face-api/dist/face-api.min.js

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tensor.shape[0], but sum of lengths is
${n}, and tensor's shape is: ${e.shape}`);const r=n===0?0:e.size/n,o=N(()=>{const l=[];e=e.reshape([1,n,r]);for(let c=0;c<t.length;++c){const p=c===0?0:i[c-1],u=[0,p,0],h=[1,t[c],r];l[c]=he(e,u,h).reshape(s)}return e.dispose(),l}),a=new Ru([],s,e.dtype,t.length);for(let l=0;l<o.length;l++)a.setItem(l,o[l]);return a}const gN=async(e,t,s)=>{switch(e.op){case"If":case"StatelessIf":{const n=w("thenBranch",e,t,s),i=w("elseBranch",e,t,s),r=w("cond",e,t,s),o=w("args",e,t,s),a=await r.data();return a[0]?s.functionMap[n].executeFunctionAsync(o,s.tensorArrayMap,s.tensorListMap):s.functionMap[i].executeFunctionAsync(o,s.tensorArrayMap,s.tensorListMap)}case"While":case"StatelessWhile":{const n=w("body",e,t,s),i=w("cond",e,t,s),r=w("args",e,t,s),o=await s.functionMap[i].executeFunctionAsync(r,s.tensorArrayMap,s.tensorListMap),a=r.map(p=>p.id);let l=await o[0].data();o.forEach(p=>{!p.kept&&a.indexOf(p.id)===-1&&p.dispose()});let c=r;for(;l[0];){const p=c;c=await s.functionMap[n].executeFunctionAsync(c,s.tensorArrayMap,s.tensorListMap);const u=c.map(d=>d.id);p.forEach(d=>{!d.kept&&a.indexOf(d.id)===-1&&u.indexOf(d.id)===-1&&d.dispose()});const h=await s.functionMap[i].executeFunctionAsync(c,s.tensorArrayMap,s.tensorListMap);l=await h[0].data(),h.forEach(d=>{!d.kept&&a.indexOf(d.id)===-1&&u.indexOf(d.id)===-1&&d.dispose()})}return c}case"LoopCond":{const n=w("pred",e,t,s);return[Wn(n)]}case"Switch":{const n=w("pred",e,t,s);let i=w("data",e,t,s);return i.kept||(i=Wn(i)),(await n.data())[0]?[void 0,i]:[i,void 0]}case"Merge":{const n=e.inputNames.find(i=>Vt(i,t,s)!==void 0);if(n){const i=Vt(n,t,s);return[Wn(i)]}return}case"Enter":{const n=w("frameName",e,t,s),i=w("tensor",e,t,s);return s.enterFrame(n),[Wn(i)]}case"Exit":{const n=w("tensor",e,t,s);return s.exitFrame(),[Wn(n)]}case"NextIteration":{const n=w("tensor",e,t,s);return s.nextIteration(),[Wn(n)]}case"TensorArrayV3":{const n=w("size",e,t,s),i=w("dtype",e,t,s),r=w("elementShape",e,t,s),o=w("dynamicSize",e,t,s),a=w("clearAfterRead",e,t,s),l=w("identicalElementShapes",e,t,s),c=w("name",e,t,s),p=new uN(c,i,n,r,l,o,a);return s.addTensorArray(p),[p.idTensor,j(1)]}case"TensorArrayWriteV3":{const n=w("tensorArrayId",e,t,s),i=w("index",e,t,s),r=w("tensor",e,t,s),o=s.getTensorArray(n.id);return o.write(i,r),[o.idTensor]}case"TensorArrayReadV3":{const n=w("tensorArrayId",e,t,s),i=w("index",e,t,s),r=s.getTensorArray(n.id);return[r.read(i)]}case"TensorArrayGatherV3":{const n=w("tensorArrayId",e,t,s),i=w("indices",e,t,s),r=w("dtype",e,t,s),o=s.getTensorArray(n.id);return[o.gather(i,r)]}case"TensorArrayScatterV3":{const n=w("tensorArrayId",e,t,s),i=w("indices",e,t,s),r=w("tensor",e,t,s),o=s.getTensorArray(n.id);return o.scatter(i,r),[o.idTensor]}case"TensorArrayConcatV3":{const n=w("tensorArrayId",e,t,s),i=s.getTensorArray(n.id),r=w("dtype",e,t,s);return[i.concat(r)]}case"TensorArraySplitV3":{const n=w("tensorArrayId",e,t,s),i=w("tensor",e,t,s),r=w("lengths",e,t,s),o=s.getTensorArray(n.id);return o.split(r,i),[o.idTensor]}case"TensorArraySizeV3":{const n=w("tensorArrayId",e,t,s),i=s.getTensorArray(n.id);return[j(i.size(),"int32")]}case"TensorArrayCloseV3":{const n=w("tensorArrayId",e,t,s),i=s.getTensorArray(n.id);return i.clearAndClose(),[i.idTensor]}case"TensorListSetItem":{const n=w("tensorListId",e,t,s),i=w("index",e,t,s),r=w("tensor",e,t,s),o=s.getTensorList(n.id);return o.setItem(i,r),[o.idTensor]}case"TensorListGetItem":{const n=w("tensorListId",e,t,s),i=w("index",e,t,s),r=w("elementShape",e,t,s),o=w("elementDType",e,t,s),a=s.getTensorList(n.id);return[a.getItem(i,r,o)]}case"TensorListScatterV2":case"TensorListScatter":{const n=w("indices",e,t,s),i=w("tensor",e,t,s),r=w("elementShape",e,t,s),o=w("numElements",e,t,s),a=mN(i,n,r,o);return s.addTensorList(a),[a.idTensor]}case"TensorListReserve":{const n=w("elementShape",e,t,s),i=w("elementDType",e,t,s),r=w("numElements",e,t,s),o=dN(n,i,r);return s.addTensorList(o),[o.idTensor]}case"TensorListGather":{const n=w("tensorListId",e,t,s),i=w("indices",e,t,s),r=w("elementShape",e,t,s),o=w("elementDType",e,t,s),a=s.getTensorList(n.id);return[a
${e}`);let n;return this.size===Infinity||this.size==null?n=this.size:t?n=Math.ceil(this.size/e):n=Math.floor(this.size/e),Ns(async()=>(await s.iterator()).columnMajorBatch(e,t,Sz),n)}concatenate(e){const t=this;let s;return this.size===Infinity||e.size===Infinity?s=Infinity:this.size!=null&&e.size!=null?s=this.size+e.size:s=null,Ns(async()=>(await t.iterator()).concatenate(await e.iterator()),s)}filter(e){const t=this;let s;return this.size===Infinity?s=Infinity:s=null,Ns(async()=>(await t.iterator()).filter(n=>N(()=>e(n))),s)}async forEachAsync(e){return(await this.iterator()).forEachAsync(e)}map(e){const t=this;return Ns(async()=>(await t.iterator()).map(s=>N(()=>e(s))),this.size)}mapAsync(e){const t=this;return Ns(async()=>(await t.iterator()).mapAsync(e),this.size)}prefetch(e){if(e==null)throw new RangeError("`Dataset.prefetch()` requires bufferSize to be specified.");const t=this;return Ns(async()=>(await t.iterator()).prefetch(e),this.size)}repeat(e){const t=this;let s;return this.size!=null&&e>0?s=this.size*e:e===0?s=0:this.size!=null&&(e===void 0||e<0)?s=Infinity:s=null,Ns(async()=>{const n=Ou(async()=>({value:await t.iterator(),done:!1}));return zN(n.take(e))},s)}skip(e){const t=this;let s;return this.size!=null&&e>=0&&this.size>=e?s=this.size-e:this.size!=null&&(this.size<e||e===void 0||e<0)?s=0:s=null,Ns(async()=>(await t.iterator()).skip(e),s)}shuffle(e,t,s=!0){if(e==null||e<0)throw this.size==null?new RangeError("`Dataset.shuffle()` requires bufferSize to be specified."):new RangeError(`\`Dataset.shuffle()\` requires bufferSize to be specified. If your data fits in main memory (for regular JS objects), and/or GPU memory (for \`tf.Tensor\`s), consider setting bufferSize to the dataset size (${this.size} elements)`);const n=this,i=VN.alea(t||E.now().toString());return Ns(async()=>{let r=i.int32();return s&&(r+=i.int32()),(await n.iterator()).shuffle(e,r.toString())},this.size)}take(e){const t=this;let s;return this.size!