diff options
Diffstat (limited to 'workspaces/main/shaders/cnn_v2/cnn_v2_compute.wgsl')
| -rw-r--r-- | workspaces/main/shaders/cnn_v2/cnn_v2_compute.wgsl | 80 |
1 files changed, 36 insertions, 44 deletions
diff --git a/workspaces/main/shaders/cnn_v2/cnn_v2_compute.wgsl b/workspaces/main/shaders/cnn_v2/cnn_v2_compute.wgsl index 1e1704d..5c4b113 100644 --- a/workspaces/main/shaders/cnn_v2/cnn_v2_compute.wgsl +++ b/workspaces/main/shaders/cnn_v2/cnn_v2_compute.wgsl @@ -1,6 +1,6 @@ -// CNN v2 Compute Shader - Storage Buffer Version -// Processes single layer per dispatch with weights from storage buffer -// Multi-layer execution handled by C++ with ping-pong buffers +// CNN v2 Compute Shader - Uniform 12Dā4D Architecture +// All layers: input/previous (4D) + static (8D) = 12D ā 4 channels +// Storage buffer weights, ping-pong execution // Push constants for layer parameters (passed per dispatch) struct LayerParams { @@ -12,12 +12,12 @@ struct LayerParams { blend_amount: f32, // [0,1] blend with original } -@group(0) @binding(0) var static_features: texture_2d<u32>; // 8-channel static features -@group(0) @binding(1) var layer_input: texture_2d<u32>; // Previous layer output (8-channel packed) -@group(0) @binding(2) var output_tex: texture_storage_2d<rgba32uint, write>; // Current layer output +@group(0) @binding(0) var static_features: texture_2d<u32>; // 8D static features (p0-p3 + spatial) +@group(0) @binding(1) var layer_input: texture_2d<u32>; // 4D previous/input (RGBD or prev layer) +@group(0) @binding(2) var output_tex: texture_storage_2d<rgba32uint, write>; // 4D output @group(0) @binding(3) var<storage, read> weights_buffer: array<u32>; // Packed f16 weights @group(0) @binding(4) var<uniform> params: LayerParams; -@group(0) @binding(5) var original_input: texture_2d<f32>; // Original RGB input for blending +@group(0) @binding(5) var original_input: texture_2d<f32>; // Original RGB for blending fn unpack_static_features(coord: vec2<i32>) -> array<f32, 8> { let packed = textureLoad(static_features, coord, 0); @@ -28,21 +28,19 @@ fn unpack_static_features(coord: vec2<i32>) -> array<f32, 8> { 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> { +fn unpack_layer_channels(coord: vec2<i32>) -> vec4<f32> { 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); + return vec4<f32>(v0.x, v0.y, v1.x, v1.y); } -fn pack_channels(values: array<f32, 8>) -> vec4<u32> { +fn pack_channels(values: vec4<f32>) -> 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])) + pack2x16float(vec2<f32>(values.x, values.y)), + pack2x16float(vec2<f32>(values.z, values.w)), + 0u, // Unused + 0u // Unused ); } @@ -68,19 +66,19 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) { } let kernel_size = params.kernel_size; - let in_channels = params.in_channels; - let out_channels = params.out_channels; + let in_channels = params.in_channels; // Always 12 (4 prev + 8 static) + let out_channels = params.out_channels; // Always 4 let weight_offset = params.weight_offset; let is_output = params.is_output_layer != 0u; let kernel_radius = i32(kernel_size / 2u); - // Load static features (always 8D) + // Load static features (8D) and previous/input layer (4D) let static_feat = unpack_static_features(coord); - // Convolution per output channel - var output: array<f32, 8>; - for (var c: u32 = 0u; c < out_channels && c < 8u; c++) { + // Convolution: 12D input ā 4D output + var output: vec4<f32> = vec4<f32>(0.0); + for (var c: u32 = 0u; c < 4u; c++) { var sum: f32 = 0.0; // Convolve over kernel @@ -94,55 +92,49 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) { clamp(sample_coord.y, 0, i32(dims.y) - 1) ); - // Load input features at this spatial location + // Load features at this spatial location let static_local = unpack_static_features(clamped); - let layer_local = unpack_layer_channels(clamped); + let layer_local = unpack_layer_channels(clamped); // 4D // Weight index calculation let ky_idx = u32(ky + kernel_radius); let kx_idx = u32(kx + kernel_radius); let spatial_idx = ky_idx * kernel_size + kx_idx; - // Accumulate: static features (always 8 channels) - for (var i: u32 = 0u; i < 8u; i++) { + // Accumulate: previous/input channels (4D) + for (var i: u32 = 0u; i < 4u; i++) { let w_idx = weight_offset + - c * in_channels * kernel_size * kernel_size + + c * 12u * kernel_size * kernel_size + i * kernel_size * kernel_size + spatial_idx; - sum += get_weight(w_idx) * static_local[i]; + sum += get_weight(w_idx) * layer_local[i]; } - // Accumulate: previous layer channels (in_channels - 8) - let prev_channels = in_channels - 8u; - for (var i: u32 = 0u; i < prev_channels && i < 8u; i++) { + // Accumulate: static features (8D) + for (var i: u32 = 0u; i < 8u; i++) { let w_idx = weight_offset + - c * in_channels * kernel_size * kernel_size + - (8u + i) * kernel_size * kernel_size + spatial_idx; - sum += get_weight(w_idx) * layer_local[i]; + c * 12u * kernel_size * kernel_size + + (4u + i) * kernel_size * kernel_size + spatial_idx; + sum += get_weight(w_idx) * static_local[i]; } } } // Activation if (is_output) { - output[c] = clamp(sum, 0.0, 1.0); // Sigmoid approximation + output[c] = clamp(sum, 0.0, 1.0); } else { output[c] = max(0.0, sum); // ReLU } } - // Zero unused channels - for (var c: u32 = out_channels; c < 8u; c++) { - output[c] = 0.0; - } - // Blend with original on final layer if (is_output) { let original = textureLoad(original_input, coord, 0).rgb; - let result_rgb = vec3<f32>(output[0], output[1], output[2]); + let result_rgb = vec3<f32>(output.x, output.y, output.z); let blended = mix(original, result_rgb, params.blend_amount); - output[0] = blended.r; - output[1] = blended.g; - output[2] = blended.b; + output.x = blended.r; + output.y = blended.g; + output.z = blended.b; } textureStore(output_tex, coord, pack_channels(output)); |
