// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. import {AttributeWithCacheKey, createAttributeWithCacheKey} from '../../../attribute-with-cache-key'; import {Graph} from '../../../graph'; import {OperatorImplementation, OperatorInitialization} from '../../../operators'; import {Tensor} from '../../../tensor'; import {getGlsl} from '../glsl-source'; import {WebGLInferenceHandler} from '../inference-handler'; import {ProgramInfo, TextureType} from '../types'; export interface BatchNormalizationAttributes extends AttributeWithCacheKey { epsilon: number; momentum: number; spatial: number; } const batchNormalizationProgramMetadata = { name: 'BatchNormalization', inputNames: ['A', 'Scale', 'B', 'Mean', 'Variance'], inputTypes: [TextureType.unpacked, TextureType.unpacked, TextureType.unpacked, TextureType.unpacked, TextureType.unpacked] }; export const batchNormalization: OperatorImplementation = (inferenceHandler: WebGLInferenceHandler, inputs: Tensor[], attributes: BatchNormalizationAttributes): Tensor[] => { validateInputs(inputs); const output = inferenceHandler.run( { ...batchNormalizationProgramMetadata, cacheHint: attributes.cacheKey, get: () => createBatchNormalizationProgramInfo(inferenceHandler, inputs, attributes) }, inputs); return [output]; }; export const parseBatchNormalizationAttributes: OperatorInitialization = (node: Graph.Node): BatchNormalizationAttributes => { const epsilon = node.attributes.getFloat('epsilon', 1e-5); const momentum = node.attributes.getFloat('momentum', 0.9); const spatial = node.attributes.getInt('spatial', 1); return createAttributeWithCacheKey({epsilon, momentum, spatial}); }; const createBatchNormalizationProgramInfo = (inferenceHandler: WebGLInferenceHandler, inputs: Tensor[], attributes: BatchNormalizationAttributes): ProgramInfo => { const glsl = getGlsl(inferenceHandler.session.backend.glContext.version); const rank = inputs[0].dims.length; const [scaleWidth, scaleHeight] = inferenceHandler.calculateTextureWidthAndHeight(inputs[1].dims, TextureType.unpacked); const shaderSource = ` float process(int[${rank}] indices) { vec2 position = offsetToCoords(indices[1], ${scaleWidth}, ${scaleHeight}); float scale = getColorAsFloat(${glsl.texture2D}(Scale, position)); float mean = getColorAsFloat(${glsl.texture2D}(Mean, position)); float variance = getColorAsFloat(${glsl.texture2D}(Variance, position)); float b = getColorAsFloat(${glsl.texture2D}(B, position)); return scale * ( (_A(indices) - mean) / sqrt(variance + float(${attributes.epsilon})) ) + b; }`; return { ...batchNormalizationProgramMetadata, output: {dims: inputs[0].dims, type: inputs[0].type, textureType: TextureType.unpacked}, shaderSource }; }; const validateInputs = (inputs: Tensor[]): void => { if (!inputs || inputs.length !== 5) { throw new Error('BatchNormalization requires 5 inputs.'); } const X = inputs[0]; const scale = inputs[1]; const B = inputs[2]; const mean = inputs[3]; const var_ = inputs[4]; // input should atleast have three dimensions - N,C,dim1,...,dimn // other inputs can have only one dimensions if (X.dims.length < 3 || scale.dims.length !== 1 || B.dims.length !== 1 || mean.dims.length !== 1 || var_.dims.length !== 1) { throw new Error('invalid input shape.'); } if (scale.dims[0] !== X.dims[1] || B.dims[0] !== X.dims[1] || mean.dims[0] !== X.dims[1] || var_.dims[0] !== X.dims[1]) { throw new Error('invalid input shape.'); } if ((X.type !== 'float32' && X.type !== 'float64') || (scale.type !== 'float32' && scale.type !== 'float64') || (B.type !== 'float32' && B.type !== 'float64') || (mean.type !== 'float32' && mean.type !== 'float64') || (var_.type !== 'float32' && var_.type !== 'float64')) { throw new Error('invalid input tensor types.'); } };