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path: root/cnn_v3/shaders/cnn_v3_dec0.wgsl
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// CNN v3 — Decoder level 0 + output
// NearestUp2x(dec1) + cat(enc0_skip) -> Conv(16->4, 3x3) + FiLM + ReLU + Sigmoid
//
// Inputs: dec1_tex   (rgba32uint, 8xf16)  half-res
//         enc0_tex   (rgba32uint, 8xf16)  full-res  (skip connection)
// Output: output_tex (rgba16float, 4ch)   full-res
//
// Weight layout (f16, OIHW + bias):
//   [0 .. 16*4*9)  conv: w[out][in][ky][kx]  (in=16: 8 dec1 + 8 enc0 skip)
//   [576 .. +4)    bias: b[out]

#include "cnn_v3/common"

const DEC0_IN:  u32 = 16u;
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<u32>;
@group(0) @binding(1) var enc0_tex: 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 output_tex: texture_storage_2d<rgba16float, write>;

// Load 16ch: ch 0-7 from dec1 nearest-up, ch 8-15 from enc0 skip.
fn load_dec0_concat(coord: vec2i, full_dims: vec2i) -> array<f32, 16> {
    var r: array<f32, 16>;
    if (coord.x < 0 || coord.y < 0 || coord.x >= full_dims.x || coord.y >= full_dims.y) {
        return r;
    }
    let half_dims = vec2i(textureDimensions(dec1_tex));
    let hc = clamp(coord / 2, vec2i(0), half_dims - vec2i(1));
    let d  = unpack_8ch(dec1_tex, hc);
    let e  = unpack_8ch(enc0_tex, coord);
    for (var i: u32 = 0u; i < 8u; i++) {
        r[i]      = d[i];
        r[i + 8u] = e[i];
    }
    return r;
}

@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<f32, DEC0_OUT>;

    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];
                }
            }
        }
        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]));
}