=null&&this.size>e?s=e:this.size!=null&&this.size<=e?s=this.size:s=null,Ns(async()=>(await t.iterator()).take(e),s)}async toArray(){if(this.size===Infinity)throw new Error("Can not convert infinite data stream to array.");return(await this.iterator()).toArray()}async toArrayForTest(){if(this.size===Infinity)throw new Error("Can not convert infinite data stream to array.");return(await this.iterator()).toArrayForTest()}}Bi.MAX_BUFFER_SIZE=1e4;function Ns(e,t=null){return new class extends Bi{constructor(){super(...arguments);this.size=t}async iterator(){return e()}}()}function GN(e){return Ns(async()=>Mw(e),e.length)}function HN(e){if(!br(e))throw new Error("The argument to zip() must be an object or array.");let t;if(Array.isArray(e))for(let s=0;s<e.length;s++)t=t==null?e[s].size:Math.min(t,e[s].size);else if(e instanceof Object)for(const s in e)t=t==null?e[s].size:Math.min(t,e[s].size);return Ns(async()=>{const s=await ef(e,n=>{if(n instanceof Bi)return{value:n.iterator(),recurse:!1};if(br(n))return{value:null,recurse:!0};throw new Error("Leaves of the structure passed to zip() must be Datasets, not primitives.")});return BN(s,zi.SHORTEST)},t)}function Sz(e){if(e===null)return null;const t=e[0];if(MN(t)){const s=vz(e);return{value:s,recurse:!1}}return{value:null,recurse:!0}}function vz(e){if(e.length===0)throw new Error("Can't make a batch of zero elements.");return e[0]instanceof ue?Xe(e):ze(e)}class nf extends Bi{constructor(e){super();this.input=e}async iterator(){const e=await this.input.iterator(),t=e.decodeUTF8(),s=t.split(`
`).map(n=>(n.endsWith("\r")&&(n=n.slice(0,-1)),n));return s}}const rf='"',ku=Symbol("out"),qN=Symbol("field"),of=Symbol("quote"),Uw=Symbol("quoteafterquote"),YN=Symbol("quoteinquote");class af extends Bi{constructor(e,t){super();this.input=e,this.hasHeader=!0,this.fullColumnNames=null,this.columnNamesValidated=!1,this.columnConfigs=null,this.configuredColumnsOnly=!1,this.delimiter=",",this.delimWhitespace=!1,this.base=new nf(e),t||(t={}),this.hasHeader=!(t.hasHeader===!1),this.fullColumnNames=t.columnNames,this.columnConfigs=t.columnConfigs,this.configuredColumnsOnly=t.configuredColumnsOnly,t.delimWhitespace?(E.assert(t.delimiter==null,()=>"Delimiter should not be provided when delimWhitespace is true."),this.delimWhitespace=!0,this.delimiter=" "):this.delimiter=t.delimiter?t.delimiter:","}async columnNames(){return this.columnNamesValidated||await this.setColumnNames(),this.configuredColumnsOnly?Object.keys(this.columnConfigs):this.fullColumnNames}async setColumnNames(){const e=await this.maybeReadHeaderLine();if(!this.fullColumnNames&&!e)throw new Error("Column names must be provided if there is no header line.");this.fullColumnNames&&e&&E.assert(e.length===this.fullColumnNames.length,()=>"The length of provided columnNames ("+this.fullColumnNames.length.toString()+") does not match the length of the header line read from file ("+e.length.toString()+")."),this.fullColumnNames||(this.fullColumnNames=e);const t=this.fullColumnNames.reduce((n,i)=>(n[i]=n[i]+1||1,n),{}),s=Object.keys(t).filter(n=>t[n]>1);if(E.assert(s.length===0,()=>"Duplicate column names found: "+s.toString()),this.columnConfigs)for(const n of Object.keys(this.columnConfigs)){const i=this.fullColumnNames.indexOf(n);if(i===-1)throw new Error('The key "'+n+'" provided in columnConfigs does not match any of the column names ('+this.fullColumnNames.toString()+").")}this.columnNamesValidated=!0}async maybeReadHeaderLine(){if(this.hasHeader){const e=await this.base.iterator(),t=await e.next();if(t.done)throw new Error("No data was found for CSV parsing.");const s=t.value,n=this.parseRow(s,!1);return n}else return null}async iterator(){this.columnNamesValidated||await this.setColumnNames();let e=await this.base.iterator();return this.hasHeader&&(e=e.skip(1)),e.map(t=>this.makeDataElement(t))}makeDataElement(e){const t=this.parseRow(e),s={},n={};for(let i=0;i<this.fullColumnNames.length;i++){const r=this.fullColumnNames[i],o=this.columnConfigs?this.columnConfigs[r]:null;if(this.configuredColumnsOnly&&!o)continue;{const a=t[i];let l=null;if(a==="")if(o&&o.default!==void 0)l=o.default;else{if(o&&(o.required||o.isLabel))throw new Error(`Required column ${r} is empty in this line: ${e}`);l=void 0}else{const c=Number(a);if(isNaN(c))o&&o.dtype==="bool"?l=this.getBoolean(a):l=a;else if(!o||!o.dtype)l=c;else switch(o.dtype){case"float32":l=c;break;case"int32":l=Math.floor(c);break;case"bool":l=this.getBoolean(a);break;default:l=c}}o&&o.isLabel?n[r]=l:s[r]=l}}return Object.keys(n).length===0?s:{xs:s,ys:n}}getBoolean(e){return e==="1"||e.toLowerCase()==="true"?1:0}parseRow(e,t=!0){const s=[];let n=0;const i=e.length;let r=ku;for(let o=0;o<i;o++)switch(r){case ku:switch(e.charAt(o)){case rf:n=o+1,r=of;break;case this.delimiter:if(n=o+1,this.delimiter===" "&&this.delimWhitespace)break;s.push(""),r=ku;break;default:r=qN,n=o;break}break;case qN:switch(e.charAt(o)){case this.delimiter:s.push(e.substring(n,o)),r=ku,n=o+1;break;default:}break;case of:switch(e.charAt(o)){case rf:r=Uw;break;default:}break;case Uw:switch(e.charAt(o)){case this.delimiter:s.push(e.substring(n,o-1)),r=ku,n=o+1;break;case rf:r=of;break;default:r=YN;break}break;case YN:switch(e.charAt(o)){case rf:r=of;break;default:}break;default:}if(r===Uw?s.push(e.substring(n,i-1)):s.push(e.substring(n)),t&&s.length!==this.fullColumnNames.length)throw new Error(`Invalid row in csv file. Should have ${this.fullColumnNames.length} elements in a row, but got ${s}`);return s}}class $w extends Tt{constructor(e){super();this.microphoneConfig=e,this.isClosed=!1,this.fftSize=e.fftSize||1024;const t=Math.log2(this.fftSize);if
============================
Hi there 👋. Looks like you are running TensorFlow.js in Node.js. To speed things up dramatically, install our node backend, which binds to TensorFlow C++, by running npm i @tensorflow/tfjs-node, or npm i @tensorflow/tfjs-node-gpu if you have CUDA. Then call require('@tensorflow/tfjs-node'); (-gpu suffix for CUDA) at the start of your program. Visit https://github.com/tensorflow/tfjs-node for more details.
