diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-15 18:44:17 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-15 18:44:17 +0100 |
| commit | 161a59fa50bb92e3664c389fa03b95aefe349b3f (patch) | |
| tree | 71548f64b2bdea958388f9063b74137659d70306 /workspaces/main/shaders/cnn_v2/cnn_v2_layer_template.wgsl | |
| parent | 9c3b72c710bf1ffa7e18f7c7390a425d57487eba (diff) | |
refactor(cnn): isolate CNN v2 to cnn_v2/ subdirectory
Move all CNN v2 files to dedicated cnn_v2/ directory to prepare for CNN v3 development. Zero functional changes.
Structure:
- cnn_v2/src/ - C++ effect implementation
- cnn_v2/shaders/ - WGSL shaders (6 files)
- cnn_v2/weights/ - Binary weights (3 files)
- cnn_v2/training/ - Python training scripts (4 files)
- cnn_v2/scripts/ - Shell scripts (train_cnn_v2_full.sh)
- cnn_v2/tools/ - Validation tools (HTML)
- cnn_v2/docs/ - Documentation (4 markdown files)
Changes:
- Update CMake source list to cnn_v2/src/cnn_v2_effect.cc
- Update assets.txt with relative paths to cnn_v2/
- Update includes to ../../cnn_v2/src/cnn_v2_effect.h
- Add PROJECT_ROOT resolution to Python/shell scripts
- Update doc references in HOWTO.md, TODO.md
- Add cnn_v2/README.md
Verification: 34/34 tests passing, demo runs correctly.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/main/shaders/cnn_v2/cnn_v2_layer_template.wgsl')
| -rw-r--r-- | workspaces/main/shaders/cnn_v2/cnn_v2_layer_template.wgsl | 68 |
1 files changed, 0 insertions, 68 deletions
diff --git a/workspaces/main/shaders/cnn_v2/cnn_v2_layer_template.wgsl b/workspaces/main/shaders/cnn_v2/cnn_v2_layer_template.wgsl deleted file mode 100644 index 1bf6819..0000000 --- a/workspaces/main/shaders/cnn_v2/cnn_v2_layer_template.wgsl +++ /dev/null @@ -1,68 +0,0 @@ -// CNN v2 Layer Template (placeholder for generated shaders) -// This file documents the structure - actual layers generated by export script - -// Example: Layer 0 (1×1 kernel, 8→16 channels) -// const KERNEL_SIZE: u32 = 1u; -// const IN_CHANNELS: u32 = 8u; // 7 features + bias -// const OUT_CHANNELS: u32 = 16u; -// const weights: array<f32, 128> = array(...); - -@group(0) @binding(0) var static_features: texture_2d<u32>; -@group(0) @binding(1) var layer_input: texture_2d<u32>; // Previous layer output -@group(0) @binding(2) var output_tex: texture_storage_2d<rgba32uint, write>; - -fn unpack_static_features(coord: vec2<i32>) -> array<f32, 8> { - let packed = textureLoad(static_features, 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); -} - -fn unpack_layer_channels(coord: vec2<i32>) -> array<f32, 8> { - 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); -} - -fn pack_channels(values: array<f32, 8>) -> 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])) - ); -} - -@compute @workgroup_size(8, 8) -fn main(@builtin(global_invocation_id) id: vec3<u32>) { - let coord = vec2<i32>(id.xy); - let dims = textureDimensions(static_features); - - if (coord.x >= i32(dims.x) || coord.y >= i32(dims.y)) { - return; - } - - // Load static features (always available) - let static_feat = unpack_static_features(coord); - - // Convolution loop (example for generated code) - // var output: array<f32, OUT_CHANNELS>; - // for (var c: u32 = 0u; c < OUT_CHANNELS; c++) { - // var sum: f32 = 0.0; - // for (var ky: i32 = -radius; ky <= radius; ky++) { - // for (var kx: i32 = -radius; kx <= radius; kx++) { - // let sample_coord = coord + vec2<i32>(kx, ky); - // // Load static + prev layer, multiply weights, accumulate - // } - // } - // output[c] = max(0.0, sum); // ReLU - // } - - // Placeholder output - textureStore(output_tex, coord, vec4<u32>(0u)); -} |
