mirror of
https://github.com/saymrwulf/onnxruntime.git
synced 2026-05-31 23:27:43 +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Because the toolsets for old clang-format is out-of-date.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.
154 lines
4.6 KiB
TypeScript
154 lines
4.6 KiB
TypeScript
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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import { WebGLContext } from '../../../../lib/onnxjs/backends/webgl/webgl-context';
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export function createAscendingArray(size: number): Float32Array {
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return new Float32Array(Array.from({ length: size }, (_v, i) => i + 1));
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}
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// Returns an array by injecting 3 zeros after every element in the input array to be used for creating unpacked
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// texture.
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export function generateArrayForUnpackedTexture(input: Float32Array): Float32Array {
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const output = new Float32Array(input.length * 4);
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for (let i = 0; i < input.length * 4; i += 4) {
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output[i] = input[i / 4];
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}
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return output;
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}
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// create a webgl texture and fill it with the array content
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export function createTextureFromArray(
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glContext: WebGLContext,
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dataArray: Float32Array,
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width: number,
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height: number,
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): WebGLTexture {
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const gl = glContext.gl;
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// create the texture
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const texture = gl.createTexture();
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if (!texture) {
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throw new Error('failed to create texture');
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}
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// bind the texture so the following methods effect this texture.
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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if (glContext.version === 2) {
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const webgl2Gl = gl as WebGL2RenderingContext;
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gl.texImage2D(webgl2Gl.TEXTURE_2D, 0, webgl2Gl.RGBA32F, width, height, 0, webgl2Gl.RGBA, webgl2Gl.FLOAT, dataArray);
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} else {
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, dataArray);
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}
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glContext.checkError();
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return texture;
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}
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// create a cpu array and download GPU texture data to this array
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export function createArrayFromTexture(
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gl: WebGLRenderingContext,
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texture: WebGLTexture,
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width: number,
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height: number,
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): Float32Array {
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const resultDataBuffer = new Float32Array(width * height * 4);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); // 0, we aren't using MIPMAPs
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gl.readPixels(0, 0, width, height, gl.RGBA, gl.FLOAT, resultDataBuffer);
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return resultDataBuffer;
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}
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export function getExpectedElementCount(inputShape: number[], isPacked = true): number {
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const rank = inputShape.length;
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if (isPacked) {
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// scalar
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if (rank === 0) {
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return 4;
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}
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// 1D tensor
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if (rank === 1) {
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if (inputShape[0] % 2) {
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return (inputShape[0] + 1) * 2;
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} else {
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return inputShape[0] * 2;
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}
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}
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// process width
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let inputWidth = inputShape[rank - 2] % 2 ? inputShape[rank - 2] + 1 : inputShape[rank - 2];
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if (rank > 2) {
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for (let i = 0; i < rank - 2; ++i) {
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inputWidth *= inputShape[i];
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}
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}
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// process height
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let inputHeight = inputShape[rank - 1];
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if (inputHeight % 2) {
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inputHeight++;
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}
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return inputWidth * inputHeight;
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} else {
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let totalCount = 1;
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for (let i = 0; i < rank; i++) {
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totalCount *= inputShape[i];
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}
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return totalCount;
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}
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}
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export function generateExpected(inputArray: Float32Array, inputShape: number[]): Float32Array {
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if (inputShape.length === 0) {
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const result = new Float32Array(4);
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result[0] = inputArray[0];
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return result;
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}
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const rank = inputShape.length;
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const inputHeight = rank === 1 ? 1 : inputShape[rank - 2];
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const inputWidth = inputShape[rank - 1];
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const paddedW = inputWidth % 2 ? inputWidth + 1 : inputWidth;
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const paddedH = inputHeight % 2 ? inputHeight + 1 : inputHeight;
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let B = 1;
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if (rank > 2) {
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for (let i = 0; i < rank - 2; ++i) {
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B *= inputShape[i];
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}
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}
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const result = new Float32Array(B * paddedW * paddedH);
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let ii = 0;
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for (let b = 0; b < B; ++b) {
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for (let j = 0; j < paddedH; j += 2) {
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for (let i = 0; i < paddedW; i += 2) {
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const index = j * inputWidth + i + b * (inputHeight * inputWidth);
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result[ii++] = inputArray[index];
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if (i + 1 < inputWidth) {
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result[ii++] = inputArray[index + 1];
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} else {
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result[ii++] = 0;
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}
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if (j + 1 < inputHeight) {
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result[ii++] = inputArray[(j + 1) * inputWidth + i + b * (inputHeight * inputWidth)];
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} else {
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result[ii++] = 0;
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}
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if (i + 1 < inputWidth && j + 1 < inputHeight) {
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result[ii++] = inputArray[(j + 1) * inputWidth + i + 1 + b * (inputHeight * inputWidth)];
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} else {
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result[ii++] = 0;
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}
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}
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}
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}
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return result;
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}
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