mirror of
https://github.com/saymrwulf/onnxruntime.git
synced 2026-05-20 21:40:57 +00:00
### Description
See
454996d496
for manual changes (excluded auto-generated formatting changes)
### Why
Because the toolsets for old clang-format is out-of-date. This reduces
the development efficiency.
- The NPM package `clang-format` is already in maintenance mode. not
updated since 2 years ago.
- The VSCode extension for clang-format is not maintained for a while,
and a recent Node.js security update made it not working at all in
Windows.
No one in community seems interested in fixing those.
Choose Prettier as it is the most popular TS/JS formatter.
### How to merge
It's easy to break the build:
- Be careful of any new commits on main not included in this PR.
- Be careful that after this PR is merged, other PRs that already passed
CI can merge.
So, make sure there is no new commits before merging this one, and
invalidate js PRs that already passed CI, force them to merge to latest.
323 lines
9.6 KiB
TypeScript
323 lines
9.6 KiB
TypeScript
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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import { Tensor } from '../../../tensor';
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import { BroadcastUtil, ShapeUtil } from '../../../util';
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import { FunctionType, GlslValueFunction } from '../glsl-definitions';
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import { getGlsl } from '../glsl-source';
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import { WebGLInferenceHandler } from '../inference-handler';
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import { ProgramInfo, ProgramInfoLoader, TextureType } from '../types';
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export function glslAdd(): GlslValueFunction {
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const name = 'add_';
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const body = `
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float ${name}(float a, float b) {
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return a + b;
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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return v1 + v2;
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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export function glslDiv(): GlslValueFunction {
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const name = 'div_';
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const body = `
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float ${name}(float a, float b) {
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return a / b;
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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return v1 / v2;
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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export function glslMul(): GlslValueFunction {
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const name = 'mul_';
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const body = `
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float ${name}(float a, float b) {
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return a * b;
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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return v1 * v2;
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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export function glslSub(): GlslValueFunction {
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const name = 'sub_';
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const body = `
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float ${name}(float a, float b) {
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return a - b;
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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return v1 - v2;
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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export function glslEqual(): GlslValueFunction {
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const name = 'equal_';
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const body = `
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float ${name}(float a, float b) {
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return float(a == b);
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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return vec4(equal(v1, v2));
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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export function glslGreater(): GlslValueFunction {
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const name = 'greater_';
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const body = `
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float ${name}(float a, float b) {
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return float(a > b);
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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return vec4( v1.r > v2.r ,
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v1.g > v2.g,
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v1.b > v2.b,
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v1.a > v2.a );
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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export function glslLess(): GlslValueFunction {
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const name = 'less_';
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const body = `
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float ${name}(float a, float b) {
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return float(a < b);
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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return vec4( v1.r < v2.r ,
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v1.g < v2.g,
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v1.b < v2.b,
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v1.a < v2.a );
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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export function glslAnd(): GlslValueFunction {
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const name = 'and_';
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const body = `
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float ${name}(float a, float b) {
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return float( bool(a) && bool(b) );
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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bvec4 b1 = bvec4(v1);
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bvec4 b2 = bvec4(v2);
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return vec4( b1.r && b2.r ,
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b1.g && b2.g,
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b1.b && b2.b,
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b1.a && b2.a );
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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export function glslOr(): GlslValueFunction {
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const name = 'or_';
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const body = `
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float ${name}(float a, float b) {
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return float( bool(a) || bool(b) );
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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bvec4 b1 = bvec4(v1);
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bvec4 b2 = bvec4(v2);
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return vec4( b1.r || b2.r ,
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b1.g || b2.g,
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b1.b || b2.b,
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b1.a || b2.a );
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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export function glslXor(): GlslValueFunction {
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const name = 'xor_';
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const body = `
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float ${name}(float a, float b) {
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return float( bool(a) ^^ bool(b) );
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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bvec4 b1 = bvec4(v1);
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bvec4 b2 = bvec4(v2);
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return vec4( b1.r ^^ b2.r ,
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b1.g ^^ b2.g,
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b1.b ^^ b2.b,
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b1.a ^^ b2.a );
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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export function glslPow(): GlslValueFunction {
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return glslBuiltinBinary('pow');
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}
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export function glslPRelu(): GlslValueFunction {
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const name = 'prelu_';
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const body = `
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float ${name}(float a, float b) {
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return a < 0.0 ? a * b: a;
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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return vec4(
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v1.r < 0.0 ? v1.r * v2.r: v1.r,
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v1.g < 0.0 ? v1.g * v2.g: v1.g,
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v1.b < 0.0 ? v1.b * v2.b: v1.b,
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v1.a < 0.0 ? v1.a * v2.a: v1.a
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);
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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function glslBuiltinBinary(fname: string): GlslValueFunction {
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const name = `${fname}_`;
