,
                    uniform_injector.uniforms, y)

    return [kernel]
Esempio n. 29
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def im2col(op: Im2Col) -> List[Kernel]:
    im = op.inputs["im"]
    col = op.outputs["col"]
    H1 = im.shape_dict[Axis.H]
    W1 = im.shape_dict[Axis.W]
    C1 = im.shape_dict[Axis.C]

    assert col.order.check_same_axes(
        Order([Axis.N, Axis.H, Axis.W, Axis.KH, Axis.KW, Axis.C]))
    assert col.order.axes_dict[Axis.KH] + 2 == col.order.axes_dict[
        Axis.KW] + 1 == col.order.axes_dict[Axis.C] == 5
    assert im.order.check_same_axes(OrderNHWC)
    assert ChannelMode.get(im) == ChannelModeEnum.R

    col_shape = col.shape[0:3] + (mul(col.shape[3:6]), )
    col_stride = [mul(col_shape[i + 1:]) for i in range(len(col_shape))]
    col_order = Order(col.order.axes[0:3] + (Axis.C, ))

    if ChannelMode.get(col) == ChannelModeEnum.R:
        code = KernelCode([
            """
void main() {
    ivec4 variable_position_col = """,
            change_order(
                convert_position("gl_FragCoord.yx",
                                 texture_shape(col)[:2],
                                 texture_stride(col)[:2], col_shape,
                                 col_stride), col_order, OrderNHWC), f""";

    int n  = variable_position_col.x;
    int h2 = variable_position_col.y;
    int w2 = variable_position_col.z;
    int khkwc1 = variable_position_col.w;

    int kh = khkwc1 / {C1} / {op.KW};
    int kw = khkwc1 / {C1} - kh * {op.KW};
    int c1 = khkwc1 - (kh * {op.KW} + kw) * {C1};

    int h1 = h2 * {op.SH} - {op.PH} + kh * {op.DH};
    int w1 = w2 * {op.SW} - {op.PW} + kw * {op.DW};

    if (h1 < 0 || h1 >= {H1} || w1 < 0 || w1 >= {W1}) {{
        gl_FragColor.r = 0.0;
    }} else {{
        gl_FragColor.r = """,
            texel_fetch(
                im, change_order("vec4(n, h1, w1, c1)", OrderNHWC, im.order)),
            f""".r;
    }}
}}
"""
        ],
                          name="Im2Col_R")

    elif ChannelMode.get(col) == ChannelModeEnum.RGBA:
        code = KernelCode([
            """
void main() {
    ivec4 variable_position_col = """,
            change_order(
                convert_position("gl_FragCoord.yx",
                                 texture_shape(col)[:2],
                                 texture_stride(col)[:2], col_shape,
                                 col_stride), col_order, OrderNHWC), f""";

    int n  = variable_position_col.x;
    int h2 = variable_position_col.y;
    int w2 = variable_position_col.z;
    int khkwc1 = variable_position_col.w;

    int kh = khkwc1 / {C1} / {op.KW};
    int kw = khkwc1 / {C1} - kh * {op.KW};
    int c1 = khkwc1 - (kh * {op.KW} + kw) * {C1};

    int h1 = h2 * {op.SH} - {op.PH} + kh * {op.DH};
    int w1 = w2 * {op.SW} - {op.PW} + kw * {op.DW};

    if (h1 < 0 || h1 >= {H1} || w1 < 0 || w1 >= {W1}) {{
        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
    }} else {{
        gl_FragColor.r = """,
            texel_fetch(
                im, change_order("vec4(n, h1, w1, c1 + 0)", OrderNHWC,
                                 im.order)), f""".r;
        gl_FragColor.g = """,
            texel_fetch(
                im, change_order("vec4(n, h1, w1, c1 + 1)", OrderNHWC,
                                 im.order)), f""".r;
        gl_FragColor.b = """,
            texel_fetch(
                im, change_order("vec4(n, h1, w1, c1 + 2)", OrderNHWC,
                                 im.order)), f""".r;
        gl_FragColor.a = """,
            texel_fetch(
                im, change_order("vec4(n, h1, w1, c1 + 3)", OrderNHWC,
                                 im.order)), f""".r;
    }}
}}
"""
        ],
                          name="Im2Col_RGBA")

    else:
        raise NotImplementedError

    source = code.generate()
    return [Kernel(source, code.name, code.samplers, code.uniforms, col)]