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authorskal <pascal.massimino@gmail.com>2026-03-21 08:38:29 +0100
committerskal <pascal.massimino@gmail.com>2026-03-21 08:38:29 +0100
commita4ff60233fce134e8f779ef001872dfd9a8f9923 (patch)
tree3a5466273ecb42269b4d6443c893c61b84ee7d93 /cnn_v3/shaders/cnn_v3_dec1.wgsl
parent4d055080d2ab4b674d5f0fd611ea051e87454a31 (diff)
feat(cnn_v3): Phase 3 complete — WGSL U-Net inference shaders
5 compute shaders + cnn_v3/common snippet: enc0: Conv(20→4,3×3) + FiLM + ReLU full-res enc1: AvgPool + Conv(4→8,3×3) + FiLM + ReLU half-res bottleneck: AvgPool + Conv(8→8,1×1) + ReLU quarter-res dec1: NearestUp + cat(enc1) + Conv(16→4) + FiLM half-res dec0: NearestUp + cat(enc0) + Conv(8→4) + FiLM + Sigmoid full-res Parity rules: zero-pad conv, AvgPool down, NearestUp, FiLM after conv+bias, skip=concat, OIHW weights+bias layout. Matches PyTorch train_cnn_v3.py forward() exactly. Registered in workspaces/main/assets.txt + src/effects/shaders.cc. Weight layout + Params struct documented in cnn_v3/docs/HOWTO.md §7. Next: Phase 4 — C++ CNNv3Effect + FiLM uniform upload. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'cnn_v3/shaders/cnn_v3_dec1.wgsl')
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diff --git a/cnn_v3/shaders/cnn_v3_dec1.wgsl b/cnn_v3/shaders/cnn_v3_dec1.wgsl
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+// CNN v3 — Decoder level 1
+// NearestUp2x(bottleneck) + cat(enc1_skip) -> Conv(16->4, 3x3, zero-pad) + FiLM + ReLU
+//
+// Inputs: bottleneck_tex (rgba32uint, 8xf16) quarter-res
+// enc1_tex (rgba32uint, 8xf16) half-res (skip connection)
+// Output: dec1_out (rgba16float, 4ch) half-res (dispatch at half-res dims)
+//
+// Weight layout (f16, OIHW + bias):
+// [0 .. 16*4*9) conv: w[out][in][ky][kx] (in=16: 8 bottleneck + 8 enc1 skip)
+// [576 .. +4) bias: b[out]
+
+#include "cnn_v3/common"
+
+const DEC1_IN: u32 = 16u;
+const DEC1_OUT: u32 = 4u;
+
+struct Params {
+ weight_offset: u32,
+ _pad: vec3u,
+ gamma: vec4f,
+ beta: vec4f,
+}
+
+@group(0) @binding(0) var bottleneck_tex: texture_2d<u32>;
+@group(0) @binding(1) var enc1_tex: texture_2d<u32>;
+@group(0) @binding(2) var<storage, read> weights: array<u32>;
+@group(0) @binding(3) var<uniform> params: Params;
+@group(0) @binding(4) var dec1_out: texture_storage_2d<rgba16float, write>;
+
+// Load 16 concatenated channels at half-res coord hcoord:
+// ch 0-7: bottleneck nearest-up (bottleneck_tex[hcoord/2])
+// ch 8-15: enc1 skip (enc1_tex[hcoord])
+// Returns zeros for OOB hcoord (zero-padding for the conv).
+fn load_dec1_concat(hcoord: vec2i, half_dims: vec2i) -> array<f32, 16> {
+ if (hcoord.x < 0 || hcoord.y < 0 || hcoord.x >= half_dims.x || hcoord.y >= half_dims.y) {
+ return array<f32, 16>(0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.);
+ }
+ let quart_dims = half_dims / 2;
+ let qc = clamp(hcoord / 2, vec2i(0), quart_dims - vec2i(1));
+ let b = unpack_8ch(bottleneck_tex, qc);
+ let s = unpack_8ch(enc1_tex, hcoord);
+ return array<f32, 16>(
+ b[0], b[1], b[2], b[3], b[4], b[5], b[6], b[7],
+ s[0], s[1], s[2], s[3], s[4], s[5], s[6], s[7]
+ );
+}
+
+@compute @workgroup_size(8, 8)
+fn dec1_main(@builtin(global_invocation_id) id: vec3u) {
+ let half_dims = vec2i(textureDimensions(enc1_tex));
+ let coord = vec2i(id.xy);
+ if (coord.x >= half_dims.x || coord.y >= half_dims.y) { return; }
+
+ let wo = params.weight_offset;
+ var out: array<f32, DEC1_OUT>;
+
+ for (var o: u32 = 0u; o < DEC1_OUT; o++) {
+ var sum = get_w(wo, DEC1_OUT * DEC1_IN * 9u + o); // bias
+ for (var ky: i32 = -1; ky <= 1; ky++) {
+ for (var kx: i32 = -1; kx <= 1; kx++) {
+ let feat = load_dec1_concat(coord + vec2i(kx, ky), half_dims);
+ let ki = u32(ky + 1) * 3u + u32(kx + 1);
+ for (var i: u32 = 0u; i < DEC1_IN; i++) {
+ sum += get_w(wo, o * DEC1_IN * 9u + i * 9u + ki) * feat[i];
+ }
+ }
+ }
+ out[o] = max(0.0, params.gamma[o] * sum + params.beta[o]);
+ }
+
+ textureStore(dec1_out, coord, vec4f(out[0], out[1], out[2], out[3]));
+}