Exemplo n.º 1
0
 def compute_shader_multiply(index=("input", "GlobalInvocationId",
                                    ps.ivec3),
                             data1=("buffer", 0, ps.Array(ps.f32)),
                             data2=("buffer", 1, ps.Array(ps.f32)),
                             data3=("buffer", 2, ps.Array(ps.f32))):
     i = index.x
     data3[i] = data1[i] * data2[i]
Exemplo n.º 2
0
 def compute_shader_wg(gl_idx=("input", "GlobalInvocationId", ps.ivec3),
                       gl_wg_id=("input", "WorkgroupId", ps.ivec3),
                       gl_wg_num=("input", "NumWorkgroups", ps.ivec3),
                       data1=("buffer", 0, ps.Array(ps.f32)),
                       data2=("buffer", 1, ps.Array(ps.f32))):
     i = gl_wg_id.x * gl_wg_num.y + gl_wg_id.y
     data1[i] = f32(gl_idx.x)
     data2[i] = f32(gl_idx.y)
Exemplo n.º 3
0
    def compute_shader(
            index   = ("input", "GlobalInvocationId", ps.ivec3),
            x_i     = ("buffer", 0, ps.Array(ps.f32)),
            x_j     = ("buffer", 1, ps.Array(ps.f32)),
            y       = ("buffer", 2, ps.Array(ps.f32)),
            w_in    = ("buffer", 3, ps.Array(ps.f32)),
            w_out_i = ("buffer", 4, ps.Array(ps.f32)),
            w_out_j = ("buffer", 5, ps.Array(ps.f32)),
            b_in    = ("buffer", 6, ps.Array(ps.f32)),
            b_out   = ("buffer", 7, ps.Array(ps.f32)),
            l_out   = ("buffer", 8, ps.Array(ps.f32)),
            M       = ("buffer", 9, ps.Array(ps.f32))):

        i = index.x

        m = M[0]

        w_curr = vec2(w_in[0], w_in[1])
        b_curr = b_in[0]

        x_curr = vec2(x_i[i], x_j[i])
        y_curr = y[i]

        z_dot = w_curr @ x_curr
        z = z_dot + b_curr
        y_hat = 1.0 / (1.0 + exp(-z))

        d_z = y_hat - y_curr
        d_w = (1.0 / m) * x_curr * d_z
        d_b = (1.0 / m) * d_z

        loss = -((y_curr * log(y_hat)) + ((1.0 + y_curr) * log(1.0 - y_hat)))

        w_out_i[i] = d_w.x
        w_out_j[i] = d_w.y
        b_out[i] = d_b
        l_out[i] = loss