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encode_matrix_gpu.ts
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/**
* @license
* Copyright 2018 Google LLC. All Rights Reserved.
* 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 {getGlslDifferences} from './glsl_version';
import {GPGPUProgram, useShapeUniforms} from './gpgpu_math';
import * as shader_util from './shader_compiler_util';
const CHANNEL_CHAR_TO_INDEX_MAP: Record<string, number> = {
'R': 0,
'G': 1,
'B': 2,
'A': 3
};
export class EncodeMatrixProgram implements GPGPUProgram {
variableNames = ['A'];
userCode: string;
outputShape: number[];
enableShapeUniforms: boolean;
customUniforms = [{name: 'texShape', type: 'ivec2' as const }];
constructor(
outputShape: [number, number, number], inputIsUnsignedByte = false,
usedChannels = 'RGBA') {
const glsl = getGlslDifferences();
this.outputShape = outputShape;
this.enableShapeUniforms = useShapeUniforms(this.outputShape.length);
let output = `result`;
if (inputIsUnsignedByte) {
output = `floor(result * 255. + 0.5)`;
}
let mainLoop = '';
for (let usedChannelIndex = 0; usedChannelIndex < usedChannels.length;
usedChannelIndex++) {
const curChannel = usedChannels[usedChannelIndex];
mainLoop += `
if(offset == ${usedChannelIndex}) {
result = values[${CHANNEL_CHAR_TO_INDEX_MAP[curChannel]}];
}`;
}
this.userCode = `
${
this.enableShapeUniforms ? shader_util.getFlatIndexFrom3DOutput() :
shader_util.getFlatIndexFrom3D(outputShape)}
void main() {
ivec3 coords = getOutputCoords();
int flatIndex = getFlatIndex(coords);
float result = 0.;
int offset = imod(flatIndex, ${usedChannels.length});
flatIndex = idiv(flatIndex, ${usedChannels.length}, 1.);
int r = flatIndex / texShape[1];
if (r < texShape[0]) {
int c = imod(flatIndex, texShape[1]);
vec2 uv = (vec2(c, r) + halfCR) / vec2(texShape[1], texShape[0]);
vec4 values = ${glsl.texture2D}(A, uv);
${mainLoop}
}
${glsl.output} = vec4(${output}, 0., 0., 0.);
}
`;
}
}