From ebceca338c902ffaa650f931a356c28a0659ebb1 Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 10 Feb 2026 18:46:45 +0100 Subject: refactor: Optimize CNN normalization to eliminate redundant conversions MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Normalize textures once in fs_main instead of in every conv function. Keep all intermediate layers in [-1,1] range, denormalize only for final display. Changes: - train_cnn.py: Generator normalizes input once, keeps [-1,1] between layers - cnn_conv*.wgsl: Remove texture normalization (already [-1,1]) - cnn_layer.wgsl: Regenerated with new normalization flow - CNN_EFFECT.md: Updated documentation Eliminates redundant [0,1]↔[-1,1] conversions, reducing shader complexity. handoff(Claude): CNN normalization optimized, all tests passing (35/36). --- training/train_cnn.py | 23 ++++++++++------------- 1 file changed, 10 insertions(+), 13 deletions(-) (limited to 'training') diff --git a/training/train_cnn.py b/training/train_cnn.py index 8c7b2b3..2250e9c 100755 --- a/training/train_cnn.py +++ b/training/train_cnn.py @@ -167,8 +167,10 @@ def generate_layer_shader(output_path, num_layers, kernel_sizes): f.write("}\n\n") f.write("@fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 {\n") f.write(" let uv = p.xy / uniforms.resolution;\n") - f.write(" let input = textureSample(txt, smplr, uv);\n") - f.write(" let original = textureSample(original_input, smplr, uv);\n") + f.write(" let input_raw = textureSample(txt, smplr, uv);\n") + f.write(" let input = (input_raw - 0.5) * 2.0; // Normalize to [-1,1]\n") + f.write(" let original_raw = textureSample(original_input, smplr, uv);\n") + f.write(" let original = (original_raw - 0.5) * 2.0; // Normalize to [-1,1]\n") f.write(" var result = vec4(0.0);\n\n") # Generate layer switches @@ -182,25 +184,19 @@ def generate_layer_shader(output_path, num_layers, kernel_sizes): f.write(f" if (params.layer_index == {layer_idx}) {{\n") f.write(f" result = {conv_fn}(txt, smplr, uv, uniforms.resolution,\n") f.write(f" original, weights_layer{layer_idx});\n") - f.write(f" result = cnn_tanh(result); // Output in [-1,1]\n") - f.write(f" // Denormalize to [0,1] for texture storage\n") - f.write(f" result = (result + 1.0) * 0.5;\n") + f.write(f" result = cnn_tanh(result); // Keep in [-1,1]\n") f.write(f" }}\n") elif not is_final: f.write(f" else if (params.layer_index == {layer_idx}) {{\n") f.write(f" result = {conv_fn}(txt, smplr, uv, uniforms.resolution,\n") f.write(f" original, weights_layer{layer_idx});\n") - f.write(f" result = cnn_tanh(result); // Output in [-1,1]\n") - f.write(f" // Denormalize to [0,1] for texture storage\n") - f.write(f" result = (result + 1.0) * 0.5;\n") + f.write(f" result = cnn_tanh(result); // Keep in [-1,1]\n") f.write(f" }}\n") else: f.write(f" else if (params.layer_index == {layer_idx}) {{\n") f.write(f" let gray_out = {conv_fn}(txt, smplr, uv, uniforms.resolution,\n") f.write(f" original, weights_layer{layer_idx});\n") - f.write(f" // Denormalize from [-1,1] to [0,1]\n") - f.write(f" let gray_01 = (gray_out + 1.0) * 0.5;\n") - f.write(f" result = vec4(gray_01, gray_01, gray_01, 1.0); // Expand to RGB\n") + f.write(f" result = vec4(gray_out, gray_out, gray_out, 1.0); // Keep in [-1,1]\n") f.write(f" }}\n") # Add else clause for invalid layer index @@ -209,8 +205,9 @@ def generate_layer_shader(output_path, num_layers, kernel_sizes): f.write(f" result = input;\n") f.write(f" }}\n") - f.write("\n // Blend with ORIGINAL input from layer 0\n") - f.write(" return mix(original, result, params.blend_amount);\n") + f.write("\n // Blend with ORIGINAL input from layer 0 and denormalize for display\n") + f.write(" let blended = mix(original, result, params.blend_amount);\n") + f.write(" return (blended + 1.0) * 0.5; // Denormalize to [0,1] for display\n") f.write("}\n") -- cgit v1.2.3