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path: root/cnn_v3/shaders/cnn_v3_dec1.wgsl
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// CNN v3 — Decoder level 1
// NearestUp2x(bottleneck) + cat(enc1_skip) -> Conv(32->8, 3x3) + FiLM + ReLU
//
// Inputs: bn_tex_lo   (rgba32uint, 8xf16)  quarter-res  ch 0-7
//         bn_tex_hi   (rgba32uint, 8xf16)  quarter-res  ch 8-15
//         enc1_tex_lo (rgba32uint, 8xf16)  half-res     skip ch 0-7
//         enc1_tex_hi (rgba32uint, 8xf16)  half-res     skip ch 8-15
// Output: dec1_out    (rgba32uint, 8xf16)  half-res
//
// Weight layout (f16, OIHW + bias):
//   [0 .. 32*8*9)   conv: w[out][in][ky][kx]  (in=32: 16 bn + 16 enc1 skip)
//   [2304 .. +8)    bias: b[out]

#include "cnn_v3/common"

const DEC1_IN:  u32 = 32u;
const DEC1_OUT: u32 = 8u;

struct Params {
    weight_offset: u32,
    _pad: vec3u,
    gamma_lo: vec4f,
    gamma_hi: vec4f,
    beta_lo:  vec4f,
    beta_hi:  vec4f,
}

@group(0) @binding(0) var bn_tex_lo:   texture_2d<u32>;
@group(0) @binding(1) var bn_tex_hi:   texture_2d<u32>;
@group(0) @binding(2) var enc1_tex_lo: texture_2d<u32>;
@group(0) @binding(3) var enc1_tex_hi: texture_2d<u32>;
@group(0) @binding(4) var<storage, read> weights: array<u32>;
@group(0) @binding(5) var<uniform> params: Params;
@group(0) @binding(6) var dec1_out: texture_storage_2d<rgba32uint, write>;

fn film_gamma(o: u32) -> f32 {
    if (o < 4u) { return params.gamma_lo[o]; }
    return params.gamma_hi[o - 4u];
}
fn film_beta(o: u32) -> f32 {
    if (o < 4u) { return params.beta_lo[o]; }
    return params.beta_hi[o - 4u];
}

// Load 32ch: [bn_nearest_up(16ch), enc1_skip(16ch)]
fn load_dec1_concat(hcoord: vec2i, half_dims: vec2i) -> array<f32, 32> {
    var r: array<f32, 32>;
    if (hcoord.x < 0 || hcoord.y < 0 || hcoord.x >= half_dims.x || hcoord.y >= half_dims.y) {
        return r;
    }
    let quart_dims = half_dims / 2;
    let qc  = clamp(hcoord / 2, vec2i(0), quart_dims - vec2i(1));
    let blo = unpack_8ch(bn_tex_lo,   qc);
    let bhi = unpack_8ch(bn_tex_hi,   qc);
    let slo = unpack_8ch(enc1_tex_lo, hcoord);
    let shi = unpack_8ch(enc1_tex_hi, hcoord);
    for (var i: u32 = 0u; i < 8u; i++) {
        r[i]       = blo[i];
        r[i + 8u]  = bhi[i];
        r[i + 16u] = slo[i];
        r[i + 24u] = shi[i];
    }
    return r;
}

@compute @workgroup_size(8, 8)
fn dec1_main(@builtin(global_invocation_id) id: vec3u) {
    let half_dims = vec2i(textureDimensions(enc1_tex_lo));
    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<f32, DEC1_OUT>;

    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, film_gamma(o) * sum + film_beta(o));
    }

    textureStore(dec1_out, 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]))
    ));
}