// CNN v2 Compute Shader - Storage Buffer Version // Processes single layer per dispatch with weights from storage buffer // Multi-layer execution handled by C++ with ping-pong buffers // Push constants for layer parameters (passed per dispatch) struct LayerParams { kernel_size: u32, in_channels: u32, out_channels: u32, weight_offset: u32, // Offset in f16 units is_output_layer: u32, // 1 if final layer (sigmoid), 0 otherwise (relu) } @group(0) @binding(0) var static_features: texture_2d; // 8-channel static features @group(0) @binding(1) var layer_input: texture_2d; // Previous layer output (8-channel packed) @group(0) @binding(2) var output_tex: texture_storage_2d; // Current layer output @group(0) @binding(3) var weights_buffer: array; // Packed f16 weights @group(0) @binding(4) var params: LayerParams; fn unpack_static_features(coord: vec2) -> array { let packed = textureLoad(static_features, coord, 0); let v0 = unpack2x16float(packed.x); let v1 = unpack2x16float(packed.y); let v2 = unpack2x16float(packed.z); let v3 = unpack2x16float(packed.w); return array(v0.x, v0.y, v1.x, v1.y, v2.x, v2.y, v3.x, v3.y); } fn unpack_layer_channels(coord: vec2) -> array { let packed = textureLoad(layer_input, coord, 0); let v0 = unpack2x16float(packed.x); let v1 = unpack2x16float(packed.y); let v2 = unpack2x16float(packed.z); let v3 = unpack2x16float(packed.w); return array(v0.x, v0.y, v1.x, v1.y, v2.x, v2.y, v3.x, v3.y); } fn pack_channels(values: array) -> vec4 { return vec4( pack2x16float(vec2(values[0], values[1])), pack2x16float(vec2(values[2], values[3])), pack2x16float(vec2(values[4], values[5])), pack2x16float(vec2(values[6], values[7])) ); } // Get weight from storage buffer (f16 packed as u32 pairs) // Buffer layout: [header: 4 u32][layer_info: N×5 u32][weights: packed f16] // TODO: Support 8-bit quantized weights (4× per u32) for 2× size reduction fn get_weight(idx: u32) -> f32 { // Skip header (16 bytes = 4 u32) and layer info // Weights start after header + layer_info, but weight_offset already accounts for this let pair_idx = idx / 2u; let packed = weights_buffer[pair_idx]; let unpacked = unpack2x16float(packed); return select(unpacked.y, unpacked.x, (idx & 1u) == 0u); } @compute @workgroup_size(8, 8) fn main(@builtin(global_invocation_id) id: vec3) { let coord = vec2(id.xy); let dims = textureDimensions(static_features); if (coord.x >= i32(dims.x) || coord.y >= i32(dims.y)) { return; } let kernel_size = params.kernel_size; let in_channels = params.in_channels; let out_channels = params.out_channels; let weight_offset = params.weight_offset; let is_output = params.is_output_layer != 0u; let kernel_radius = i32(kernel_size / 2u); // Load static features (always 8D) let static_feat = unpack_static_features(coord); // Convolution per output channel var output: array; for (var c: u32 = 0u; c < out_channels && c < 8u; c++) { var sum: f32 = 0.0; // Convolve over kernel for (var ky: i32 = -kernel_radius; ky <= kernel_radius; ky++) { for (var kx: i32 = -kernel_radius; kx <= kernel_radius; kx++) { let sample_coord = coord + vec2(kx, ky); // Border handling (clamp) let clamped = vec2( clamp(sample_coord.x, 0, i32(dims.x) - 1), clamp(sample_coord.y, 0, i32(dims.y) - 1) ); // Load input features at this spatial location let static_local = unpack_static_features(clamped); let layer_local = unpack_layer_channels(clamped); // Weight index calculation let ky_idx = u32(ky + kernel_radius); let kx_idx = u32(kx + kernel_radius); let spatial_idx = ky_idx * kernel_size + kx_idx; // Accumulate: static features (always 8 channels) for (var i: u32 = 0u; i < 8u; i++) { let w_idx = weight_offset + c * in_channels * kernel_size * kernel_size + i * kernel_size * kernel_size + spatial_idx; sum += get_weight(w_idx) * static_local[i]; } // Accumulate: previous layer channels (in_channels - 8) let prev_channels = in_channels - 8u; for (var i: u32 = 0u; i < prev_channels && i < 8u; i++) { let w_idx = weight_offset + c * in_channels * kernel_size * kernel_size + (8u + i) * kernel_size * kernel_size + spatial_idx; sum += get_weight(w_idx) * layer_local[i]; } } } // Activation if (is_output) { output[c] = clamp(sum, 0.0, 1.0); // Sigmoid approximation } else { output[c] = max(0.0, sum); // ReLU } } // Zero unused channels for (var c: u32 = out_channels; c < 8u; c++) { output[c] = 0.0; } textureStore(output_tex, coord, pack_channels(output)); }