============================`));const n={};return this.data.set(n,{values:e,dtype:s}),n}move(e,t,s,n){this.data.set(e,{values:t,dtype:n})}numDataIds(){return this.data.numDataIds()}async read(e){return this.readSync(e)}readSync(e){const{dtype:t,complexTensors:s}=this.data.get(e);if(t==="complex64"){const n=this.readSync(s.real.dataId),i=this.readSync(s.imag.dataId);return U.mergeRealAndImagArrays(n,i)}return this.data.get(e).values}bufferSync(e){const t=this.readSync(e.dataId);let s=t;if(e.dtype==="string")try{s=t.map(n=>E.decodeString(n))}catch(n){throw new Error("Failed to decode encoded string bytes into utf-8")}return le(e.shape,e.dtype,s)}makeOutput(e,t,s){const n=this.write(e,t,s);return os().makeTensorFromDataId(n,t,s,this)}disposeData(e){if(this.data.has(e)){const{complexTensors:t}=this.data.get(e);t!=null&&(t.real.dispose(),t.imag.dispose()),this.data.delete(e)}}async time(e){const t=E.now();e();const s=E.now()-t;return{kernelMs:s}}memory(){return{unreliable:!0,reasons:["The reported memory is an upper bound. Due to automatic garbage collection, the true allocated memory may be less."]}}complex(e,t){const s=this.makeOutput(null,e.shape,"complex64"),n=this.data.get(s.dataId);return n.complexTensors={real:os().keep(e.clone()),imag:os().keep(t.clone())},s}real(e){const t=this.data.get(e.dataId);return t.complexTensors.real.clone()}imag(e){const t=this.data.get(e.dataId);return t.complexTensors.imag.clone()}slice(e,t,s){H(e,"slice");const n=Jn.isSliceContinous(e.shape,t,s);if(n){const o=Jn.computeFlatOffset(t,e.strides),a=E.sizeFromShape(s),l=this.readSync(e.dataId);return ze(l.subarray(o,o+a),s,e.dtype)}const i=le(s,e.dtype),r=this.bufferSync(e);for(let o=0;o<i.size;++o){const a=i.indexToLoc(o),l=a.map((c,p)=>c+t[p]);i.values[o]=r.get(...l)}return i.toTensor()}stridedSlice(e,t,s,n){H(e,"stridedSlice");const i=Jn.computeOutShape(t,s,n);if(i.some(a=>a===0))return ze([],i);const r=le(i,e.dtype),o=this.bufferSync(e);for(let a=0;a<r.size;a++){const l=r.indexToLoc(a),c=new Array(l.length);for(let p=0;p<c.length;p++)c[p]=l[p]*n[p]+t[p];r.set(o.get(...c),...l)}return r.toTensor()}diag(e){const t=this.readSync(e.dataId),s=le([e.size,e.size],e.dtype),n=s.values;for(let i=0;i<t.length;i++)n[i*e.size+i]=t[i];return s.toTensor()}unstack(e,t){const s=e.shape[t],n=new Array(e.rank-1);let i=0;for(let l=0;l<e.rank;l++)l!==t&&(n[i++]=e.shape[l]);const r=new Array(e.rank).fill(0),o=e.shape.slice();o[t]=1;const a=new Array(s);for(let l=0;l<a.length;l++)r[t]=l,a[l]=this.slice(e,r,o).reshape(n);return a}reverse(e,t){H(e,"reverse");const s=le(e.shape,e.dtype),n=this.bufferSync(e);for(let i=0;i<s.size;i++){const r=s.indexToLoc(i),o=r.slice();t.forEach(a=>o[a]=e.shape[a]-1-o[a]),s.set(n.get(...o),...r)}return s.toTensor()}concat(e,t){if(e[0].dtype==="complex64"){const o=e.map(l=>$t(l)),a=e.map(l=>Ht(l));return Ze(this.concat(o,t),this.concat(a,t))}const s=e.map(o=>{const a=E.sizeFromShape(o.shape.slice(t));return o.as2D(-1,a)}),n=U.computeOutShape(s.map(o=>o.shape),1),i=le(n,e[0].dtype).values;if(s[0].shape[0]===1){let o=0;s.forEach(a=>{i.set(this.readSync(a.dataId),o),o+=a.size})}else{let o=0;s.forEach(a=>{const l=this.readSync(a.dataId);let c=0;for(let p=0;p<a.shape[0];++p){const u=p*n[1]+o;for(let h=0;h<a.shape[1];++h)i[u+h]=l[c++]}o+=a.shape[1]})}const r=U.computeOutShape(e.map(o=>o.shape),t);return ze(i,r,e[0].dtype)}neg(e){return H(e,"neg"),this.multiply(j(-1),e)}add(e,t){return e.dtype==="complex64"||t.dtype==="complex64"?this.broadcastedBinaryComplexOp(e.cast("complex64"),t.cast("complex64"),(s,n,i,r)=>({real:s+i,imag:n+r})):this.broadcastedBinaryOp(e,t,wt(e.dtype,t.dtype),(s,n)=>s+n)}addN(e){H(e,"addN");const t=e.map(i=>this.readSync(i.dataId)),s=le(e[0].shape,e[0].dtype),n=s.values;for(let i=0;i<e.length;i++){const r=t[i];for(let o=0;o<n.length;o++)n[o]+=r[o]}return s.toTensor()}softmax(e,t){const s=E.parseAxisParam([t],e.shape),n=st(e,s),i=U.expandShapeToKeepDim(n.shape,s),r=this.subtract(e,n.reshape(i)),o=this.exp(r),a=this.sum(o,s).reshape(i);return J(o,a)}subtract(e,t){return e.dtype==="complex64"||t.dtype==="complex64"?this
`),r=i.length.toString().length+2,o=i.map((u,h)=>E.rightPad((h+1).toString(),r)+u);let a=0;for(let u=0;u<o.length;u++)a=Math.max(o[u].length,a);const l=o.slice(0,n-1),c=o.slice(n-1,n),p=o.slice(n);console.log(l.join(`
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`)[0]),console.log(`%c ${E.rightPad(c[0],a)}`,"border:1px solid red; background-color:#e3d2d2; color:#a61717"),console.log(p.join(`
`))}function vC(e){return Pi(e,()=>e.createProgram(),"Unable to create WebGLProgram.")}function TC(e,t){if(oe(e,()=>e.linkProgram(t)),e.getProgramParameter(t,e.LINK_STATUS)===!1)throw console.log(e.getProgramInfoLog(t)),new Error("Failed to link vertex and fragment shaders.")}function bf(e,t){if(oe(e,()=>e.validateProgram(t)),e.getProgramParameter(t,e.VALIDATE_STATUS)===!1)throw console.log(e.getProgramInfoLog(t)),new Error("Shader program validation failed.")}function IC(e,t){const s=Pi(e,()=>e.createBuffer(),"Unable to create WebGLBuffer");return oe(e,()=>e.bindBuffer(e.ARRAY_BUFFER,s)),oe(e,()=>e.bufferData(e.ARRAY_BUFFER,t,e.STATIC_DRAW)),s}function AC(e,t){const s=Pi(e,()=>e.createBuffer(),"Unable to create WebGLBuffer");return oe(e,()=>e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,s)),oe(e,()=>e.bufferData(e.ELEMENT_ARRAY_BUFFER,t,e.STATIC_DRAW)),s}function NC(e){return Pi(e,()=>e.createTexture(),"Unable to create WebGLTexture.")