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]
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]
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]
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)]
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]
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]
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]
def depth2space(op: Depth2Space) -> List[Kernel]: x = op.inputs["x"] y = op.outputs["y"] r = op.parameters['r'] C2 = y.shape_dict[Axis.C] assert x.order.check_same_axes(OrderNHWC) assert y.order.check_same_axes(OrderNHWC) assert ChannelMode.get(x) == ChannelModeEnum.R assert ChannelMode.get(y) == ChannelModeEnum.R code = KernelCode([ """ void main() { ivec4 variable_position_y = """, change_order(get_output_position(y), y.order, OrderNHWC), f"""; int n = variable_position_y.x; int h2 = variable_position_y.y; int w2 = variable_position_y.z; int c2 = variable_position_y.w; int h1 = h2 / {r}; int w1 = w2 / {r}; int c1 = c2 + (w2-w1*{r})*{C2} + (h2-h1*{r})*{C2}*{r}; gl_FragColor.r = """, texel_fetch(x, change_order("vec4(n, h1, w1, c1)", OrderNHWC, x.order)), """.r; } """ ], name=op.__class__.__name__) source = code.generate() return [Kernel(source, code.name, code.samplers, code.uniforms, y)]
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]
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]
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]
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
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)]
def average_pooling_2d(op: AveragePooling2D) -> List[Kernel]: x = op.inputs["x"] y = op.outputs["y"] assert x.order.check_same_axes(OrderNHWC) assert y.order.check_same_axes(OrderNHWC) assert ChannelMode.get(x) == ChannelModeEnum.R assert ChannelMode.get(y) == ChannelModeEnum.R if op.parameters["divide_without_padding"]: divider_init = "float divider = 1e-8;" divider_add = "divider += 1.0;" divider_get = "divider" else: divider_init = "" divider_add = "" divider_get = str(float(op.ksize[0] * op.ksize[1])) code = KernelCode([ """ void main() { ivec4 variable_position_y = """, change_order(get_output_position(y), y.order, OrderNHWC), f"""; int n = variable_position_y.x; int h2 = variable_position_y.y; int w2 = variable_position_y.z; int c = variable_position_y.w; float sum = 0.0; {divider_init} for (int kh = 0; kh < {op.KH}; kh++) {{ int h1 = h2 * {op.SH} - {op.PH} + kh; if (h1 < 0 || h1 >= {x.shape_dict[Axis.H]}) continue; for (int kw = 0; kw < {op.KW}; kw++) {{ int w1 = w2 * {op.SW} - {op.PW} + kw; if (w1 < 0 || w1 >= {x.shape_dict[Axis.W]}) continue; sum += """, texel_fetch(x, change_order("vec4(n, h1, w1, c)", OrderNHWC, x.order)), f""".r; {divider_add} }} }} gl_FragColor.r = sum / {divider_get}; }} """ ], name=op.__class__.__name__) source = code.generate() return [Kernel(source, code.name, code.samplers, code.uniforms, y)]
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
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 )]
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) code = _generate_template(op, reduction_size=shape_dicts[x][axis], shapes={ y: y_virtual_shape, x: x_virtual_shape }, strides={ y: y_virtual_stride, x: x_virtual_stride }) source = code.generate() return [Kernel(source, code.name, code.samplers, code.uniforms, y)]
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]
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
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]
def max_pooling_2d(op: MaxPooling2D) -> List[Kernel]: x = op.inputs["x"] y = op.outputs["y"] assert x.order.check_same_axes(OrderNHWC) assert y.order.check_same_axes(OrderNHWC) assert ChannelMode.get(x) == ChannelModeEnum.R assert ChannelMode.get(y) == ChannelModeEnum.R code = KernelCode([ """ void main() { ivec4 variable_position_y = """, change_order(get_output_position(y), y.order, OrderNHWC), f"""; int n = variable_position_y.x; int h2 = variable_position_y.y; int w2 = variable_position_y.z; int c = variable_position_y.w; float v = -1e5; for (int kh = 0; kh < {op.KH}; kh++) {{ int h1 = h2 * {op.SH} - {op.PH} + kh; if (h1 < 0 || h1 >= {x.shape_dict[Axis.H]}) continue; for (int kw = 0; kw < {op.KW}; kw++) {{ int w1 = w2 * {op.SW} - {op.PW} + kw; if (w1 < 0 || w1 >= {x.shape_dict[Axis.W]}) continue; v = max(""", texel_fetch(x, change_order("vec4(n, h1, w1, c)", OrderNHWC, x.order)), """.r, v); } } gl_FragColor.r = v; } """ ], name=op.__class__.__name__) source = code.generate() return [Kernel(source, code.name, code.samplers, code.uniforms, y)]
