onnxruntime/js/web/lib/onnxjs/backends/webgl/ops/pool.ts
Yulong Wang 4ebc9c3b5e
[JS] onnxruntime-web (#7394)
* add web

* add script and test

* fix lint

* add test/data/ops

* add test/data/node/ to gitignore

* modify scripts

* add onnxjs

* fix tests

* fix test-runner

* fix sourcemap

* fix onnxjs profiling

* update test list

* update README

* resolve comments

* set wasm as default backend

* rename package

* update copyright header

* do not use class "Buffer" in browser context

* revise readme
2021-04-27 00:04:25 -07:00

293 lines
11 KiB
TypeScript

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
import {AveragePool, GlobalAveragePool, GlobalMaxPool, MaxPool} from '../../../ops/pool';
import {Tensor} from '../../../tensor';
import {PoolConvUtil, ShapeUtil} from '../../../util';
import {WebGLInferenceHandler} from '../inference-handler';
import {ProgramInfo, RunData, TextureLayout, WebGLOperator} from '../types';
export class WebGLGlobalAveragePool extends GlobalAveragePool implements WebGLOperator {
run(inferenceHandler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] {
return inferenceHandler.run(this, inputs);
}
createProgramInfo(inferenceHandler: WebGLInferenceHandler, inputs: Tensor[]): ProgramInfo {
return createAveragePoolProgramInfo(
inferenceHandler, inputs, true, this.kernelShape, this.autoPad, this.strides, this.pads, this.countIncludePad);
}
createRunData(inferenceHandler: WebGLInferenceHandler, programInfo: ProgramInfo, inputs: Tensor[]): RunData {
const inputTDs = [inferenceHandler.getOrCreateTextureData(inputs[0], programInfo.inputLayouts[0])];
return {
inputTextureDatas: inputTDs,
outputTextureData:
inferenceHandler.createTextureDataFromLayout(programInfo.outputLayout, inputTDs[0].tensor.type),
uniformData: {}
};
}
}
export class WebGLAveragePool extends AveragePool implements WebGLOperator {
run(inferenceHandler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] {
return inferenceHandler.run(this, inputs);
}
createProgramInfo(inferenceHandler: WebGLInferenceHandler, inputs: Tensor[]): ProgramInfo {
return createAveragePoolProgramInfo(
inferenceHandler, inputs, false, this.kernelShape, this.autoPad, this.strides, this.pads, this.countIncludePad);
}
createRunData(inferenceHandler: WebGLInferenceHandler, programInfo: ProgramInfo, inputs: Tensor[]): RunData {
const inputTDs = [inferenceHandler.getOrCreateTextureData(inputs[0], programInfo.inputLayouts[0])];
return {
inputTextureDatas: inputTDs,
outputTextureData:
inferenceHandler.createTextureDataFromLayout(programInfo.outputLayout, inputTDs[0].tensor.type),
uniformData: {}
};
}
}
function createAveragePoolProgramInfo(
inferenceHandler: WebGLInferenceHandler, inputs: Tensor[], isGlobalOperator: boolean, kernelShape: number[] = [],
autoPad = '', strides: number[] = [], pads: number[] = [], countIncludePad: boolean): ProgramInfo {
const inputShape = inputs[0].dims.slice();
PoolConvUtil.adjustPoolAttributes(isGlobalOperator, inputShape, kernelShape, strides, pads);
const outputShape =
PoolConvUtil.computePoolOutputShape(isGlobalOperator, inputShape, strides, kernelShape, pads, autoPad);
const kernelSize = ShapeUtil.size(kernelShape);
const op1 = 'value += _X(x);';
let op2 = '';
if (countIncludePad) {
