onnxruntime/js/web/lib/onnxjs/backends/webgl/ops/binary-op.ts
Tixxx 2a3851cd75
fixed bugs in packed mode and enable pack mode tests in ci (#7848)
* fixed bugs in packed mode and enable pack mode tests in ci

* removed unnecessary space

* pr comments

* pr comments

* disable an average pool test

* try disabling another avg pool

* disable more avg pool tests

* disable maxpool tests
2021-05-27 07:56:58 -07:00

289 lines
8.6 KiB
TypeScript

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
import {BinaryOp} from '../../../ops/binary-op';
import {Tensor} from '../../../tensor';
import {BroadcastUtil, ShapeUtil} from '../../../util';
import {FunctionType, GlslValueFunction} from '../glsl-definitions';
import {getGlsl} from '../glsl-source';
import {WebGLInferenceHandler} from '../inference-handler';
import {ProgramInfo, RunData, WebGLOperator} from '../types';
export class WebGLBinaryOp extends BinaryOp implements WebGLOperator {
private usePackedTexture?: boolean;
constructor(
typeConstraint: readonly Tensor.DataType[], protected glslFunc: GlslValueFunction, opType?: string,
resultType?: Tensor.DataType) {
super(typeConstraint, opType, resultType);
}
run(inferenceHandler: WebGLInferenceHandler, inputs: Tensor[]): Tensor[] {
return inferenceHandler.run(this, inputs);
}
createProgramInfo(handler: WebGLInferenceHandler, inputs: Tensor[]): ProgramInfo {
const isBroadcast = !ShapeUtil.areEqual(inputs[0].dims, inputs[1].dims);
// TODO fix bcast in packed mode.
if (this.usePackedTexture === undefined) {
this.usePackedTexture = !isBroadcast && handler.session.pack;
}
const inputLayouts = this.usePackedTexture ?
inputs.map(t => handler.getOrCreateTextureLayout(t, 4, true, t.dims, true)) :
inputs.map(t => handler.getOrCreateTextureLayout(t));
const ouputLayout = this.usePackedTexture ?
handler.createTextureLayoutFromShape(inputs[0].dims, 4, inputs[0].dims, {isPacked: true, reverseWH: true}) :
handler.createTextureLayoutFromShape(inputs[0].dims);
if (isBroadcast) {
const outputShape = BroadcastUtil.calcShape(inputs[0].dims, inputs[1].dims, false);
if (!outputShape) {
throw new Error('Can\'t perform binary op on the given tensors');
}
const outputRank = outputShape.length;
const aRank = inputs[0].dims.length !== 0 ? inputs[0].dims.length : 1;
const bRank = inputs[1].dims.length !== 0 ? inputs[1].dims.length : 1;
const aBcast = inputs[0].dims.length !== 0 ? 'bcastIndices_A(indices, aindices);' : 'aindices[0] = 0;';
const bBcast = inputs[1].dims.length !== 0 ? 'bcastIndices_B(indices, bindices);' : 'bindices[0] = 0;';
// TODO: for packed tensors, we need to implement logic to caculate textCoords for broadcast tensor
const shaderSource = `
${this.glslFunc.body}
float process(int indices[${outputRank}]) {
int aindices[${aRank}];
int bindices[${bRank}];
${aBcast}
${bBcast}
return ${this.glslFunc.name}(_A(aindices), _B(bindices));
}`;
const outputLayout = this.usePackedTexture ?
handler.createTextureLayoutFromShape(outputShape, 4, outputShape, {isPacked: true, reverseWH: true}) :
handler.createTextureLayoutFromShape(outputShape);
return {
inputLayouts,
outputLayout,
samplers: ['A', 'B'],
shaderSource,
expectPackedInputs: this.usePackedTexture,
expectPackedOutputs: this.usePackedTexture
};
}
const glsl = getGlsl(handler.session.backend.glContext.version);
const shaderSource = `
${this.glslFunc.body}
void main() {
vec4 v1 = ${glsl.texture2D}(A, TexCoords);
vec4 v2 = ${glsl.texture2D}(B, TexCoords);
vec4 result = ${this.glslFunc.name}(v1, v2);
${glsl.output} = result;
}
`;
if (this.usePackedTexture) {
return {
hasMain: true,
inputLayouts,
outputLayout: ouputLayout,
samplers: ['A', 'B'],
shaderSource,
expectPackedInputs: true,
expectPackedOutputs: true
};
} else {
return {
hasMain: true,
inputLayouts,
outputLayout: handler.createTextureLayoutFromShape(inputs[0].dims),
samplers: ['A', 'B'],
shaderSource,
};
}
}
createRunData(handler: WebGLInferenceHandler, programInfo: ProgramInfo, inputs: Tensor[]): RunData {
const inputTDs = this.usePackedTexture ?
