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authorskal <pascal.massimino@gmail.com>2026-02-12 11:34:50 +0100
committerskal <pascal.massimino@gmail.com>2026-02-12 11:34:50 +0100
commit91d42f2d057e077c267d6775cc109a801aa315c0 (patch)
tree18cd67c9ce11f24149e6dafa65d176ca7143fcbb /workspaces/main/shaders/cnn_v2_layer_template.wgsl
parent301db1f29137d3db7828e7a0103986cc845b7672 (diff)
CNN v2: parametric static features - Phases 1-4
Infrastructure for enhanced CNN post-processing with 7D feature input. Phase 1: Shaders - Static features compute (RGBD + UV + sin10_x + bias → 8×f16) - Layer template (convolution skeleton, packing/unpacking) - 3 mip level support for multi-scale features Phase 2: C++ Effect - CNNv2Effect class (multi-pass architecture) - Texture management (static features, layer buffers) - Build integration (CMakeLists, assets, tests) Phase 3: Training Pipeline - train_cnn_v2.py: PyTorch model with static feature concatenation - export_cnn_v2_shader.py: f32→f16 quantization, WGSL generation - Configurable architecture (kernels, channels) Phase 4: Validation - validate_cnn_v2.sh: End-to-end pipeline - Checkpoint → shaders → build → test images Tests: 36/36 passing Next: Complete render pipeline implementation (bind groups, multi-pass) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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+// 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));
+}