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authorskal <pascal.massimino@gmail.com>2026-02-10 18:46:45 +0100
committerskal <pascal.massimino@gmail.com>2026-02-10 18:46:45 +0100
commitebceca338c902ffaa650f931a356c28a0659ebb1 (patch)
tree85d73014e606979185d1cbd54432a724eaca403a /training/train_cnn.py
parent6d7c10a3d2929c594fe66f6a16234eef18e033a8 (diff)
refactor: Optimize CNN normalization to eliminate redundant conversions
Normalize textures once in fs_main instead of in every conv function. Keep all intermediate layers in [-1,1] range, denormalize only for final display. Changes: - train_cnn.py: Generator normalizes input once, keeps [-1,1] between layers - cnn_conv*.wgsl: Remove texture normalization (already [-1,1]) - cnn_layer.wgsl: Regenerated with new normalization flow - CNN_EFFECT.md: Updated documentation Eliminates redundant [0,1]↔[-1,1] conversions, reducing shader complexity. handoff(Claude): CNN normalization optimized, all tests passing (35/36).
Diffstat (limited to 'training/train_cnn.py')
-rwxr-xr-xtraining/train_cnn.py23
1 files changed, 10 insertions, 13 deletions
diff --git a/training/train_cnn.py b/training/train_cnn.py
index 8c7b2b3..2250e9c 100755
--- a/training/train_cnn.py
+++ b/training/train_cnn.py
@@ -167,8 +167,10 @@ def generate_layer_shader(output_path, num_layers, kernel_sizes):
f.write("}\n\n")
f.write("@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {\n")
f.write(" let uv = p.xy / uniforms.resolution;\n")
- f.write(" let input = textureSample(txt, smplr, uv);\n")
- f.write(" let original = textureSample(original_input, smplr, uv);\n")
+ f.write(" let input_raw = textureSample(txt, smplr, uv);\n")
+ f.write(" let input = (input_raw - 0.5) * 2.0; // Normalize to [-1,1]\n")
+ f.write(" let original_raw = textureSample(original_input, smplr, uv);\n")
+ f.write(" let original = (original_raw - 0.5) * 2.0; // Normalize to [-1,1]\n")
f.write(" var result = vec4<f32>(0.0);\n\n")
# Generate layer switches
@@ -182,25 +184,19 @@ def generate_layer_shader(output_path, num_layers, kernel_sizes):
f.write(f" if (params.layer_index == {layer_idx}) {{\n")
f.write(f" result = {conv_fn}(txt, smplr, uv, uniforms.resolution,\n")
f.write(f" original, weights_layer{layer_idx});\n")
- f.write(f" result = cnn_tanh(result); // Output in [-1,1]\n")
- f.write(f" // Denormalize to [0,1] for texture storage\n")
- f.write(f" result = (result + 1.0) * 0.5;\n")
+ f.write(f" result = cnn_tanh(result); // Keep in [-1,1]\n")
f.write(f" }}\n")
elif not is_final:
f.write(f" else if (params.layer_index == {layer_idx}) {{\n")
f.write(f" result = {conv_fn}(txt, smplr, uv, uniforms.resolution,\n")
f.write(f" original, weights_layer{layer_idx});\n")
- f.write(f" result = cnn_tanh(result); // Output in [-1,1]\n")
- f.write(f" // Denormalize to [0,1] for texture storage\n")
- f.write(f" result = (result + 1.0) * 0.5;\n")
+ f.write(f" result = cnn_tanh(result); // Keep in [-1,1]\n")
f.write(f" }}\n")
else:
f.write(f" else if (params.layer_index == {layer_idx}) {{\n")
f.write(f" let gray_out = {conv_fn}(txt, smplr, uv, uniforms.resolution,\n")
f.write(f" original, weights_layer{layer_idx});\n")
- f.write(f" // Denormalize from [-1,1] to [0,1]\n")
- f.write(f" let gray_01 = (gray_out + 1.0) * 0.5;\n")
- f.write(f" result = vec4<f32>(gray_01, gray_01, gray_01, 1.0); // Expand to RGB\n")
+ f.write(f" result = vec4<f32>(gray_out, gray_out, gray_out, 1.0); // Keep in [-1,1]\n")
f.write(f" }}\n")
# Add else clause for invalid layer index
@@ -209,8 +205,9 @@ def generate_layer_shader(output_path, num_layers, kernel_sizes):
f.write(f" result = input;\n")
f.write(f" }}\n")
- f.write("\n // Blend with ORIGINAL input from layer 0\n")
- f.write(" return mix(original, result, params.blend_amount);\n")
+ f.write("\n // Blend with ORIGINAL input from layer 0 and denormalize for display\n")
+ f.write(" let blended = mix(original, result, params.blend_amount);\n")
+ f.write(" return (blended + 1.0) * 0.5; // Denormalize to [0,1] for display\n")
f.write("}\n")