// 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 {ShapeUtil} from '../../../util'; import {getGlsl, Glsl} from '../glsl-source'; import {WebGLInferenceHandler} from '../inference-handler'; import {ProgramInfo, TextureType} from '../types'; export interface PadAttributes extends AttributeWithCacheKey { readonly mode: string; readonly pads: number[]; readonly value: number; } const padProgramMetadata = { name: 'Pad', inputNames: ['A'], inputTypes: [TextureType.unpacked], }; export const padV2: OperatorImplementation = (inferenceHandler: WebGLInferenceHandler, inputs: Tensor[], attributes: PadAttributes): Tensor[] => { validateInputsV2(inputs); const output = inferenceHandler.run( { ...padProgramMetadata, cacheHint: attributes.cacheKey, get: () => createPadProgramInfo(inferenceHandler, inputs[0], attributes) }, inputs); return [output]; }; export const parsePadAttributesV2: OperatorInitialization = (node: Graph.Node): PadAttributes => { const mode = node.attributes.getString('mode', 'constant'); const value = node.attributes.getFloat('value', 0.0); const pads = node.attributes.getInts('pads'); return createAttributeWithCacheKey({mode, value, pads}); }; export const padV11: OperatorImplementation = (inferenceHandler: WebGLInferenceHandler, inputs: Tensor[], mode: string): Tensor[] => { validateInputsV11(inputs); const attrubutes = generatePadAttributesFromInputs(inferenceHandler, inputs, mode); return padV2(inferenceHandler, [inputs[0]], attrubutes); }; export const parsePadAttributesV11: OperatorInitialization = (node: Graph.Node): string => node.attributes.getString('mode', 'constant'); const generatePadAttributesFromInputs = (inferenceHandler: WebGLInferenceHandler, inputs: Tensor[], mode: string): PadAttributes => { if (!inferenceHandler.session.isInitializer(inputs[1].dataId) || (inputs.length >= 3 && !inferenceHandler.session.isInitializer(inputs[2].dataId))) { throw new Error('dynamic pad attributes are not allowed'); } const pads = Array.from(inputs[1].integerData); const value = (inputs.length >= 3) ? inputs[2].floatData[0] : 0.0; return createAttributeWithCacheKey({mode, pads, value}); }; const createPadProgramInfo = (inferenceHandler: WebGLInferenceHandler, input: Tensor, attributes: PadAttributes): ProgramInfo => { const outputShape = ShapeUtil.padShape(input.dims.slice(), attributes.pads); const rank = outputShape.length; const padFunction = getPadFunction(inferenceHandler, input, attributes); const shaderSource = ` ${padFunction} float process(int[${rank}] indices) { return padA(indices); }`; return { name: 'Pad', inputNames: ['A'], inputTypes: [TextureType.unpacked], output: {dims: outputShape, type: input.type, textureType: TextureType.unpacked}, shaderSource }; }; const validateInputsV2 = (inputs: Tensor[]): void => { if (!inputs || inputs.length !== 1) { throw new Error('Pad requires 1 input'); } if (inputs[0].type !== 'float32' && inputs[0].type !== 'float64') { throw new Error('Invalid input type.'); } }; const validateInputsV11 = (inputs: Tensor[]): void => { if (!inputs || (inputs.length !== 2 && inputs.length !== 3)) { throw new Error('Pad requires 2 or 3 inputs'); } if (inputs[1].type !== 'int32') { throw new Error('Invalid input type.'); } if (inputs.length >= 3 && inputs[2].type === 'string') { throw new Error('Invalid input type.'); } }; const getPadFunction = (inferenceHandler: WebGLInferenceHandler, input: Tensor, attributes: PadAttributes): string => { const glsl = getGlsl(inferenceHandler.session.backend.glContext.version); const [width, height] = inferenceHandler.calculateTextureWidthAndHeight(input.dims, TextureType.unpacked); const strides = ShapeUtil.computeStrides(input.dims); switch (attributes.mode) { case 'constant': return getPadConstant(glsl, input.dims, strides, width, height, attributes.pads, attributes.value); case 'reflect': return getPadReflect(glsl, input.dims, strides, width, height, attributes.pads); case 'edge': return getPadEdge(glsl, input.dims, strides, width, height, attributes.pads); default: throw new Error('Invalid mode'); } }; const getPadConstant = (glsl: Glsl, shape: readonly number[], strides: readonly number[], width: number, height: number, pads: number[], value: number): string => { const rank = shape.length; let block = ''; for (let i = rank - 1; i >= 0; --i) { block += ` k = m[${i}] - ${pads[i]}; if (k < 0) return constant; if (k >= ${shape[i]}) return constant; offset += k * ${strides[i]}; `; } return ` float padA(int m[${rank}]) { const float constant = float(${value}); int offset = 0; int k = 0; ${block} vec2 coords = offsetToCoords(offset, ${width}, ${height}); float value = getColorAsFloat(${glsl.texture2D}(A, coords)); return value; } `; }; const getPadReflect = (glsl: Glsl, shape: readonly number[], strides: readonly number[], width: number, height: number, pads: number[]): string => { const rank = shape.length; let block = ''; for (let i = rank - 1; i >= 0; --i) { block += ` k = m[${i}] - ${pads[i]}; if (k < 0) { k = -k; } { const int _2n_1 = ${2 * (shape[i] - 1)}; k = int( mod( float(k), float(_2n_1) ) ) ; if(k >= ${shape[i]}) { k = _2n_1 - k; } } offset += k * ${strides[i]}; `; } return ` float padA(int m[${rank}]) { int offset = 0; int k = 0; ${block} vec2 coords = offsetToCoords(offset, ${width}, ${height}); float value = getColorAsFloat(${glsl.texture2D}(A, coords)); return value; } `; }; const getPadEdge = (glsl: Glsl, shape: readonly number[], strides: readonly number[], width: number, height: number, pads: number[]): string => { const rank = shape.length; let block = ''; for (let i = rank - 1; i >= 0; --i) { block += ` k = m[${i}] - ${pads[i]}; if (k < 0) k = 0; if (k >= ${shape[i]}) k = ${shape[i] - 1}; offset += k * ${strides[i]}; `; } return ` float padA(int m[${rank}]) { int offset = 0; int k = 0; ${block} vec2 coords = offsetToCoords(offset, ${width}, ${height}); float value = getColorAsFloat(${glsl.texture2D}(A, coords)); return value; } `; };