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Diffstat (limited to 'cnn_v3/shaders/cnn_v3_bottleneck.wgsl')
-rw-r--r--cnn_v3/shaders/cnn_v3_bottleneck.wgsl32
1 files changed, 19 insertions, 13 deletions
diff --git a/cnn_v3/shaders/cnn_v3_bottleneck.wgsl b/cnn_v3/shaders/cnn_v3_bottleneck.wgsl
index e24586f..e30682b 100644
--- a/cnn_v3/shaders/cnn_v3_bottleneck.wgsl
+++ b/cnn_v3/shaders/cnn_v3_bottleneck.wgsl
@@ -1,17 +1,18 @@
// CNN v3 — Bottleneck
-// AvgPool2x2(enc1) + Conv(8->8, 1x1) + ReLU (no FiLM)
+// AvgPool2x2(enc1) + Conv(8->8, 3x3, dilation=2) + ReLU (no FiLM)
//
-// Input: enc1_tex (rgba32uint, 8xf16) half-res
-// Output: bottleneck_out (rgba32uint, 8xf16) quarter-res (dispatch at quarter-res dims)
+// 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]
+// [0 .. 8*8*9) conv: w[out][in][ky*3+kx] (3x3 kernel, OIHW)
+// [576 .. +8) bias: b[out]
#include "cnn_v3/common"
-const BN_IN: u32 = 8u;
-const BN_OUT: u32 = 8u;
+const BN_IN: u32 = 8u;
+const BN_OUT: u32 = 8u;
+const BN_DILATION: i32 = 2;
struct Params {
weight_offset: u32,
@@ -24,7 +25,7 @@ struct 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).
+// Returns zeros for OOB quarter-res coords (zero-padding for the 3x3 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) {
@@ -50,14 +51,19 @@ fn bottleneck_main(@builtin(global_invocation_id) id: vec3u) {
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);
+ let wo = params.weight_offset;
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];
+ var sum = get_w(wo, BN_OUT * BN_IN * 9u + o); // bias (at end of 3x3 conv weights)
+ for (var ky: i32 = -1; ky <= 1; ky++) {
+ for (var kx: i32 = -1; kx <= 1; kx++) {
+ let feat = load_enc1_avg(coord + vec2i(kx, ky) * BN_DILATION, half_dims);
+ let ki = u32(ky + 1) * 3u + u32(kx + 1);
+ for (var i: u32 = 0u; i < BN_IN; i++) {
+ sum += get_w(wo, o * BN_IN * 9u + i * 9u + ki) * feat[i];
+ }
+ }
}
out[o] = max(0.0, sum);
}