// CNN v3 — Encoder level 0 // Conv(20->4, 3x3, zero-pad) + FiLM + ReLU // // Input: feat_tex0 (rgba32uint, 8xf16), feat_tex1 (rgba32uint, 12ch u8norm) full-res // Output: enc0_out (rgba16float, 4ch) full-res // // Weight layout (f16, OIHW + bias): // [0 .. 20*4*9) conv: w[out][in][ky][kx] // [720 .. +4) bias: b[out] #include "cnn_v3/common" const ENC0_IN: u32 = 20u; const ENC0_OUT: u32 = 4u; struct Params { weight_offset: u32, _pad: vec3u, gamma: vec4f, beta: vec4f, } @group(0) @binding(0) var feat_tex0: texture_2d; @group(0) @binding(1) var feat_tex1: texture_2d; @group(0) @binding(2) var weights: array; @group(0) @binding(3) var params: Params; @group(0) @binding(4) var enc0_out: texture_storage_2d; // Unpack all 20 feature channels at coord. Returns zeros for OOB (zero-padding). fn load_feat(coord: vec2i, dims: vec2i) -> array { if (coord.x < 0 || coord.y < 0 || coord.x >= dims.x || coord.y >= dims.y) { return array(0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.); } let t0 = textureLoad(feat_tex0, coord, 0); let t1 = textureLoad(feat_tex1, coord, 0); let a = unpack2x16float(t0.x); let b = unpack2x16float(t0.y); let c = unpack2x16float(t0.z); let d = unpack2x16float(t0.w); let e = unpack4x8unorm(t1.x); let f = unpack4x8unorm(t1.y); let g = unpack4x8unorm(t1.z); return array( a.x, a.y, b.x, b.y, c.x, c.y, d.x, d.y, e.x, e.y, e.z, e.w, f.x, f.y, f.z, f.w, g.x, g.y, g.z, g.w ); } @compute @workgroup_size(8, 8) fn enc0_main(@builtin(global_invocation_id) id: vec3u) { let coord = vec2i(id.xy); let dims = vec2i(textureDimensions(feat_tex0)); if (coord.x >= dims.x || coord.y >= dims.y) { return; } let wo = params.weight_offset; var out: array; for (var o: u32 = 0u; o < ENC0_OUT; o++) { var sum = get_w(wo, ENC0_OUT * ENC0_IN * 9u + o); // bias for (var ky: i32 = -1; ky <= 1; ky++) { for (var kx: i32 = -1; kx <= 1; kx++) { let feat = load_feat(coord + vec2i(kx, ky), dims); let ki = u32(ky + 1) * 3u + u32(kx + 1); for (var i: u32 = 0u; i < ENC0_IN; i++) { sum += get_w(wo, o * ENC0_IN * 9u + i * 9u + ki) * feat[i]; } } } out[o] = max(0.0, params.gamma[o] * sum + params.beta[o]); } textureStore(enc0_out, coord, vec4f(out[0], out[1], out[2], out[3])); }