}function CC(e,t){const s=$().getNumber("WEBGL_MAX_TEXTURE_SIZE");if(e<=0||t<=0){const n=`[${e}x${t}]`;throw new Error("Requested texture size "+n+" is invalid.")}if(e>s||t>s){const n=`[${e}x${t}]`,i=`[${s}x${s}]`;throw new Error("Requested texture size "+n+" greater than WebGL maximum on this browser / GPU "+i+".")}}function RC(e){return Pi(e,()=>e.createFramebuffer(),"Unable to create WebGLFramebuffer.")}function Yw(e,t,s,n,i,r,o){const a=e.getAttribLocation(t,s);return a===-1?!1:(oe(e,()=>e.bindBuffer(e.ARRAY_BUFFER,n)),oe(e,()=>e.vertexAttribPointer(a,i,e.FLOAT,!1,r,o)),oe(e,()=>e.enableVertexAttribArray(a)),!0)}function qz(e,t,s){Hz(e,s),oe(e,()=>e.activeTexture(e.TEXTURE0+s)),oe(e,()=>e.bindTexture(e.TEXTURE_2D,t))}function OC(e,t,s){return Pi(e,()=>e.getUniformLocation(t,s),'uniform "'+s+'" not present in program.')}function EC(e,t,s){return e.getUniformLocation(t,s)}function kC(e,t,s,n){oe(e,()=>qz(e,t,n)),oe(e,()=>e.uniform1i(s,n))}function wf(e,t,s){oe(e,()=>e.bindFramebuffer(e.FRAMEBUFFER,s)),oe(e,()=>e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.TEXTURE_2D,t,0))}function Kw(e,t){oe(e,()=>e.bindFramebuffer(e.FRAMEBUFFER,t)),oe(e,()=>e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.TEXTURE_2D,null,0))}function Mu(e){const t=e.checkFramebufferStatus(e.FRAMEBUFFER);if(t!==e.FRAMEBUFFER_COMPLETE)throw new Error("Error binding framebuffer: "+Yz(e,t))}function Yz(e,t){switch(t){case e.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:return"FRAMEBUFFER_INCOMPLETE_ATTACHMENT";case e.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:return"FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";case e.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:return"FRAMEBUFFER_INCOMPLETE_DIMENSIONS";case e.FRAMEBUFFER_UNSUPPORTED:return"FRAMEBUFFER_UNSUPPORTED";default:return`unknown error ${t}`}}function Pi(e,t,s){const n=oe(e,()=>t());if(n==null)throw new Error(s);return n}function Hz(e,t){const s=e.MAX_COMBINED_TEXTURE_IMAGE_UNITS-1,n=t+e.TEXTURE0;if(n<e.TEXTURE0||n>s){const i=`[gl.TEXTURE0, gl.TEXTURE${s}]`;throw new Error(`textureUnit must be in ${i}.`)}}function Lr(e,t=2){return E.sizeFromShape(e.slice(0,e.length-t))}function Sr(e){if(e.length===0)throw Error("Cannot get rows and columns of an empty shape array.");return[e.length>1?e[e.length-2]:1,e[e.length-1]]}function xf(e){let t=[1,1,1];const s=e.length===0||e.length===1&&e[0]===1;return s||(t=[Lr(e),...Sr(e)]),t}function _C(e,t=!1){let s=$().getNumber("WEBGL_MAX_TEXTURE_SIZE");if(t&&(s=s*2,e=e.map((i,r)=>r>=e.length-2?E.nearestLargerEven(e[r]):e[r]),e.length===1&&(e=[2,e[0]])),e.length!==2){const i=E.squeezeShape(e);e=i.newShape}let n=E.sizeFromShape(e);if(e.length<=1&&n<=s)return[1,n];if(e.length===2&&e[0]<=s&&e[1]<=s)return e;if(e.length===3&&e[0]*e[1]<=s&&e[2]<=s)return[e[0]*e[1],e[2]];if(e.length===3&&e[0]<=s&&e[1]*e[2]<=s)return[e[0],e[1]*e[2]];if(e.length===4&&e[0]*e[1]*e[2]<=s&&e[3]<=s)return[e[0]*e[1]*e[2],e[3]];if(e.length===4&&e[0]<=s&&e[1]*e[2]*e[3]<=s)return[e[0],e[1]*e[2]*e[3]];if(t){const i=Lr(e);let r=2,o=2;return e.length&&([r,o]=Sr(e)),n=i*(r/2)*(o/2),E.sizeToSquarishShape(n).map(a=>a*2)}return E.sizeToSquarishShape(n)}function Lf(e){return e%2===0}functio
void main() {
${s.join(`
`)}
float result = ${n};
setOutput(result);
}
`}}class BC{constructor(e,t){this.outputShape=[],this.packedInputs=!0,this.packedOutput=!0,this.outputShape=e,this.variableNames=t.map((i,r)=>`T${r}`);const s=[];this.variableNames.forEach(i=>{s.push(`vec4 v${i} = get${i}AtOutCoords();`)});const n=this.variableNames.map(i=>`v${i}`).join(" + ");this.userCode=`
void main() {
${s.join(`
`)}
vec4 result = ${n};
setOutput(result);
}
`}}class PC{constructor(e,t,s){this.variableNames=["A"];const n=e.windowSize,i=e.batchSize,r=e.inSize,o=Math.ceil(r/n);s||this.variableNames.push("bestIndicesA"),this.outputShape=[i,o];const a=t==="max"?">":"<",l=s?"inOffset + i;":"round(getBestIndicesA(batch, inOffset + i));";this.userCode=`
void main() {
ivec2 coords = getOutputCoords();
int batch = coords[0];
int outIdx = coords[1];
int inOffset = outIdx * ${n};
int bestIndex = inOffset;
float bestValue = getA(batch, bestIndex);
for (int i = 0; i < ${n}; i++) {
int inIdx = ${l};
float candidate = getA(batch, inIdx);
if (candidate ${a} bestValue) {
bestValue = candidate;
bestIndex = inIdx;
}
}
setOutput(float(bestIndex));
}
`}}function ex(e,t){return["x","y","z","w","u","v"].slice(0,t).map(s=>`${e}.${s}`)}function Et(e,t){return t===1?[e]:ex(e,t)}function jC(e,t){if(e===1)return"rc";let s="";for(let n=0;n<e;n++)s+=t[n],n<e-1&&(s+=",");return s}function ot(){let e,t,s,n,i,r,o,a,l,c;return $().getNumber("WEBGL_VERSION")===2?(e="#version 300 es",t="in",s="out",n="in",i="texture",r="outputColor",o="out vec4 outputColor;",a=`
bool isnan_custom(float val) {
return (val > 0.0 || val < 0.0) ? false : val != 0.0;
}
bvec4 isnan_custom(vec4 val) {
return bvec4(isnan_custom(val.x),
isnan_custom(val.y), isnan_custom(val.z), isnan_custom(val.w));
}
#define isnan(value) isnan_custom(value)
`,l="",c=`
#define round(value) newRound(value)
int newRound(float value) {
return int(floor(value + 0.5));
}
ivec4 newRound(vec4 value) {
return ivec4(floor(value + vec4(0.5)));
}
`):(e="",t="attribute",s="varying",n="varying",i="texture2D",r="gl_FragColor",o="",a=`
#define isnan(value) isnan_custom(value)
bool isnan_custom(float val) {
return (val > 0. || val < 1. || val == 0.) ? false : true;
}
bvec4 isnan_custom(vec4 val) {
return bvec4(isnan(val.x), isnan(val.y), isnan(val.z), isnan(val.w));
