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#!/usr/bin/env python3
"""CNN v2 Shader Export Script - Uniform 12D→4D Architecture
Converts PyTorch checkpoints to WGSL compute shaders with f16 weights.
Generates one shader per layer with embedded weight arrays.
Note: Storage buffer approach (export_cnn_v2_weights.py) is preferred for size.
This script is for debugging/testing with per-layer shaders.
"""
import argparse
import numpy as np
import torch
from pathlib import Path
def export_layer_shader(layer_idx, weights, kernel_size, output_dir, is_output_layer=False):
"""Generate WGSL compute shader for a single CNN layer.
Args:
layer_idx: Layer index (0, 1, 2, ...)
weights: (4, 12, k, k) weight tensor (uniform 12D→4D)
kernel_size: Kernel size (3, 5, etc.)
output_dir: Output directory path
is_output_layer: True if this is the final RGBA output layer
"""
weights_flat = weights.flatten()
weights_f16 = weights_flat.astype(np.float16)
weights_f32 = weights_f16.astype(np.float32) # WGSL stores as f32 literals
# Format weights as WGSL array
weights_str = ",\n ".join(
", ".join(f"{w:.6f}" for w in weights_f32[i:i+8])
for i in range(0, len(weights_f32), 8)
)
radius = kernel_size // 2
activation = "" if is_output_layer else "output[c] = max(0.0, sum); // ReLU"
if is_output_layer:
activation = "output[c] = clamp(sum, 0.0, 1.0); // Sigmoid approximation"
shader_code = f"""// CNN v2 Layer {layer_idx} - Auto-generated (uniform 12D→4D)
// Kernel: {kernel_size}×{kernel_size}, In: 12D (4 prev + 8 static), Out: 4D
const KERNEL_SIZE: u32 = {kernel_size}u;
const IN_CHANNELS: u32 = 12u; // 4 (input/prev) + 8 (static)
const OUT_CHANNELS: u32 = 4u; // Uniform output
const KERNEL_RADIUS: i32 = {radius};
// Weights quantized to float16 (stored as f32 in WGSL)
const weights: array<f32, {len(weights_f32)}> = array(
{weights_str}
);
@group(0) @binding(0) var static_features: texture_2d<u32>;
@group(0) @binding(1) var layer_input: texture_2d<u32>;
@group(0) @binding(2) var output_tex: texture_storage_2d<rgba32uint, write>;
fn unpack_static_features(coord: vec2<i32>) -> array<f32, 8> {{
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<f32, 8>(v0.x, v0.y, v1.x, v1.y, v2.x, v2.y, v3.x, v3.y);
}}
fn unpack_layer_channels(coord: vec2<i32>) -> vec4<f32> {{
let packed = textureLoad(layer_input, coord, 0);
let v0 = unpack2x16float(packed.x);
let v1 = unpack2x16float(packed.y);
return vec4<f32>(v0.x, v0.y, v1.x, v1.y);
}}
fn pack_channels(values: vec4<f32>) -> vec4<u32> {{
return vec4<u32>(
pack2x16float(vec2<f32>(values.x, values.y)),
pack2x16float(vec2<f32>(values.z, values.w)),
0u, // Unused
0u // Unused
);
}}
@compute @workgroup_size(8, 8)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {{
let coord = vec2<i32>(id.xy);
let dims = textureDimensions(static_features);
if (coord.x >= i32(dims.x) || coord.y >= i32(dims.y)) {{
return;
}}
// Load static features (always available)
let static_feat = unpack_static_features(coord);
// Convolution: 12D input (4 prev + 8 static) → 4D output
var output: vec4<f32> = vec4<f32>(0.0);
for (var c: u32 = 0u; c < 4u; c++) {{
var sum: f32 = 0.0;
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<i32>(kx, ky);
// Border handling (clamp)
let clamped = vec2<i32>(
clamp(sample_coord.x, 0, i32(dims.x) - 1),
clamp(sample_coord.y, 0, i32(dims.y) - 1)
);
// Load features at this spatial location
let static_local = unpack_static_features(clamped);
let layer_local = unpack_layer_channels(clamped); // 4D
// 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: previous/input channels (4D)
for (var i: u32 = 0u; i < 4u; i++) {{
let w_idx = c * 12u * KERNEL_SIZE * KERNEL_SIZE +
i * KERNEL_SIZE * KERNEL_SIZE + spatial_idx;
sum += weights[w_idx] * layer_local[i];
}}
// Accumulate: static features (8D)
for (var i: u32 = 0u; i < 8u; i++) {{
let w_idx = c * 12u * KERNEL_SIZE * KERNEL_SIZE +
(4u + i) * KERNEL_SIZE * KERNEL_SIZE + spatial_idx;
sum += weights[w_idx] * static_local[i];
}}
}}
}}
{activation}
}}
// Pack and store
textureStore(output_tex, coord, pack_channels(output));
}}
"""
output_path = Path(output_dir) / "cnn_v2" / f"cnn_v2_layer_{layer_idx}.wgsl"
output_path.write_text(shader_code)
print(f" → {output_path}")
def export_checkpoint(checkpoint_path, output_dir):
"""Export PyTorch checkpoint to WGSL shaders.
Args:
checkpoint_path: Path to .pth checkpoint
output_dir: Output directory for shaders
"""
print(f"Loading checkpoint: {checkpoint_path}")
checkpoint = torch.load(checkpoint_path, map_location='cpu')
state_dict = checkpoint['model_state_dict']
config = checkpoint['config']
kernel_size = config.get('kernel_size', 3)
num_layers = config.get('num_layers', 3)
print(f"Configuration:")
print(f" Kernel size: {kernel_size}×{kernel_size}")
print(f" Layers: {num_layers}")
print(f" Architecture: uniform 12D→4D")
output_dir = Path(output_dir)
output_dir.mkdir(parents=True, exist_ok=True)
print(f"\nExporting shaders to {output_dir}/")
# All layers uniform: 12D→4D
for i in range(num_layers):
layer_key = f'layers.{i}.weight'
if layer_key not in state_dict:
raise ValueError(f"Missing weights for layer {i}: {layer_key}")
layer_weights = state_dict[layer_key].detach().numpy()
is_output = (i == num_layers - 1)
export_layer_shader(
layer_idx=i,
weights=layer_weights,
kernel_size=kernel_size,
output_dir=output_dir,
is_output_layer=is_output
)
print(f"\nExport complete! Generated {num_layers} shader files.")
def main():
parser = argparse.ArgumentParser(description='Export CNN v2 checkpoint to WGSL shaders')
parser.add_argument('checkpoint', type=str, help='Path to checkpoint .pth file')
parser.add_argument('--output-dir', type=str, default='workspaces/main/shaders',
help='Output directory for shaders')
args = parser.parse_args()
export_checkpoint(args.checkpoint, args.output_dir)
if __name__ == '__main__':
main()
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