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draw_webgpu.ts
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/**
* @license
* Copyright 2023 Google LLC.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
* =============================================================================
*/
import {DataType} from '@tensorflow/tfjs-core';
import {getMainHeaderString as main, PixelsOpType, WebGPUProgram} from './webgpu_program';
import {computeDispatch, flatDispatchLayout} from './webgpu_util';
export class DrawProgram implements WebGPUProgram {
variableNames = ['Image'];
uniforms = 'alpha: f32,';
outputShape: number[];
shaderKey: string;
dispatchLayout: {x: number[]};
dispatch: [number, number, number];
workgroupSize: [number, number, number] = [64, 1, 1];
type: DataType;
textureFormat: GPUTextureFormat;
pixelsOpType = PixelsOpType.DRAW;
size = true;
constructor(
outShape: number[], type: DataType, textureFormat: GPUTextureFormat) {
this.outputShape = outShape;
this.dispatchLayout = flatDispatchLayout(this.outputShape);
this.dispatch = computeDispatch(
this.dispatchLayout, this.outputShape, this.workgroupSize);
this.type = type;
this.textureFormat = textureFormat;
this.shaderKey = `draw_${type}_${textureFormat}`;
}
getUserCode(): string {
let calculateResult;
const value = this.type === 'float32' ? 'value' : 'value / 255.0';
calculateResult = `
if (uniforms.numChannels == 1) {
rgba[0] = ${value};
rgba[1] = ${value};
rgba[2] = ${value};
} else {
rgba[d] = ${value};
}`;
const userCode = `
@group(0) @binding(0) var outImage : texture_storage_2d<${
this.textureFormat}, write>;
${main('index')} {
if (index < uniforms.size) {
var rgba = vec4<f32>(0.0, 0.0, 0.0, uniforms.alpha);
for (var d = 0; d < uniforms.numChannels; d = d + 1) {
let value = f32(inBuf[index * uniforms.numChannels + d]);
${calculateResult}
}
rgba.x = rgba.x * rgba.w;
rgba.y = rgba.y * rgba.w;
rgba.z = rgba.z * rgba.w;
let coords = getCoordsFromIndex(index);
textureStore(outImage, vec2<i32>(coords.yx), rgba);
}
}
`;
return userCode;
}
}