}
`,l=`
uniform float INFINITY;
bool isinf(float val) {
return abs(val) == INFINITY;
}
bvec4 isinf(vec4 val) {
return equal(abs(val), vec4(INFINITY));
}
`,c=`
int round(float value) {
return int(floor(value + 0.5));
}
ivec4 round(vec4 value) {
return ivec4(floor(value + vec4(0.5)));
}
`),{version:e,attribute:t,varyingVs:s,varyingFs:n,texture2D:i,output:r,defineOutput:o,defineSpecialNaN:a,defineSpecialInf:l,defineRound:c}}function zn(e,t,s="index"){const n=E.computeStrides(t);return n.map((i,r)=>{const o=`int ${e[r]} = ${s} / ${i}`,a=r===n.length-1?`int ${e[r+1]} = ${s} - ${e[r]} * ${i}`:`index -= ${e[r]} * ${i}`;return`${o}; ${a};`}).join("")}function Ua(e){const t=E.computeStrides(e).map(s=>s.toString());return`
int getFlatIndex(ivec3 coords) {
return coords.x * ${t[0]} + coords.y * ${t[1]} + coords.z;
}
`}const Sf=`
const float FLOAT_MAX = 1.70141184e38;
const float FLOAT_MIN = 1.17549435e-38;
lowp vec4 encode_float(highp float v) {
if (isnan(v)) {
return vec4(255, 255, 255, 255);
}
highp float av = abs(v);
if(av < FLOAT_MIN) {
return vec4(0.0, 0.0, 0.0, 0.0);
} else if(v > FLOAT_MAX) {
return vec4(0.0, 0.0, 128.0, 127.0) / 255.0;
} else if(v < -FLOAT_MAX) {
return vec4(0.0, 0.0, 128.0, 255.0) / 255.0;
}
highp vec4 c = vec4(0,0,0,0);
highp float e = floor(log2(av));
highp float m = exp2(fract(log2(av))) - 1.0;
c[2] = floor(128.0 * m);
m -= c[2] / 128.0;
c[1] = floor(32768.0 * m);
m -= c[1] / 32768.0;
c[0] = floor(8388608.0 * m);
highp float ebias = e + 127.0;
c[3] = floor(ebias / 2.0);
ebias -= c[3] * 2.0;
c[2] += floor(ebias) * 128.0;
c[3] += 128.0 * step(0.0, -v);
return c / 255.0;
}
`;const{getBroadcastDims:VC}=U;function GC(e,t,s,n){const i=[];e.forEach(m=>{const f=E.sizeFromShape(m.shapeInfo.logicalShape);m.shapeInfo.isUniform?i.push(`uniform float ${m.name}${f>1?`[${f}]`:""};`):(i.push(`uniform sampler2D ${m.name};`),i.push(`uniform int offset${m.name};`))});const r=i.join(`
`),o=e.map(m=>Xz(m,t,n)).join(`
`),a=t.texShape,l=ot(),c=Qz(l);let p,u,h=sB(l);t.isPacked?(p=Jz(t.logicalShape,a),u=tB(l)):(p=Zz(t.logicalShape,a),u=eB(l)),n&&(h+=nB);const d=[h,c,u,r,p,o,s].join(`
`);return d}function $a(e){const t=e.shapeInfo.logicalShape;switch(t.length){case 0:return iB(e);case 1:return rB(e);case 2:return oB(e);case 3:return aB(e);case 4:return lB(e);case 5:return cB(e);case 6:return pB(e);default:throw new Error(`${t.length}-D input sampling is not yet supported`)}}function HC(e){const t=e.shapeInfo.logicalShape;switch(t.length){case 0:return uB(e);case 1:return hB(e);case 2:return dB(e);case 3:return mB(e);default:return fB(e)}}function Xz(e,t,s=!1){let n="";s?n+=HC(e):n+=$a(e);const i=e.shapeInfo.logicalShape,r=t.logicalShape;return i.length<=r.length&&(s?n+=gB(e,t):n+=yB(e,t)),n}function Jz(e,t){switch(e.length){case 0:return qC();case 1:return bB(e,t);case 2:return LB(e,t);case 3:return wB(e,t);default:return xB(e,t)}}function Zz(e,t){switch(e.length){case 0:return qC();case 1:return SB(e,t);case 2:return NB(e,t);case 3:return vB(e,t);case 4:return TB(e,t);case 5:return IB(e,t);case 6:return AB(e,t);default:throw new Error(`${e.length}-D output sampling is not yet supported`)}}function Qz(e){return`
float sampleTexture(sampler2D textureSampler, vec2 uv) {
return ${e.texture2D}(textureSampler, uv).r;
}
`}function eB(e){return`
void setOutput(float val) {
${e.output} = vec4(val, 0, 0, 0);
}
`}function tB(e){return`
void setOutput(vec4 val) {
${e.output} = val;
}
`}function sB(e){const t=`${e.version}
precision highp float;
precision highp int;
precision highp sampler2D;
${e.varyingFs} vec2 resultUV;
${e.defineOutput}
const vec2 halfCR = vec2(0.5, 0.5);
struct ivec5
{
int x;
int y;
int z;
int w;
int u;
};
struct ivec6
{
int x;
int y;
int z;
int w;
int u;
int v;
};
uniform float NAN;
${e.defineSpecialNaN}
${e.defineSpecialInf}
${e.defineRound}
int imod(int x, int y) {
return x - y * (x / y);
}
int idiv(int a, int b, float sign) {
int res = a / b;
int mod = imod(a, b);
if (sign < 0. && mod != 0) {
res -= 1;
}
return res;
}
//Based on the work of Dave Hoskins
//https://www.shadertoy.com/view/4djSRW
#define HASHSCALE1 443.8975
float random(float seed){
vec2 p = resultUV * seed;
vec3 p3 = fract(vec3(p.xyx) * HASHSCALE1);
p3 += dot(p3, p3.yzx + 19.19);
return fract((p3.x + p3.y) * p3.z);
}
${CB}
${RB}
${OB}
`;return t}const CB=`
vec2 uvFromFlat(int texNumR, int texNumC, int index) {
int texR = index / texNumC;
int texC = index - texR * texNumC;
return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);
}
vec2 packedUVfrom1D(int texNumR, int texNumC, int index) {
int texelIndex = index / 2;
int texR = texelIndex / texNumC;
int texC = texelIndex - texR * texNumC;
return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);
}
`,RB=`
vec2 packedUVfrom2D(int texelsInLogicalRow, int texNumR,
int texNumC, int row, int col) {
int texelIndex = (row / 2) * texelsInLogicalRow + (col / 2);
int texR = texelIndex / texNumC;
int texC = texelIndex - texR * texNumC;
return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);
}
`,OB=`
vec2 packedUVfrom3D(int texNumR, int texNumC,
int texelsInBatch, int texelsInLogicalRow, int b,
int row, int col) {
int index = b * texelsInBatch + (row / 2) * texelsInLogicalRow + (col / 2);
int texR = index / texNumC;
int texC = index - texR * texNumC;
return (vec2(texC, texR) + halfCR) / vec2(texNumC, texNumR);
}
`,nB=`
float getChannel(vec4 frag, vec2 innerDims) {
vec2 modCoord = mod(innerDims, 2.);
return modCoord.x == 0. ?