op2 += `value /= float(${kernelSize});`;
} else {
op2 += `value /= float(${kernelSize} - pad);`;
}
const inputLayout = inferenceHandler.getOrCreateTextureLayout(inputs[0]);
const poolingCode = generatePoolingCode(inputLayout, kernelShape, pads, strides, op1, op2, '0.0');
const shaderSource = `
${poolingCode}
`;
return {
inputLayouts: [inputLayout],
outputLayout: inferenceHandler.createTextureLayoutFromShape(outputShape),
samplers: ['X'],
shaderSource,
};
}
export class WebGLGlobalMaxPool extends GlobalMaxPool implements WebGLOperator {
run(inferenceHandler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] {
return inferenceHandler.run(this, inputs);
}
createProgramInfo(inferenceHandler: WebGLInferenceHandler, inputs: Tensor[]): ProgramInfo {
return createMaxPoolProgramInfo(
inferenceHandler, inputs, true, this.kernelShape, this.autoPad, this.strides, this.pads);
}
createRunData(inferenceHandler: WebGLInferenceHandler, programInfo: ProgramInfo, inputs: Tensor[]): RunData {
const inputTDs = [inferenceHandler.getOrCreateTextureData(inputs[0])];
return {
inputTextureDatas: inputTDs,
outputTextureData:
inferenceHandler.createTextureDataFromLayout(programInfo.outputLayout, inputTDs[0].tensor.type),
uniformData: {}
};
}
}
export class WebGLMaxPool extends MaxPool implements WebGLOperator {
run(inferenceHandler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] {
return inferenceHandler.run(this, inputs);
}
createProgramInfo(inferenceHandler: WebGLInferenceHandler, inputs: Tensor[]): ProgramInfo {
return createMaxPoolProgramInfo(
inferenceHandler, inputs, false, this.kernelShape, this.autoPad, this.strides, this.pads);
}
createRunData(inferenceHandler: WebGLInferenceHandler, programInfo: ProgramInfo, inputs: Tensor[]): RunData {
const inputTDs = [inferenceHandler.getOrCreateTextureData(inputs[0])];
return {
inputTextureDatas: inputTDs,
outputTextureData:
inferenceHandler.createTextureDataFromLayout(programInfo.outputLayout, inputTDs[0].tensor.type),
uniformData: {}
};
}
}
function createMaxPoolProgramInfo(
inferenceHandler: WebGLInferenceHandler, inputs: Tensor[], isGlobalOperator: boolean, kernelShape: number[] = [],
autoPad = '', strides: number[] = [], pads: number[] = []): ProgramInfo {
const inputShape = inputs[0].dims.slice();
PoolConvUtil.adjustPoolAttributes(isGlobalOperator, inputShape, kernelShape, strides, pads);
const outputShape =
PoolConvUtil.computePoolOutputShape(isGlobalOperator, inputShape, strides, kernelShape, pads, autoPad);
const op1 = `
value = max(_X(x), value);
`;
const op2 = '';
const inputLayout = inferenceHandler.createTextureLayoutFromShape(inputShape);
const poolingCode = generatePoolingCode(inputLayout, kernelShape, pads, strides, op1, op2, '-1e5');
const shaderSource = `
${poolingCode}
`;
return {
inputLayouts: [inputLayout],
outputLayout: inferenceHandler.createTextureLayoutFromShape(outputShape),
samplers: ['X'],
shaderSource,
};
}
export function generatePoolingCode(
x: TextureLayout, kernelShape: number[], pads: number[], strides: number[], op1: string, op2: string,
startVal: string): string {
const inputDims = x.shape;
const rank = x.shape.length;
if (kernelShape.length <= 2) {
const kw = kernelShape[kernelShape.length - 1];
const sw = strides[strides.length - 1];
