// CNN v3 — Decoder level 0 + output // NearestUp2x(dec1) + cat(enc0_skip) -> Conv(8->4, 3x3, zero-pad) + FiLM + ReLU + Sigmoid // // Inputs: dec1_tex (rgba16float, 4ch) half-res // enc0_tex (rgba16float, 4ch) full-res (skip connection) // Output: output_tex (rgba16float, 4ch) full-res (dispatch at full-res dims) // // Weight layout (f16, OIHW + bias): // [0 .. 8*4*9) conv: w[out][in][ky][kx] (in=8: 4 dec1 + 4 enc0 skip) // [288 .. +4) bias: b[out] // // Parity note: sigmoid applied directly to dec0 output (matches train_cnn_v3.py forward()). #include "cnn_v3/common" const DEC0_IN: u32 = 8u; const DEC0_OUT: u32 = 4u; struct Params { weight_offset: u32, _pad: vec3u, gamma: vec4f, beta: vec4f, } @group(0) @binding(0) var dec1_tex: texture_2d; @group(0) @binding(1) var enc0_tex: texture_2d; @group(0) @binding(2) var weights: array; @group(0) @binding(3) var params: Params; @group(0) @binding(4) var output_tex: texture_storage_2d; // Load 8 concatenated channels at full-res coord: // ch 0-3: dec1 nearest-up (dec1_tex[coord/2]) // ch 4-7: enc0 skip (enc0_tex[coord]) // Returns zeros for OOB coord (zero-padding for the conv). fn load_dec0_concat(coord: vec2i, full_dims: vec2i) -> array { if (coord.x < 0 || coord.y < 0 || coord.x >= full_dims.x || coord.y >= full_dims.y) { return array(0., 0., 0., 0., 0., 0., 0., 0.); } let half_dims = vec2i(textureDimensions(dec1_tex)); let hc = clamp(coord / 2, vec2i(0), half_dims - vec2i(1)); let d = textureLoad(dec1_tex, hc, 0); let e = textureLoad(enc0_tex, coord, 0); return array(d.x, d.y, d.z, d.w, e.x, e.y, e.z, e.w); } @compute @workgroup_size(8, 8) fn dec0_main(@builtin(global_invocation_id) id: vec3u) { let full_dims = vec2i(textureDimensions(enc0_tex)); let coord = vec2i(id.xy); if (coord.x >= full_dims.x || coord.y >= full_dims.y) { return; } let wo = params.weight_offset; var out: array; for (var o: u32 = 0u; o < DEC0_OUT; o++) { var sum = get_w(wo, DEC0_OUT * DEC0_IN * 9u + o); // bias for (var ky: i32 = -1; ky <= 1; ky++) { for (var kx: i32 = -1; kx <= 1; kx++) { let feat = load_dec0_concat(coord + vec2i(kx, ky), full_dims); let ki = u32(ky + 1) * 3u + u32(kx + 1); for (var i: u32 = 0u; i < DEC0_IN; i++) { sum += get_w(wo, o * DEC0_IN * 9u + i * 9u + ki) * feat[i]; } } } // FiLM + ReLU + Sigmoid (matches training forward()) let v = max(0.0, params.gamma[o] * sum + params.beta[o]); out[o] = 1.0 / (1.0 + exp(-v)); } textureStore(output_tex, coord, vec4f(out[0], out[1], out[2], out[3])); }