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diff --git a/cnn_v3/shaders/cnn_v3_bottleneck.wgsl b/cnn_v3/shaders/cnn_v3_bottleneck.wgsl
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+++ b/cnn_v3/shaders/cnn_v3_bottleneck.wgsl
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+// CNN v3 — Bottleneck
+// AvgPool2x2(enc1) + Conv(8->8, 1x1) + ReLU (no FiLM)
+//
+// Input: enc1_tex (rgba32uint, 8xf16) half-res
+// Output: bottleneck_out (rgba32uint, 8xf16) quarter-res (dispatch at quarter-res dims)
+//
+// Weight layout (f16, OIHW + bias):
+// [0 .. 8*8*1) conv: w[out][in] (1x1 kernel)
+// [64 .. +8) bias: b[out]
+
+#include "cnn_v3/common"
+
+const BN_IN: u32 = 8u;
+const BN_OUT: u32 = 8u;
+
+struct Params {
+ weight_offset: u32,
+ _pad0: u32,
+ _pad1: u32,
+ _pad2: u32,
+}
+
+@group(0) @binding(0) var enc1_tex: texture_2d<u32>;
+@group(0) @binding(1) var<storage, read> weights: array<u32>;
+@group(0) @binding(2) var<uniform> params: Params;
+@group(0) @binding(3) var bottleneck_out: texture_storage_2d<rgba32uint, write>;
+
+// Avg-pool 2x2 from enc1_tex at quarter-res coord qcoord.
+// Returns zeros for OOB quarter-res coords (zero-padding for the 1x1 conv).
+fn load_enc1_avg(qcoord: vec2i, half_dims: vec2i) -> array<f32, 8> {
+ let quart_dims = half_dims / 2;
+ if (qcoord.x < 0 || qcoord.y < 0 || qcoord.x >= quart_dims.x || qcoord.y >= quart_dims.y) {
+ return array<f32, 8>(0., 0., 0., 0., 0., 0., 0., 0.);
+ }
+ let base = qcoord * 2;
+ var s: array<f32, BN_IN>;
+ for (var dy: i32 = 0; dy < 2; dy++) {
+ for (var dx: i32 = 0; dx < 2; dx++) {
+ let hc = clamp(base + vec2i(dx, dy), vec2i(0), half_dims - vec2i(1));
+ let f = unpack_8ch(enc1_tex, hc);
+ for (var i: u32 = 0u; i < BN_IN; i++) { s[i] += f[i]; }
+ }
+ }
+ for (var i: u32 = 0u; i < BN_IN; i++) { s[i] *= 0.25; }
+ return s;
+}
+
+@compute @workgroup_size(8, 8)
+fn bottleneck_main(@builtin(global_invocation_id) id: vec3u) {
+ let half_dims = vec2i(textureDimensions(enc1_tex));
+ let quart_dims = half_dims / 2;
+ let coord = vec2i(id.xy);
+ if (coord.x >= quart_dims.x || coord.y >= quart_dims.y) { return; }
+
+ let wo = params.weight_offset;
+ let feat = load_enc1_avg(coord, half_dims);
+ var out: array<f32, BN_OUT>;
+
+ for (var o: u32 = 0u; o < BN_OUT; o++) {
+ var sum = get_w(wo, BN_OUT * BN_IN + o); // bias (1x1 kernel: no spatial idx)
+ for (var i: u32 = 0u; i < BN_IN; i++) {
+ sum += get_w(wo, o * BN_IN + i) * feat[i];
+ }
+ out[o] = max(0.0, sum);
+ }
+
+ textureStore(bottleneck_out, coord, vec4u(
+ pack2x16float(vec2f(out[0], out[1])),
+ pack2x16float(vec2f(out[2], out[3])),
+ pack2x16float(vec2f(out[4], out[5])),
+ pack2x16float(vec2f(out[6], out[7]))
+ ));
+}