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| author | skal <pascal.massimino@gmail.com> | 2026-02-13 12:32:36 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-13 12:32:36 +0100 |
| commit | 561d1dc446db7d1d3e02b92b43abedf1a5017850 (patch) | |
| tree | ef9302dc1f9b6b9f8a12225580f2a3b07602656b /training/export_cnn_v2_shader.py | |
| parent | c27b34279c0d1c2a8f1dbceb0e154b585b5c6916 (diff) | |
CNN v2: Refactor to uniform 12D→4D architecture
**Architecture changes:**
- Static features (8D): p0-p3 (parametric) + uv_x, uv_y, sin(10×uv_x), bias
- Input RGBD (4D): fed separately to all layers
- All layers: uniform 12D→4D (4 prev/input + 8 static → 4 output)
- Bias integrated in static features (bias=False in PyTorch)
**Weight calculations:**
- 3 layers × (12 × 3×3 × 4) = 1296 weights
- f16: 2.6 KB (vs old variable arch: ~6.4 KB)
**Updated files:**
*Training (Python):*
- train_cnn_v2.py: Uniform model, takes input_rgbd + static_features
- export_cnn_v2_weights.py: Binary export for storage buffers
- export_cnn_v2_shader.py: Per-layer shader export (debugging)
*Shaders (WGSL):*
- cnn_v2_static.wgsl: p0-p3 parametric features (mips/gradients)
- cnn_v2_compute.wgsl: 12D input, 4D output, vec4 packing
*Tools:*
- HTML tool (cnn_v2_test): Updated for 12D→4D, layer visualization
*Docs:*
- CNN_V2.md: Updated architecture, training, validation sections
- HOWTO.md: Reference HTML tool for validation
*Removed:*
- validate_cnn_v2.sh: Obsolete (used CNN v1 tool)
All code consistent with bias=False (bias in static features as 1.0).
handoff(Claude): CNN v2 architecture finalized and documented
Diffstat (limited to 'training/export_cnn_v2_shader.py')
| -rwxr-xr-x | training/export_cnn_v2_shader.py | 127 |
1 files changed, 54 insertions, 73 deletions
diff --git a/training/export_cnn_v2_shader.py b/training/export_cnn_v2_shader.py index add28d2..ad5749c 100755 --- a/training/export_cnn_v2_shader.py +++ b/training/export_cnn_v2_shader.py @@ -1,8 +1,11 @@ #!/usr/bin/env python3 -"""CNN v2 Shader Export Script +"""CNN v2 Shader Export Script - Uniform 12D→4D Architecture Converts PyTorch checkpoints to WGSL compute shaders with f16 weights. Generates one shader per layer with embedded weight arrays. + +Note: Storage buffer approach (export_cnn_v2_weights.py) is preferred for size. + This script is for debugging/testing with per-layer shaders. """ import argparse @@ -11,16 +14,13 @@ import torch from pathlib import Path -def export_layer_shader(layer_idx, weights, kernel_size, in_channels, out_channels, - output_dir, is_output_layer=False): +def export_layer_shader(layer_idx, weights, kernel_size, output_dir, is_output_layer=False): """Generate WGSL compute shader for a single CNN layer. Args: - layer_idx: Layer index (0, 1, 2) - weights: (out_ch, in_ch, k, k) weight tensor - kernel_size: Kernel size (1, 3, 5, etc.) - in_channels: Input channels (includes 8D static features) - out_channels: Output channels + layer_idx: Layer index (0, 1, 2, ...) + weights: (4, 12, k, k) weight tensor (uniform 12D→4D) + kernel_size: Kernel size (3, 5, etc.) output_dir: Output directory path is_output_layer: True if this is the final RGBA output layer """ @@ -39,12 +39,12 @@ def export_layer_shader(layer_idx, weights, kernel_size, in_channels, out_channe if is_output_layer: activation = "output[c] = clamp(sum, 0.0, 1.0); // Sigmoid approximation" - shader_code = f"""// CNN v2 Layer {layer_idx} - Auto-generated -// Kernel: {kernel_size}×{kernel_size}, In: {in_channels}, Out: {out_channels} + shader_code = f"""// CNN v2 Layer {layer_idx} - Auto-generated (uniform 12D→4D) +// Kernel: {kernel_size}×{kernel_size}, In: 12D (4 prev + 8 static), Out: 4D const KERNEL_SIZE: u32 = {kernel_size}u; -const IN_CHANNELS: u32 = {in_channels}u; -const OUT_CHANNELS: u32 = {out_channels}u; +const IN_CHANNELS: u32 = 12u; // 4 (input/prev) + 8 (static) +const OUT_CHANNELS: u32 = 4u; // Uniform output const KERNEL_RADIUS: i32 = {radius}; // Weights quantized to float16 (stored as f32 in WGSL) @@ -65,21 +65,19 @@ fn unpack_static_features(coord: vec2<i32>) -> array<f32, 8> {{ return array<f32, 8>(v0.x, v0.y, v1.x, v1.y, v2.x, v2.y, v3.x, v3.y); }} -fn unpack_layer_channels(coord: vec2<i32>) -> array<f32, 8> {{ +fn unpack_layer_channels(coord: vec2<i32>) -> vec4<f32> {{ let packed = textureLoad(layer_input, coord, 0); let v0 = unpack2x16float(packed.x); let v1 = unpack2x16float(packed.y); - let v2 = unpack2x16float(packed.z); - let v3 = unpack2x16float(packed.w); - return array<f32, 8>(v0.x, v0.y, v1.x, v1.y, v2.x, v2.y, v3.x, v3.y); + return vec4<f32>(v0.x, v0.y, v1.x, v1.y); }} -fn