1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
|
// 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<u32>;
@group(0) @binding(1) var enc1_tex_hi: texture_2d<u32>;
@group(0) @binding(2) var<storage, read> weights: array<u32>;
@group(0) @binding(3) var<uniform> params: Params;
@group(0) @binding(4) var bn_out_lo: texture_storage_2d<rgba32uint, write>;
@group(0) @binding(5) var bn_out_hi: texture_storage_2d<rgba32uint, write>;
fn load_enc1_avg(qcoord: vec2i, half_dims: vec2i) -> array<f32, 16> {
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<f32, 16>(0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.);
}
let base = qcoord * 2;
var s: array<f32, BN_IN>;
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<f32, BN_OUT>;
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]))
));
}
|