mirror of
https://github.com/saymrwulf/onnxruntime.git
synced 2026-07-23 19:32:23 +00:00
178 lines
6.7 KiB
TypeScript
178 lines
6.7 KiB
TypeScript
// Copyright (c) Microsoft Corporation. All rights reserved.
|
|
// Licensed under the MIT License.
|
|
|
|
import {Reshape} from '../../../ops/reshape';
|
|
import {Tensor} from '../../../tensor';
|
|
import {ShapeUtil} from '../../../util';
|
|
import {getGlsl} from '../glsl-source';
|
|
import {WebGLInferenceHandler} from '../inference-handler';
|
|
import {ProgramInfo, RunData, WebGLOperator} from '../types';
|
|
import {TextureLayout} from '../types';
|
|
|
|
import {unpackFromChannel} from './packing-utils';
|
|
|
|
export class WebGLReshapePacked extends Reshape implements WebGLOperator {
|
|
run(inferenceHandler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] {
|
|
return inferenceHandler.run(this, inputs);
|
|
}
|
|
createProgramInfo(handler: WebGLInferenceHandler, inputs: Tensor[]): ProgramInfo {
|
|
if (inputs.length !== 2) {
|
|
throw new Error('resize kernel should have input tensor count to 2.');
|
|
}
|
|
|
|
// For packed reshape, we need to re-arrange texel data for output shape.
|
|
// Our pack is designed to pack a 2x2 tile in last h and w dimension, so
|
|
// for the reshaped new tensor, we just need to re-arrange the last h and
|
|
// w dimension. For any shape that is not in 3D, i.e. [batch, W, H], we
|
|
// first convert it to 3D by collapsing other dimension to batch dim, then
|
|
// process with the last two dimensions.
|
|
// Note: we only need the shape tensor to calculate output shape, so the
|
|
// content in shape tensor is never uploaded to GPU. It is always kept in CPU.
|
|
// TODO: optimize the algorithm -- in some cases, if the last two dims are
|
|
// the same between input shape and output shape, the packed reshape can be
|
|
// treated as no-op.
|
|
const originInputShape = inputs[0].dims;
|
|
const inputShape3D = processDims3D(inputs[0].dims);
|
|
let inputLayout: TextureLayout;
|
|
if (originInputShape.length === 3) {
|
|
inputLayout = handler.getOrCreateTextureLayout(inputs[0], 4, true, originInputShape, true);
|
|
} else {
|
|
// if originShape is not a 3D shape, create texture layout from the processed shape.
|
|
inputLayout =
|
|
handler.createTextureLayoutFromShape(inputShape3D, 4, inputShape3D, {isPacked: true, reverseWH: true});
|
|
}
|
|
|
|
const outputShape = ShapeUtil.calculateReshapedDims(originInputShape, inputs[1].integerData);
|
|
const squeezedOutputShape = processDims3D(outputShape);
|
|
|
|
this.outputLayout = handler.createTextureLayoutFromShape(
|
|
squeezedOutputShape, 4, squeezedOutputShape, {isPacked: true, reverseWH: true});
|
|
|
|
let mainLoop = '';
|
|
for (let i = 0; i < 4; i++) {
|
|
let outputCoords = '';
|
|
switch (i) {
|
|
case 0:
|
|
outputCoords = 'outputCoords = rc;';
|
|
break;
|
|
case 1:
|
|
outputCoords = 'outputCoords = ivec3(rc.x, rc.y+1, rc.z);';
|
|
break;
|
|
case 2:
|
|
outputCoords = 'outputCoords = ivec3(rc.x, rc.y, rc.z+1);';
|
|
break;
|
|
case 3:
|
|
outputCoords = 'outputCoords = ivec3(rc.x, rc.y+1, rc.z+1);';
|
|
break;
|
|
default:
|
|
throw new Error();
|
|
}
|
|
|
|
mainLoop += `
|
|
${outputCoords}
|
|
${i > 0 ? 'if(outputCoords.y < rows && outputCoords.z < cols){' : ''}
|
|
int flattenedIndex = getFlattenedIndex(outputCoords);
|
|
|
|