def average_pooling_2d(op: Unpooling2D) -> List[Kernel]: x = op.inputs["x"] y = op.outputs["y"] assert x.order.check_same_axes(OrderNHWC) assert y.order.check_same_axes(OrderNHWC) code = KernelCode([ f""" void main() {{ ivec4 variable_position_y = """, change_order(get_output_position(y), y.order, OrderNHWC), f"""; int n = variable_position_y.x; int h2 = variable_position_y.y; int w2 = variable_position_y.z; int c = variable_position_y.w; float sum = 0.0; for (int kh = 0; kh < {op.KH}; kh++) {{ int h1 = h2 + {op.PH} - kh; if (h1 < 0 || h1 >= {x.shape_dict[Axis.H]} * {op.SH}) continue; if (mod(h1, {op.SH}) != 0) continue; h1 /= {op.SH}; for (int kw = 0; kw < {op.KW}; kw++) {{ int w1 = w2 + {op.PW} - kw; if (w1 < 0 || w1 >= {x.shape_dict[Axis.W]} * {op.SW}) continue; if (mod(w1, {op.SW}) != 0) continue; w1 /= {op.SW}; sum += """, texel_fetch(x, change_order("vec4(n, h1, w1, c)", OrderNHWC, x.order)), f""".r; }} }} gl_FragColor.r = sum; }} """ ], name=op.__class__.__name__) source = code.generate() return [Kernel(source, code.name, code.samplers, code.uniforms, y)]
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]
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]
def space2depth(op: Space2Depth) -> List[Kernel]: x = op.inputs["x"] y = op.outputs["y"] r = op.parameters['r'] C1 = x.shape_dict[Axis.C] assert x.order.check_same_axes(OrderNHWC) assert y.order.check_same_axes(OrderNHWC) assert ChannelMode.get(x) == ChannelModeEnum.R assert ChannelMode.get(y) == ChannelModeEnum.R code = KernelCode([""" void main() { ivec4 variable_position_y = """, get_output_position(y), f"""; int n = variable_position_y[{y.order.axes_dict[Axis.N]}]; int h2 = variable_position_y[{y.order.axes_dict[Axis.H]}]; int w2 = variable_position_y[{y.order.axes_dict[Axis.W]}]; int c2 = variable_position_y[{y.order.axes_dict[Axis.C]}]; int c1 = mod(c2, {C1}); int h1 = h2 * {r} + c2 / {C1} / {r}; int w1 = w2 * {r} + mod(c2 / {C1}, {r}); ivec4 variable_position_x; variable_position_x[{x.order.axes_dict[Axis.N]}] = n; variable_position_x[{x.order.axes_dict[Axis.H]}] = h1; variable_position_x[{x.order.axes_dict[Axis.W]}] = w1; variable_position_x[{x.order.axes_dict[Axis.C]}] = c1; gl_FragColor.r = """, texel_fetch(x, "variable_position_x"), """.r; } """], name=op.__class__.__name__) source = code.generate() return [Kernel( source, code.name, code.samplers, code.uniforms, y )]
def reshape(op: Tile) -> List[Kernel]: x = op.inputs["x"] y = op.outputs["y"] # y -{broadcast}-> x_position_in_y_order -{change_order}-> x code = KernelCode([f""" void main() {{ gl_FragColor.r = """, texel_fetch(x, change_order( ExpressionNode(["mod(", get_output_position(y), ", ", ivec([x.shape_dict[a] for a in y.order.axes]), ")"]), y.order, x.order )), f""".r; }} """], name=op.__class__.__name__) source = code.generate() return [Kernel( source, code.name, code.samplers, code.uniforms, y )]
def elementwise_kernel(op: Elementwise): xs = list(op.inputs.values()) y = op.outputs["y"] shapes, strides = _optimize_loop_structure(xs + [y], y) 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. code = _generate_template_no_convert_position(op) else: # Computing logical position is required. code = _generate_template_convert_position(op, shapes, strides) source = code.generate() kernel = Kernel(source, code.name, code.samplers, code.uniforms, y) return [kernel]
def reinterpret_axis(op: ReinterpretAxis) -> List[Kernel]: x = op.inputs["x"] y = op.outputs["y"] y_axes_order_in_x_order = Order( [op.out_order.axes[op.in_order.axes_dict[a]] for a in x.order.axes]) # FIXME: optimize code = KernelCode([ f""" void main() {{ gl_FragColor.r = """, texel_fetch( x, change_order(get_output_position(y), y.order, y_axes_order_in_x_order)), f""".r; }} """ ], name=op.__class__.__name__) source = code.generate() return [Kernel(source, code.name, code.samplers, code.uniforms, y)]
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)]
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