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// CNN v3 — Decoder level 1
// NearestUp2x(bottleneck) + cat(enc1_skip) -> Conv(16->4, 3x3, zero-pad) + FiLM + ReLU
//
// Inputs: bottleneck_tex (rgba32uint, 8xf16) quarter-res
// enc1_tex (rgba32uint, 8xf16) half-res (skip connection)
// Output: dec1_out (rgba16float, 4ch) half-res (dispatch at half-res dims)
//
// Weight layout (f16, OIHW + bias):
// [0 .. 16*4*9) conv: w[out][in][ky][kx] (in=16: 8 bottleneck + 8 enc1 skip)
// [576 .. +4) bias: b[out]
#include "cnn_v3/common"
const DEC1_IN: u32 = 16u;
const DEC1_OUT: u32 = 4u;
struct Params {
weight_offset: u32,
_pad: vec3u,
gamma: vec4f,
beta: vec4f,
}
@group(0) @binding(0) var bottleneck_tex: texture_2d<u32>;
@group(0) @binding(1) var enc1_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 dec1_out: texture_storage_2d<rgba16float, write>;
// Load 16 concatenated channels at half-res coord hcoord:
// ch 0-7: bottleneck nearest-up (bottleneck_tex[hcoord/2])
// ch 8-15: enc1 skip (enc1_tex[hcoord])
// Returns zeros for OOB hcoord (zero-padding for the conv).
fn load_dec1_concat(hcoord: vec2i, half_dims: vec2i) -> array<f32, 16> {
if (hcoord.x < 0 || hcoord.y < 0 || hcoord.x >= half_dims.x || hcoord.y >= half_dims.y) {
return array<f32, 16>(0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.,0.);
}
let quart_dims = half_dims / 2;
let qc = clamp(hcoord / 2, vec2i(0), quart_dims - vec2i(1));
let b = unpack_8ch(bottleneck_tex, qc);
let s = unpack_8ch(enc1_tex, hcoord);
return array<f32, 16>(
b[0], b[1], b[2], b[3], b[4], b[5], b[6], b[7],
s[0], s[1], s[2], s[3], s[4], s[5], s[6], s[7]
);
}
@compute @workgroup_size(8, 8)
fn dec1_main(@builtin(global_invocation_id) id: vec3u) {
let half_dims = vec2i(textureDimensions(enc1_tex));
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, params.gamma[o] * sum + params.beta[o]);
}
textureStore(dec1_out, coord, vec4f(out[0], out[1], out[2], out[3]));
}
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