(modCoord.y == 0. ? frag.r : frag.g) :
(modCoord.y == 0. ? frag.b : frag.a);
}
float getChannel(vec4 frag, int dim) {
float modCoord = mod(float(dim), 2.);
return modCoord == 0. ? frag.r : frag.g;
}
`;function qC(){return`
int getOutputCoords() {
return 0;
}
`}function bB(e,t){const s=[Math.ceil(t[0]/2),Math.ceil(t[1]/2)];return s[0]===1?`
int getOutputCoords() {
return 2 * int(resultUV.x * ${s[1]}.0);
}
`:s[1]===1?`
int getOutputCoords() {
return 2 * int(resultUV.y * ${s[0]}.0);
}
`:`
int getOutputCoords() {
ivec2 resTexRC = ivec2(resultUV.yx *
vec2(${s[0]}, ${s[1]}));
return 2 * (resTexRC.x * ${s[1]} + resTexRC.y);
}
`}function SB(e,t){return t[0]===1?`
int getOutputCoords() {
return int(resultUV.x * ${t[1]}.0);
}
`:t[1]===1?`
int getOutputCoords() {
return int(resultUV.y * ${t[0]}.0);
}
`:`
int getOutputCoords() {
ivec2 resTexRC = ivec2(resultUV.yx *
vec2(${t[0]}, ${t[1]}));
return resTexRC.x * ${t[1]} + resTexRC.y;
}
`}function wB(e,t){const s=[Math.ceil(t[0]/2),Math.ceil(t[1]/2)],n=Math.ceil(e[2]/2),i=n*Math.ceil(e[1]/2);return`
ivec3 getOutputCoords() {
ivec2 resTexRC = ivec2(resultUV.yx *
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float texR = dot(vec4(row, col, depth, depth2),
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${l} sourceLocG = coords;
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--${c[a-1]};
${l} sourceLocB = coords;
--${c[a-2]};`;const h=["x","y","z","w","u","v"].slice(0,u),d="."+h[u-1],m=h.map(R=>"int "+R),f=Et("sourceLocR",u-1).concat("inIdx.r"),y=Et("sourceLocG",u-1).concat("inIdx.g"),b=Et("sourceLocB",u-1).concat("inIdx.b"),S=Et("sourceLocA",u-1).concat("inIdx.a"),x=s==="max"?"greaterThan":"lessThan",I=n?"":`
inIdx = round(vec4(getBestIndicesAChannel(${f.join()}),
getBestIndicesAChannel(${y.join()}),
getBestIndicesAChannel(${b.join()}),
getBestIndicesAChannel(${S.join()})));`,A=`vec4(
getAChannel(${f.join()}),
hasNextCol ? getAChannel(${y.join()}) : 0.,
hasNextRow ? getAChannel(${b.join()}) : 0.,
hasNextRow && hasNextCol ? getAChannel(${S.join()}) : 0.)`,k=n?"":`
float getBestIndicesAChannel(${m.join()}) {
return getChannel(getBestIndicesA(${h.join()}),
vec2(${h.slice(-2).join()}));
}`;this.userCode=`
float getAChannel(${m.join()}) {
return getChannel(getA(${h.join()}),
vec2(${h.slice(-2).join()}));
}
${k}
void main() {
${l} coords = getOutputCoords();
bool hasNextCol = ${c[a-1]} < ${o[a-1]-1};
bool hasNextRow = ${c[a-2]} < ${o[a-2]-1};
${p}
ivec4 srcIdx = ivec4(sourceLocR${d}, sourceLocG${d},
sourceLocB${d}, sourceLocA${d}) * ${t};
ivec4 inIdx = srcIdx;
vec4 bestIndex = vec4(inIdx);
vec4 bestValue = ${A};
for (int i = 0; i < ${t}; i++) {
inIdx = srcIdx;
${I}
vec4 candidate = ${A};
bvec4 nan = isnan(candidate);
bvec4 replace = bvec4(
vec4(${x}(candidate, bestValue)) * (vec4(1.0) - vec4(nan)));
bestValue = vec4(replace.x ? candidate.x : bestValue.x,
replace.y ? candidate.y : bestValue.y,
replace.z ? candidate.z : bestValue.z,
replace.w ? candidate.w : bestValue.w);
bestIndex = mix(bestIndex, vec4(inIdx), vec4(replace));
srcIdx++;
}
setOutput(bestIndex);
}
`}}class KC{constructor(e){this.variableNames=["dy"],this.outputShape=e.inShape;const t=e.filterHeight,s=e.filterWidth,n=e.strideHeight,i=e.strideWidth,r=e.dilationHeight,o=e.dilationWidth,a=e.effectiveFilterHeight,l=e.effectiveFilterWidth,c=a-1-e.padInfo.top,p=l-1-e.padInfo.left,u=1/(t*s);this.userCode=`
const ivec2 pads = ivec2(${c}, ${p});
const float avgMultiplier = float(${u});
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int d = coords[3];
ivec2 dyRCCorner = coords.yz - pads;
int dyRCorner = dyRCCorner.x;
int dyCCorner = dyRCCorner.y;
// Convolve dy(?, ?, d) with pos mask(:, :, d) to get dx(xR, xC, d).
// ? = to be determined. : = across all values in that axis.
float dotProd = 0.0;
for (int wR = 0; wR < ${a};
wR += ${r}) {
float dyR = float(dyRCorner + wR) / ${n}.0;
if (dyR < 0.0 || dyR >= ${e.outHeight}.0 || fract(dyR) > 0.0) {
continue;
}
int idyR = int(dyR);
for (int wC = 0; wC < ${l};
wC+= ${o}) {
float dyC = float(dyCCorner + wC) / ${i}.0;
if (dyC < 0.0 || dyC >= ${e.outWidth}.0 ||
fract(dyC) > 0.0) {
continue;
}
int idyC = int(dyC);
float dyValue = getDy(b, idyR, idyC, d);
dotProd += dyValue * avgMultiplier;
}
}
setOutput(dotProd);
}
`}}class XC{constructor(e){this.variableNames=["dy"],this.outputShape=e.inShape;const t=e.filterDepth,s=e.filterHeight,n=e.filterWidth,i=e.strideDepth,r=e.strideHeight,o=e.strideWidth,a=e.dilationDepth,l=e.dilationHeight,c=e.dilationWidth,p=e.effectiveFilterDepth,u=e.effectiveFilterHeight,h=e.effectiveFilterWidth,d=p-1-e.padInfo.front,m=u-1-e.padInfo.top,f=h-1-e.padInfo.left,y=1/(t*s*n);this.userCode=`
const ivec3 pads = ivec3(${d}, ${m}, ${f});
const float avgMultiplier = float(${y});
void main() {
ivec5 coords = getOutputCoords();
int batch = coords.x;
int ch = coords.u;
ivec3 dyCorner = ivec3(coords.y, coords.z, coords.w) - pads;
int dyDCorner = dyCorner.x;
int dyRCorner = dyCorner.y;
int dyCCorner = dyCorner.z;
// Convolve dy(?, ?, ?, d) with pos mask(:, :, :, ch) to get
// dx(xD, xR, xC, ch).