inputs.map((t) => handler.getOrCreateTextureData(t, handler.getOrCreateTextureLayout(t, 1, false, [], true))) :
inputs.map((t, i) => handler.getOrCreateTextureData(t, programInfo.inputLayouts[i]));
return {
inputTextureDatas: inputTDs,
outputTextureData: handler.createTextureDataFromLayout(
programInfo.outputLayout, this.resultType ? this.resultType : inputs[0].type),
uniformData: {}
};
}
}
export function glslAdd(): GlslValueFunction {
const name = 'add_';
const body = `
float ${name}(float a, float b) {
return a + b;
}
vec4 ${name}(vec4 v1, vec4 v2) {
return v1 + v2;
}
`;
return {body, name, type: FunctionType.ValueBased};
}
export function glslDiv(): GlslValueFunction {
const name = 'div_';
const body = `
float ${name}(float a, float b) {
return a / b;
}
vec4 ${name}(vec4 v1, vec4 v2) {
return v1 / v2;
}
`;
return {body, name, type: FunctionType.ValueBased};
}
export function glslMul(): GlslValueFunction {
const name = 'mul_';
const body = `
float ${name}(float a, float b) {
return a * b;
}
vec4 ${name}(vec4 v1, vec4 v2) {
return v1 * v2;
}
`;
return {body, name, type: FunctionType.ValueBased};
}
export function glslSub(): GlslValueFunction {
const name = 'sub_';
const body = `
float ${name}(float a, float b) {
return a - b;
}
vec4 ${name}(vec4 v1, vec4 v2) {
return v1 - v2;
}
`;
return {body, name, type: FunctionType.ValueBased};
}
export function glslEqual(): GlslValueFunction {
const name = 'equal_';
const body = `
float ${name}(float a, float b) {
return float(a == b);
}
vec4 ${name}(vec4 v1, vec4 v2) {
return vec4(equal(v1, v2));
}
`;
return {body, name, type: FunctionType.ValueBased};
}
export function glslGreater(): GlslValueFunction {
const name = 'greater_';
const body = `
float ${name}(float a, float b) {
return float(a > b);
}
vec4 ${name}(vec4 v1, vec4 v2) {
return vec4( v1.r > v2.r ,
v1.g > v2.g,
v1.b > v2.b,
v1.a > v2.a );
}
`;
return {body, name, type: FunctionType.ValueBased};
}
export function glslLess(): GlslValueFunction {
const name = 'less_';
const body = `
float ${name}(float a, float b) {
return float(a < b);
}
vec4 ${name}(vec4 v1, vec4 v2) {
return vec4( v1.r < v2.r ,
v1.g < v2.g,
v1.b < v2.b,
v1.a < v2.a );
}
`;
return {body, name, type: FunctionType.ValueBased};
}
export function glslAnd(): GlslValueFunction {
const name = 'and_';
const body = `
float ${name}(float a, float b) {
return float( bool(a) && bool(b) );
}
vec4 ${name}(vec4 v1, vec4 v2) {
bvec4 b1 = bvec4(v1);
bvec4 b2 = bvec4(v2);
return vec4( b1.r && b2.r ,
b1.g && b2.g,
b1.b && b2.b,
b1.a && b2.a );
}
`;
return {body, name, type: FunctionType.ValueBased};
}
export function glslOr(): GlslValueFunction {
const name = 'or_';
const body = `
float ${name}(float a, float b) {
return float( bool(a) || bool(b) );
}
vec4 ${name}(vec4 v1, vec4 v2) {
bvec4 b1 = bvec4(v1);
bvec4 b2 = bvec4(v2);
return vec4( b1.r || b2.r ,
b1.g || b2.g,
b1.b || b2.b,
b1.a || b2.a );
}
`;
return {body, name, type: FunctionType.ValueBased};
}
export function glslXor(): GlslValueFunction {
const name = 'xor_';
const body = `
float ${name}(float a, float b) {
return float( bool(a) ^^ bool(b) );
}
vec4 ${name}(vec4 v1, vec4 v2) {
bvec4 b1 = bvec4(v1);
bvec4 b2 = bvec4(v2);
return vec4( b1.r ^^ b2.r ,
b1.g ^^ b2.g,
b1.b ^^ b2.b,
b1.a ^^ b2.a );
}
`;
return {body, name, type: FunctionType.ValueBased};
}
export function glslPow(): GlslValueFunction {
return glslBuiltinBinary('pow');
}
export function glslPRelu(): GlslValueFunction {
const name = 'prelu_';
const body = `
float ${name}(float a, float b) {
return a < 0.0 ? a * b: a;
}
vec4 ${name}(vec4 v1, vec4 v2) {
return vec4(
v1.r < 0.0 ? v1.r * v2.r: v1.r,
v1.g < 0.0 ? v1.g * v2.g: v1.g,
v1.b < 0.0 ? v1.b * v2.b: v1.b,
v1.a < 0.0 ? v1.a * v2.a: v1.a
);
}
`;
return {body, name, type: FunctionType.ValueBased};
}
function glslBuiltinBinary(fname: string): GlslValueFunction {
const name = `${fname}_`;
const body = `
float ${name}(float a, float b) {
return ${fname}(a, b);
}
vec4 ${name}(vec4 v1, vec4 v2) {
return ${fname}(v1, v2);
}
`;
return {body, name, type: FunctionType.ValueBased};
}