const pwStart = pads[pads.length / 2 - 1];
const pwEnd = pads[pads.length - 1];
const dimW = inputDims[rank - 1];
let codeW = '';
let codeH = '';
let codeHEnd = '';
if (pwStart + pwEnd !== 0) {
codeW = `
for (int i = 0; i < ${kw}; i++) {
x[${rank} - 1] = indices[${rank} - 1] * ${sw} - ${pwStart} + i;
if (x[${rank} - 1] < 0 || x[${rank} - 1] >= ${dimW}) {
pad++;
continue;
}
${op1}
}`;
} else {
codeW = `
for (int i = 0; i < ${kw}; i++) {
x[${rank} - 1] = indices[${rank} - 1] * ${sw} - ${pwStart} + i;
${op1}
}`;
}
if (kernelShape.length === 2) {
const kh = kernelShape[kernelShape.length - 2];
const sh = strides[strides.length - 2];
const phStart = pads[pads.length / 2 - 2];
const phEnd = pads[pads.length - 2];
const dimH = inputDims[rank - 2];
if (phStart + phEnd !== 0) {
codeH = `
for (int j = 0; j < ${kh}; j++) {
x[${rank} - 2] = indices[${rank} - 2] * ${sh} - ${phStart} + j;
if (x[${rank} - 2] < 0 || x[${rank} - 2] >= ${dimH}) {
pad+= ${kw};
continue;
}
`;
} else {
codeH = `
for (int j = 0; j < ${kh}; j++) {
x[${rank} - 2] = indices[${rank} - 2] * ${sh} - ${phStart} + j;
`;
}
codeHEnd = `
}
`;
}
const poolingCode = `
float process(int indices[${rank}]) {
int x[${rank}];
copyVec(indices, x);
float value = ${startVal};
int pad = 0;
${codeH}
${codeW}
${codeHEnd}
${op2}
return value;
}
`;
return poolingCode;
} else {
const kernelSize = ShapeUtil.size(kernelShape);
const kernelStrides = ShapeUtil.computeStrides(kernelShape);
const stridesRank = kernelStrides.length;
const padsRank = pads.length;
const offsetToIndicesFunction = offsetToIndices(stridesRank);
const copyInputDims = copyArray(inputDims, 'inputDims');
const copyPads = copyArray(pads, 'pads');
const copyKernelStrides = copyArray(kernelStrides, 'kernelStrides');
const copyStrides = copyArray(strides, 'strides');
const hasPads = pads.reduce((sum, cur) => sum + cur);
let padCode = '';
if (hasPads) {
padCode = `
if (x[j] >= inputDims[j] || x[j] < 0) {
pad++;
isPad = true;
break;
}
}
if (!isPad) {
${op1}
}`;
} else {
padCode = `
}
${op1}`;
}
const poolingCode = `
${offsetToIndicesFunction}
float process(int indices[${rank}]) {
int x[${rank}];
copyVec(indices, x);
int offset[${stridesRank}];
int pads[${padsRank}];
int inputDims[${rank}];
int kernelStrides[${stridesRank}];
int strides[${stridesRank}];
${copyPads}
${copyInputDims}
${copyStrides}
${copyKernelStrides}
float value = ${startVal};
int pad = 0;
bool isPad = false;
for (int i = 0; i < ${kernelSize}; i++) {
offsetToIndices(i, kernelStrides, offset);
isPad = false;
for (int j = ${rank} - ${stridesRank}; j < ${rank}; j++) {
x[j] = indices[j] * strides[j - ${rank} + ${stridesRank}]
+ offset[j - ${rank} + ${stridesRank}] - pads[j - 2];
${padCode}
}
${op2}
return value;
}`;
return poolingCode;
}
}
export function copyArray(array: readonly number[], arrayName: string): string {
let block = '';
for (let i = 0; i < array.length; i++) {
block += `
${arrayName}[${i}] = ${array[i]};
`;
}
return block;
}
export function offsetToIndices(rank: number): string {
return `
void offsetToIndices(int offset, int[${rank}] strides, out int[${rank}] indices) {
if (${rank} == 0) {
return;
}
for (int i = 0; i < ${rank} - 1; ++i) {
indices[i] = offset / strides[i];
offset -= indices[i] * strides[i];
}
indices[${rank} - 1] = offset;
}`;
}