// ? = to be determined. : = across all values in that axis.
float dotProd = 0.0;
for (int wD = 0; wD < ${p};
wD += ${a}) {
float dyD = float(dyDCorner + wD) / ${i}.0;
if (dyD < 0.0 || dyD >= ${e.outDepth}.0 || fract(dyD) > 0.0) {
continue;
}
int idyD = int(dyD);
for (int wR = 0; wR < ${u};
wR += ${l}) {
float dyR = float(dyRCorner + wR) / ${r}.0;
if (dyR < 0.0 || dyR >= ${e.outHeight}.0 ||
fract(dyR) > 0.0) {
continue;
}
int idyR = int(dyR);
for (int wC = 0; wC < ${h};
wC += ${c}) {
float dyC = float(dyCCorner + wC) / ${o}.0;
if (dyC < 0.0 || dyC >= ${e.outWidth}.0 ||
fract(dyC) > 0.0) {
continue;
}
int idyC = int(dyC);
float dyValue = getDy(batch, idyD, idyR, idyC, ch);
dotProd += dyValue * avgMultiplier;
}
}
}
setOutput(dotProd);
}
`}}class JC{constructor(e,t,s,n,i,r){this.outputShape=[],this.variableNames=["x","mean","variance"],U.assertAndGetBroadcastShape(e,t),U.assertAndGetBroadcastShape(e,s);let o="0.0";n!=null&&(U.assertAndGetBroadcastShape(e,n),this.variableNames.push("offset"),o="getOffsetAtOutCoords()");let a="1.0";i!=null&&(U.assertAndGetBroadcastShape(e,i),this.variableNames.push("scale"),a="getScaleAtOutCoords()"),this.outputShape=e,this.userCode=`
void main() {
float x = getXAtOutCoords();
float mean = getMeanAtOutCoords();
float variance = getVarianceAtOutCoords();
float offset = ${o};
float scale = ${a};
float inv = scale * inversesqrt(variance + float(${r}));
setOutput(dot(vec3(x, -mean, offset), vec3(inv, inv, 1)));
}
`}}class ZC{constructor(e,t,s,n,i,r){this.packedInputs=!0,this.packedOutput=!0,this.variableNames=["x","mean","variance"],U.assertAndGetBroadcastShape(e,t),U.assertAndGetBroadcastShape(e,s);let o="vec4(0.0)";n!=null&&(U.assertAndGetBroadcastShape(e,n),this.variableNames.push("offset"),o="getOffsetAtOutCoords()");let a="vec4(1.0)";i!=null&&(U.assertAndGetBroadcastShape(e,i),this.variableNames.push("scale"),a="getScaleAtOutCoords()"),this.outputShape=e,this.userCode=`
void main() {
vec4 offset = ${o};
vec4 scale = ${a};
vec4 x = getXAtOutCoords();
vec4 mean = getMeanAtOutCoords();
vec4 variance = getVarianceAtOutCoords();
vec4 inv = scale * inversesqrt(variance + vec4(${r}));
setOutput((x - mean) * inv + offset);
}
`}}const tx={REAL:"return areal * breal - aimag * bimag;",IMAG:"return areal * bimag + aimag * breal;"};class sx{constructor(e,t,s){this.variableNames=["AReal","AImag","BReal","BImag"],this.outputShape=U.assertAndGetBroadcastShape(t,s),this.userCode=`
float binaryOpComplex(
float areal, float aimag, float breal, float bimag) {
${e}
}
void main() {
float areal = getARealAtOutCoords();
float aimag = getAImagAtOutCoords();
float breal = getBRealAtOutCoords();
float bimag = getBImagAtOutCoords();
setOutput(binaryOpComplex(areal, aimag, breal, bimag));
}
`}}const nx=`
if (isnan(a)) return a;
if (isnan(b)) return b;
`,vf="return a + b;",Tf="return a - b;",ix="return a * b;",QC=`
if (a == b) {
return 1.0;
};
return a / b;`,e0=`
float s = sign(a) * sign(b);
int ia = round(a);
int ib = round(b);
if (ib != 0) {
// Windows (D3D) wants guaranteed non-zero int division at compile-time.
return float(idiv(ia, ib, s));
} else {
return NAN;
}
`,t0=`
if(a < 0.0 && floor(b) < b){
return NAN;
}
if (b == 0.0) {
return 1.0;
}
return (round(mod(b, 2.0)) != 1) ?
pow(abs(a), b) : sign(a) * pow(abs(a), b);
`,s0="return float(a == b);",n0="return float(a != b);",i0="return float(a < b);",r0="return float(a <= b);",o0="return float(a > b);",a0="return float(a >= b);",l0="return float(a >= 1.0 && b >= 1.0);",c0="return float(a >= 1.0 || b >= 1.0);",p0=nx+`
return max(a, b);
`,u0=nx+`
return min(a, b);
`,h0=`if (b == 0.0) return NAN;
return mod(a, b);`,d0=nx+`
return atan(a, b);
`,m0="return (b >= 1.0) ? a : a * (b + 1.0);",rx="return (a < 0.) ? b * a : a;";class mt{constructor(e,t,s){this.variableNames=["A","B"],this.outputShape=U.assertAndGetBroadcastShape(t,s),this.userCode=`
float binaryOperation(float a, float b) {
${e}
}
void main() {
float a = getAAtOutCoords();
float b = getBAtOutCoords();
setOutput(binaryOperation(a, b));
}
`}}const Uu=`
result.r = isNaN.r > 0. ? NAN : result.r;
result.g = isNaN.g > 0. ? NAN : result.g;
result.b = isNaN.b > 0. ? NAN : result.b;
result.a = isNaN.a > 0. ? NAN : result.a;
`,f0=`
// vec4 one = vec4(equal(a, b));
// return one + (vec4(1.0) - one) * a / b;
vec4 result = a / b;
if(a.x == b.x) {
result.x = 1.;
}
if(a.y == b.y) {
result.y = 1.;
}
if(a.z == b.z) {
result.z = 1.;
}
if(a.w == b.w) {
result.w = 1.;
}
return result;
`,g0=`
ivec4 ia = round(a);
ivec4 ib = round(b);
bvec4 cond = notEqual(ib, ivec4(0));
ivec4 result = ivec4(0);
vec4 s = sign(a) * sign(b);
// Windows (D3D) wants guaranteed non-zero int division at compile-time.
if (cond[0]) {
result[0] = idiv(ia[0], ib[0], s[0]);
}
if (cond[1]) {
result[1] = idiv(ia[1], ib[1], s[1]);
}
if (cond[2]) {
result[2] = idiv(ia[2], ib[2], s[2]);
}
if (cond[3]) {
result[3] = idiv(ia[3], ib[3], s[3]);
}
return vec4(result);
`,y0=`
// isModRound1 has 1 for components with round(mod(b, 2.0)) == 1, 0 otherwise.