pack_channels(values: array<f32, 8>) -> vec4<u32> {{ +fn pack_channels(values: vec4<f32>) -> vec4<u32> {{ return vec4<u32>( - pack2x16float(vec2<f32>(values[0], values[1])), - pack2x16float(vec2<f32>(values[2], values[3])), - pack2x16float(vec2<f32>(values[4], values[5])), - pack2x16float(vec2<f32>(values[6], values[7])) + pack2x16float(vec2<f32>(values.x, values.y)), + pack2x16float(vec2<f32>(values.z, values.w)), + 0u, // Unused + 0u // Unused ); }} @@ -95,9 +93,9 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {{ // Load static features (always available) let static_feat = unpack_static_features(coord); - // Convolution - var output: array<f32, OUT_CHANNELS>; - for (var c: u32 = 0u; c < OUT_CHANNELS; c++) {{ + // Convolution: 12D input (4 prev + 8 static) → 4D output + var output: vec4<f32> = vec4<f32>(0.0); + for (var c: u32 = 0u; c < 4u; c++) {{ var sum: f32 = 0.0; for (var ky: i32 = -KERNEL_RADIUS; ky <= KERNEL_RADIUS; ky++) {{ @@ -110,28 +108,27 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {{ clamp(sample_coord.y, 0, i32(dims.y) - 1) ); - // Load input features + // Load features at this spatial location let static_local = unpack_static_features(clamped); - let layer_local = unpack_layer_channels(clamped); + let layer_local = unpack_layer_channels(clamped); // 4D // Weight index calculation let ky_idx = u32(ky + KERNEL_RADIUS); let kx_idx = u32(kx + KERNEL_RADIUS); let spatial_idx = ky_idx * KERNEL_SIZE + kx_idx; - // Accumulate: static features (8D) - for (var i: u32 = 0u; i < 8u; i++) {{ - let w_idx = c * IN_CHANNELS * KERNEL_SIZE * KERNEL_SIZE + + // Accumulate: previous/input channels (4D) + for (var i: u32 = 0u; i < 4u; i++) {{ + let w_idx = c * 12u * KERNEL_SIZE * KERNEL_SIZE + i * KERNEL_SIZE * KERNEL_SIZE + spatial_idx; - sum += weights[w_idx] * static_local[i]; + sum += weights[w_idx] * layer_local[i]; }} - // Accumulate: layer input channels (if layer_idx > 0) - let prev_channels = IN_CHANNELS - 8u; - for (var i: u32 = 0u; i < prev_channels; i++) {{ - let w_idx = c * IN_CHANNELS * KERNEL_SIZE * KERNEL_SIZE + - (8u + i) * KERNEL_SIZE * KERNEL_SIZE + spatial_idx; - sum += weights[w_idx] * layer_local[i]; + // Accumulate: static features (8D) + for (var i: u32 = 0u; i < 8u; i++) {{ + let w_idx = c * 12u * KERNEL_SIZE * KERNEL_SIZE + + (4u + i) * KERNEL_SIZE * KERNEL_SIZE + spatial_idx; + sum += weights[w_idx] * static_local[i]; }} }} }} @@ -162,53 +159,37 @@ def export_checkpoint(checkpoint_path, output_dir): state_dict = checkpoint['model_state_dict'] config = checkpoint['config'] + kernel_size = config.get('kernel_size', 3) + num_layers = config.get('num_layers', 3) + print(f"Configuration:") - print(f" Kernels: {config['kernels']}") - print(f" Channels: {config['channels']}") - print(f" Features: {config['features']}") + print(f" Kernel size: {kernel_size}×{kernel_size}") + print(f" Layers: {num_layers}") + print(f" Architecture: uniform 12D→4D") output_dir = Path(output_dir) output_dir.mkdir(parents=True, exist_ok=True) print(f"\nExporting shaders to {output_dir}/") - # Layer 0: 8 → channels[0] - layer0_weights = state_dict['layer0.weight'].detach().numpy() - export_layer_shader( - layer_idx=0, - weights=layer0_weights, - kernel_size=config['kernels'][0], - in_channels=8, - out_channels=config['channels'][0], - output_dir=output_dir, - is_output_layer=False - ) + # All layers uniform: 12D→4D + for i in range(num_layers): + layer_key = f'layers.{i}.weight' + if layer_key not in state_dict: + raise ValueError(f"Missing weights for layer {i}: {layer_key}") - # Layer 1: (8 + channels[0]) → channels[1] - layer1_weights = state_dict['layer1.weight'].detach().numpy() - export_layer_shader( - layer_idx=1, - weights=layer1_weights, - kernel_size=config['kernels'][1], - in_channels=8 + config['channels'][0], - out_channels=config['channels'][1], - output_dir=output_dir, - is_output_layer=False - ) + layer_weights = state_dict[layer_key].detach().numpy() + is_output = (i == num_layers - 1) - # Layer 2: (8 + channels[1]) → 4 (RGBA) - layer2_weights = state_dict['layer2.weight'].detach().numpy() - export_layer_shader( - layer_idx=2, - weights=layer2_weights, - kernel_size=config['kernels'][2], - in_channels=8 + config['channels'][1], - out_channels=4, - output_dir=output_dir, - is_output_layer=True - ) + export_layer_shader( + layer_idx=i, + weights=layer_weights, + kernel_size=kernel_size, + output_dir=output_dir, + is_output_layer=is_output + ) - print(f"\nExport complete! Generated 3 shader files.") + print(f"\nExport complete! Generated {num_layers} shader files.") def main(): |
