// CNN v3 — Bottleneck // AvgPool2x2(enc1) + Conv(16->16, 3x3, dilation=2) + ReLU (no FiLM) // // Input: enc1_tex_lo (rgba32uint, 8xf16) half-res ch 0-7 // enc1_tex_hi (rgba32uint, 8xf16) half-res ch 8-15 // Output: bn_out_lo (rgba32uint, 8xf16) quarter-res // bn_out_hi (rgba32uint, 8xf16) quarter-res // // Weight layout (f16, OIHW + bias): // [0 .. 16*16*9) conv: w[out][in][ky*3+kx] // [2304 .. +16) bias: b[out] #include "cnn_v3/common" const BN_IN: u32 = 16u; const BN_OUT: u32 = 16u; const BN_DILATION: i32 = 2; struct Params { weight_offset: u32, _pad0: u32, _pad1: u32, _pad2: u32, } @group(0) @binding(0) var enc1_tex_lo: texture_2d; @group(0) @binding(1) var enc1_tex_hi: texture_2d; @group(0) @binding(2) var weights: array; @group(0) @binding(3) var params: Params; @group(0) @binding(4) var bn_out_lo: texture_storage_2d; @group(0) @binding(5) var bn_out_hi: texture_storage_2d; fn load_enc1_avg(qcoord: vec2i, half_dims: vec2i) -> array { 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(0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); } let base = qcoord * 2; var s: array; 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 lo = unpack_8ch(enc1_tex_lo, hc); let hi = unpack_8ch(enc1_tex_hi, hc); for (var i: u32 = 0u; i < 8u; i++) { s[i] += lo[i]; s[i + 8u] += hi[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_lo)); 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; var out: array; for (var o: u32 = 0u; o < BN_OUT; o++) { var sum = get_w(wo, BN_OUT * BN_IN * 9u + o); // bias 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); } textureStore(bn_out_lo, 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])) )); textureStore(bn_out_hi, coord, vec4u( pack2x16float(vec2f(out[8], out[9])), pack2x16float(vec2f(out[10], out[11])), pack2x16float(vec2f(out[12], out[13])), pack2x16float(vec2f(out[14], out[15])) )); }