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const body = `
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float ${name}(float a, float b) {
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return ${fname}(a, b);
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}
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vec4 ${name}(vec4 v1, vec4 v2) {
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return ${fname}(v1, v2);
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}
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`;
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return { body, name, type: FunctionType.ValueBased };
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}
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const createBinaryProgramInfoLoader = (
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handler: WebGLInferenceHandler,
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inputs: Tensor[],
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glslFunc: GlslValueFunction,
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outputTensorType: Tensor.DataType = inputs[0].type,
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cacheKey?: string,
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): ProgramInfoLoader => {
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const textureType = handler.session.pack ? TextureType.packed : TextureType.unpacked;
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return {
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name: glslFunc.name,
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inputNames: ['A', 'B'],
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inputTypes: [textureType, textureType],
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cacheHint: cacheKey,
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get: () => createBinaryProgramInfo(handler, inputs, glslFunc, outputTensorType),
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};
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};
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const createBinaryProgramInfo = (
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handler: WebGLInferenceHandler,
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inputs: Tensor[],
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glslFunc: GlslValueFunction,
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outputTensorType: Tensor.DataType = inputs[0].type,
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): ProgramInfo => {
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const textureType = handler.session.pack ? TextureType.packed : TextureType.unpacked;
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const isBroadcast = !ShapeUtil.areEqual(inputs[0].dims, inputs[1].dims);
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let outputShape = inputs[0].dims;
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const usePackedTexture = handler.session.pack;
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if (isBroadcast) {
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const calculatedShape = BroadcastUtil.calcShape(inputs[0].dims, inputs[1].dims, false);
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if (!calculatedShape) {
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throw new Error("Can't perform binary op on the given tensors");
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}
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outputShape = calculatedShape;
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const outputRank = outputShape.length;
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const aRank = inputs[0].dims.length !== 0 ? inputs[0].dims.length : 1;
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const bRank = inputs[1].dims.length !== 0 ? inputs[1].dims.length : 1;
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const aBcast = inputs[0].dims.length !== 0 ? 'bcastIndices_A(indices, aindices);' : 'aindices[0] = 0;';
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const bBcast = inputs[1].dims.length !== 0 ? 'bcastIndices_B(indices, bindices);' : 'bindices[0] = 0;';
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const glsl = getGlsl(handler.session.backend.glContext.version);
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const shaderSource = usePackedTexture
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? `
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${glslFunc.body}
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void main() {
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vec4 a = getAAtOutCoords();
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vec4 b = getBAtOutCoords();
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vec4 result = ${glslFunc.name}(a, b);
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${glsl.output} = result;
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}`
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: `
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${glslFunc.body}
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float process(int indices[${outputRank}]) {
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int aindices[${aRank}];
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int bindices[${bRank}];
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${aBcast}
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${bBcast}
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return ${glslFunc.name}(_A(aindices), _B(bindices));
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}`;
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return {
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name: glslFunc.name,
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inputNames: ['A', 'B'],
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inputTypes: [textureType, textureType],
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output: { dims: outputShape, type: outputTensorType, textureType },
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shaderSource,
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hasMain: usePackedTexture,
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};
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}
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const glsl = getGlsl(handler.session.backend.glContext.version);
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const shaderSource = `
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${glslFunc.body}
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void main() {
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vec4 v1 = ${glsl.texture2D}(A, TexCoords);
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vec4 v2 = ${glsl.texture2D}(B, TexCoords);
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vec4 result = ${glslFunc.name}(v1, v2);
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${glsl.output} = result;
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}
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`;
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return {
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name: glslFunc.name,
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inputNames: ['A', 'B'],
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inputTypes: [textureType, textureType],
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output: { dims: inputs[0].dims, type: outputTensorType, textureType },
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shaderSource,
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hasMain: true,
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};
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};
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export const add = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslAdd()), inputs),
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];
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export const and = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslAnd(), 'bool'), inputs),
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];
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export const div = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslDiv()), inputs),
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];
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export const equal = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslEqual(), 'bool'), inputs),
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];
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export const greater = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslGreater(), 'bool'), inputs),
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];
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export const less = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslLess(), 'bool'), inputs),
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];
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export const mul = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslMul()), inputs),
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];
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export const or = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslOr(), 'bool'), inputs),
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];
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export const pow = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslPow()), inputs),
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];
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export const pRelu = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslPRelu()), inputs),
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];
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export const sub = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslSub()), inputs),
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];
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export const xor = (handler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] => [
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handler.run(createBinaryProgramInfoLoader(handler, inputs, glslXor(), 'bool'), inputs),
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];
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