ivec3 inputRC = inputCoordsFromReshapedOutCoords(flattenedIndex);
|
|
vec2 innerDims = vec2(float(inputRC.y),float(inputRC.z));
|
|
|
|
result[${i}] = getChannel(getA(inputRC.x, inputRC.y, inputRC.z), innerDims);
|
|
|
|
${i > 0 ? '}' : ''}
|
|
`;
|
|
}
|
|
const glsl = getGlsl(handler.session.backend.glContext.version);
|
|
|
|
const shaderSource = `
|
|
${getReshapedInputCoords(inputShape3D)}
|
|
${getFlattenedIndexFrom3D(squeezedOutputShape)}
|
|
${unpackFromChannel()}
|
|
void main() {
|
|
ivec3 rc = getOutputCoords();
|
|
|
|
vec4 result = vec4(0.0);
|
|
|
|
ivec3 outputCoords;
|
|
int rows = ${squeezedOutputShape[2]};
|
|
int cols = ${squeezedOutputShape[1]};
|
|
|
|
${mainLoop}
|
|
|
|
${glsl.output} = result;
|
|
}
|
|
`;
|
|
|
|
return {
|
|
inputLayouts: [inputLayout],
|
|
outputLayout: this.outputLayout,
|
|
samplers: ['A'],
|
|
shaderSource,
|
|
hasMain: true,
|
|
expectPackedInputs: true,
|
|
expectPackedOutputs: true,
|
|
};
|
|
}
|
|
createRunData(handler: WebGLInferenceHandler, programInfo: ProgramInfo, inputs: Tensor[]): RunData {
|
|
const inputTDs =
|
|
[handler.getOrCreateTextureData(inputs[0], handler.getOrCreateTextureLayout(inputs[0], 1, false, [], false))];
|
|
let outputLayout = this.outputLayout;
|
|
if (outputLayout === undefined) {
|
|
const originInputShape = inputs[0].dims;
|
|
const outputShape = ShapeUtil.calculateReshapedDims(originInputShape, inputs[1].integerData);
|
|
outputLayout =
|
|
handler.createTextureLayoutFromShape(outputShape, 4, outputShape, {isPacked: true, reverseWH: true});
|
|
}
|
|
// return run data for reshape. Here, we use the original calculate outputLayout to create the real output layout.
|
|
return {
|
|
inputTextureDatas: inputTDs,
|
|
outputTextureData: handler.createTextureDataFromLayout(outputLayout, inputTDs[0].tensor.type),
|
|
uniformData: {}
|
|
};
|
|
}
|
|
private outputLayout: TextureLayout;
|
|
}
|
|
|
|
function processDims3D(shape: readonly number[]|readonly number[]|Tensor.IntegerType): [number, number, number] {
|
|
if (shape.length === 0) {
|
|
return [1, 1, 1];
|
|
}
|
|
// TODO: squeeze other shapes to 2D case
|
|
const batchDims = shape.length >= 3 ? shape.slice(0, shape.length - 2) : [1];
|
|
let batch = 1;
|
|
for (let i = 0; i < batchDims.length; ++i) {
|
|
batch *= batchDims[i];
|
|
}
|
|
return [batch, shape.length > 1 ? shape[shape.length - 2] : 1, shape[shape.length - 1]];
|
|
}
|
|
function getReshapedInputCoords(shape: [number, number, number]): string {
|
|
const strides = ShapeUtil.computeStrides(shape);
|
|
const coords = ['b', 'r', 'c'];
|
|
const index = 'index';
|
|
const coordsFromIndexSnippet = strides
|
|
.map((stride, i) => {
|
|
const line1 = `int ${coords[i]} = ${index} / ${stride}`;
|
|
const line2 = i === strides.length - 1 ?
|
|
`int ${coords[i + 1]} = ${index} - ${coords[i]} * ${stride}` :
|
|
`index -= ${coords[i]} * ${stride}`;
|
|
return `${line1}; ${line2};`;
|
|
})
|
|
.join('');
|
|
|
|
return `
|
|
ivec3 inputCoordsFromReshapedOutCoords(int index) {
|
|
${coordsFromIndexSnippet}
|
|
return ivec3(b, r, c);
|
|
}
|
|
`;
|
|
}
|
|
|
|
function getFlattenedIndexFrom3D(shape: [number, number, number]): string {
|
|
const strides = ShapeUtil.computeStrides(shape);
|
|
|
|
return `
|
|
int getFlattenedIndex(ivec3 coords) {
|
|
// reverse y, z order
|
|
return coords.x * ${strides[0]} + coords.z * ${strides[1]} + coords.y;
|
|
}
|
|
`;
|
|
}
|