// CNN v3 — Decoder level 1 // NearestUp2x(bottleneck) + cat(enc1_skip) -> Conv(16->4, 3x3, zero-pad) + FiLM + ReLU // // Inputs: bottleneck_tex (rgba32uint, 8xf16) quarter-res // enc1_tex (rgba32uint, 8xf16) half-res (skip connection) // Output: dec1_out (rgba16float, 4ch) half-res (dispatch at half-res dims) // // Weight layout (f16, OIHW + bias): // [0 .. 16*4*9) conv: w[out][in][ky][kx] (in=16: 8 bottleneck + 8 enc1 skip) // [576 .. +4) bias: b[out] #include "cnn_v3/common" const DEC1_IN: u32 = 16u; const DEC1_OUT: u32 = 4u; struct Params { weight_offset: u32, _pad: vec3u, gamma: vec4f, beta: vec4f, } @group(0) @binding(0) var bottleneck_tex: texture_2d; @group(0) @binding(1) var enc1_tex: texture_2d; @group(0) @binding(2) var weights: array; @group(0) @binding(3) var params: Params; @group(0) @binding(4) var dec1_out: texture_storage_2d; // Load 16 concatenated channels at half-res coord hcoord: // ch 0-7: bottleneck nearest-up (bottleneck_tex[hcoord/2]) // ch 8-15: enc1 skip (enc1_tex[hcoord]) // Returns zeros for OOB hcoord (zero-padding for the conv). fn load_dec1_concat(hcoord: vec2i, half_dims: vec2i) -> array { if (hcoord.x < 0 || hcoord.y < 0 || hcoord.x >= half_dims.x || hcoord.y >= half_dims.y) { return array(0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); } let quart_dims = half_dims / 2; let qc = clamp(hcoord / 2, vec2i(0), quart_dims - vec2i(1)); let b = unpack_8ch(bottleneck_tex, qc); let s = unpack_8ch(enc1_tex, hcoord); return array( b[0], b[1], b[2], b[3], b[4], b[5], b[6], b[7], s[0], s[1], s[2], s[3], s[4], s[5], s[6], s[7] ); } @compute @workgroup_size(8, 8) fn dec1_main(@builtin(global_invocation_id) id: vec3u) { let half_dims = vec2i(textureDimensions(enc1_tex)); let coord = vec2i(id.xy); if (coord.x >= half_dims.x || coord.y >= half_dims.y) { return; } let wo = params.weight_offset; var out: array; for (var o: u32 = 0u; o < DEC1_OUT; o++) { var sum = get_w(wo, DEC1_OUT * DEC1_IN * 9u + o); // bias for (var ky: i32 = -1; ky <= 1; ky++) { for (var kx: i32 = -1; kx <= 1; kx++) { let feat = load_dec1_concat(coord + vec2i(kx, ky), half_dims); let ki = u32(ky + 1) * 3u + u32(kx + 1); for (var i: u32 = 0u; i < DEC1_IN; i++) { sum += get_w(wo, o * DEC1_IN * 9u + i * 9u + ki) * feat[i]; } } } out[o] = max(0.0, params.gamma[o] * sum + params.beta[o]); } textureStore(dec1_out, coord, vec4f(out[0], out[1], out[2], out[3])); }