vec4 isModRound1 = vec4(equal(round(mod(b, 2.0)), ivec4(1)));
vec4 multiplier = sign(a) * isModRound1 + (vec4(1.0) - isModRound1);
vec4 result = multiplier * pow(abs(a), b);
// Ensure that a^0 = 1, including 0^0 = 1 as this correspond to TF and JS
bvec4 isExpZero = equal(b, vec4(0.0));
result.r = isExpZero.r ? 1.0 : result.r;
result.g = isExpZero.g ? 1.0 : result.g;
result.b = isExpZero.b ? 1.0 : result.b;
result.a = isExpZero.a ? 1.0 : result.a;
vec4 isNaN = vec4(lessThan(a, vec4(0.0))) * vec4(lessThan(floor(b), b));
`+Uu+`
return result;
`,ox=`
vec4 aLessThanZero = vec4(lessThan(a, vec4(0.)));
return (aLessThanZero * (b * a)) + ((vec4(1.0) - aLessThanZero) * a);
`,b0=`
vec4 bGTEZero = vec4(greaterThanEqual(b, vec4(0.)));
return (bGTEZero * a) + ((vec4(1.0) - bGTEZero) * (a * (b + vec4(1.0))));
`,w0=`
vec4 result = atan(a, b);
vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0));
`+Uu+`
return result;
`,x0=`
return vec4(equal(a, b));
`,L0=`
return vec4(notEqual(a, b));
`,S0=`
return vec4(lessThan(a, b));
`,v0=`
return vec4(lessThanEqual(a, b));
`,T0=`
return vec4(greaterThan(a, b));
`,I0=`
return vec4(greaterThanEqual(a, b));
`,A0=`
return vec4(
vec4(greaterThanEqual(a, vec4(1.0))) *
vec4(greaterThanEqual(b, vec4(1.0))));
`,N0=`
return min(
vec4(greaterThanEqual(a, vec4(1.0))) +
vec4(greaterThanEqual(b, vec4(1.0))),
vec4(1.0));
`,C0=`
vec4 result = vec4(max(a, b));
vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0));
`+Uu+`
return result;
`,R0=`
vec4 result = vec4(min(a, b));
vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0));
`+Uu+`
return result;
`,O0=`
vec4 result = mod(a, b);
vec4 isNaN = vec4(equal(b, vec4(0.0)));
`+Uu+`
return result;
`;class Qs{constructor(e,t,s,n=!1){this.variableNames=["A","B"],this.supportsBroadcasting=!0,this.packedInputs=!0,this.packedOutput=!0,this.outputShape=U.assertAndGetBroadcastShape(t,s);const i=this.outputShape.length;let r="";if(n)if(i===0||E.sizeFromShape(this.outputShape)===1)r=`
result.y = 0.;
result.z = 0.;
result.w = 0.;
`;else{const o=Ce(i);if(r=`
${o} coords = getOutputCoords();
`,i===1)r+=`
result.y = (coords + 1) >= ${this.outputShape[0]} ? 0. : result.y;
result.z = 0.;
result.w = 0.;
`;else{const a=Et("coords",i);r+=`
bool nextRowOutOfBounds =
(${a[i-2]} + 1) >= ${this.outputShape[i-2]};
bool nextColOutOfBounds =
(${a[i-1]} + 1) >= ${this.outputShape[i-1]};
result.y = nextColOutOfBounds ? 0. : result.y;
result.z = nextRowOutOfBounds ? 0. : result.z;
result.w = nextColOutOfBounds || nextRowOutOfBounds ? 0. : result.w;
`}}this.userCode=`
vec4 binaryOperation(vec4 a, vec4 b) {
${e}
}
void main() {
vec4 a = getAAtOutCoords();
vec4 b = getBAtOutCoords();
vec4 result = binaryOperation(a, b);
${r}
setOutput(result);
}
`}}class E0{constructor(e){this.variableNames=["A"],this.outputShape=e,this.userCode=`
uniform float minVal;
uniform float maxVal;
void main() {
float value = getAAtOutCoords();
if (isnan(value)) {
setOutput(value);
return;
}
setOutput(clamp(value, minVal, maxVal));
}
`}getCustomSetupFunc(e,t){return(s,n)=>{this.minLoc==null&&(this.minLoc=s.getUniformLocationNoThrow(n,"minVal"),this.maxLoc=s.getUniformLocationNoThrow(n,"maxVal")),s.gl.uniform1f(this.minLoc,e),s.gl.uniform1f(this.maxLoc,t)}}}class k0{constructor(e){this.variableNames=["A"],this.packedInputs=!0,this.packedOutput=!0,this.outputShape=e,this.userCode=`
uniform float minVal;
uniform float maxVal;
void main() {
vec4 value = getAAtOutCoords();
if (any(isnan(value))) {
setOutput(value);
return;
}
setOutput(clamp(value, vec4(minVal), vec4(maxVal)));
}
`}getCustomSetupFunc(e,t){return(s,n)=>{this.minLoc==null&&(this.minLoc=s.getUniformLocationNoThrow(n,"minVal"),this.maxLoc=s.getUniformLocationNoThrow(n,"maxVal")),s.gl.uniform1f(this.minLoc,e),s.gl.uniform1f(this.maxLoc,t)}}}class _0{constructor(e){this.variableNames=["real","imag"],this.outputShape=e,this.userCode=`
void main() {
float re = abs(getRealAtOutCoords());
float im = abs(getImagAtOutCoords());
float mx = max(re, im);
// sadly the length function in glsl is not underflow-safe
// (at least not on Intel GPUs). So the safe solution is
// to ensure underflow-safety in all cases.
setOutput(
mx == 0.0 ? 0.0 : mx * length(vec2(1, min(re, im)/mx))
);
}
`}}class D0{constructor(e){this.outputShape=[],this.outputShape=U.computeOutShape(e,1),this.variableNames=e.map((r,o)=>`T${o}`);const t=new Array(e.length-1);t[0]=e[0][1];for(let r=1;r<t.length;r++)t[r]=t[r-1]+e[r][1];const s=[`if (yC < ${t[0]}) setOutput(getT0(yR, yC));`];for(let r=1;r<t.length;r++){const o=t[r-1];s.push(`else if (yC < ${t[r]}) setOutput(getT${r}(yR, yC-${o}));`)}const n=t.length,i=t[t.length-1];s.push(`else setOutput(getT${n}(yR, yC-${i}));`),this.userCode=`
void main() {
ivec2 coords = getOutputCoords();
int yR = coords.x;
int yC = coords.y;
${s.join(`
`)}
}
`}}class F0{constructor(e,t){this.packedInputs=!0,this.packedOutput=!0,this.outputShape=[],this.outputShape=U.computeOutShape(e,t);const s=this.outputShape,n=s.length,i=Ce(n),r=Et("coords",n),o=["x","y","z","w","u","v"].slice(0,n);this.variableNames=e.map((m,f)=>`T${f}`);const a=new Array(e.length-1);a[0]=e[0][t];for(let m=1;m<a.length;m++)a[m]=a[m-1]+e[m][t];const l=o[t],c=o.slice(-2),p=o.join();let u=`if (${l} < ${a[0]}) {
return getChannel(
getT0(${p}), vec2(${c.join()}));
}`;for(let m=1;m<a.length;m++){const f=a[m-1];u+=`
if (${l} < ${a[m]} && ${l} >= ${a[m-1]}) {
return getChannel(
getT${m}(${If(o,l,f)}),
vec2(${If(c,l,f)}));
}`}const h=a.length,d=a[a.length-1];u+=`
return getChannel(
getT${h}(${If(o,l,d)}),
vec2(${If(c,l,d)}));`,this.userCode=`
float getValue(${o.map(m=>"int "+m)}) {
${u}
}
void main() {
${i} coords = getOutputCoords();
vec4 result = vec4(getValue(${r}), 0., 0., 0.);
${r[n-1]} = ${r[n-1]} + 1;
if (${r[n-1]} < ${s[n-1]}) {
result.g = getValue(${r});
}
${r[n-2]} = ${r[n-2]} + 1;
if (${r[n-2]} < ${s[n-2]}) {
result.a = getValue(${r});
}
${r[n-1]} = ${r[n-1]} - 1;
if (${r[n-2]} < ${s[n-2]} &&
${r[n-1]} < ${s[n-1]}) {
result.b = getValue(${r});
}
setOutput(result);
}
`}}function If(e,t,s){const n=e.indexOf(t),i=e.map((r,o)=>o===n?`${r} - ${s}`:r);return i.join()}class M0{constructor(e){this.variableNames=["x","dy"],this.outputShape=e.filterShape;const t=e.strideHeight,s=e.strideWidth,n=e.padInfo.top,i=e.padInfo.left,r=e.dataFormat==="channelsLast";this.userCode=`
void main() {
ivec4 coords = getOutputCoords();
int wR = coords.x;
int wC = coords.y;
int d1 = coords.z;
int d2 = coords.w;
// Convolve x(?, ?, d1) with dy(:, :, d2) to get dw(wR, wC, d1, d2).
// ? = to be determined. : = across all values in that axis.
float dotProd = 0.0;
for (int b = 0; b < ${e.batchSize}; b++) {
for (int yR = 0; yR < ${e.outHeight}; yR++) {
int xR = wR + yR * ${t} - ${n};
if (xR < 0 || xR >= ${e.inHeight}) {
continue;
}
for (int yC = 0; yC < ${e.outWidth}; yC++) {
int xC = wC + yC * ${s} - ${i};
if (xC < 0 || xC >= ${e.inWidth}) {
continue;
}
if (${r}) {
float dyValue = getDy(b, yR, yC, d2);
float xValue = getX(b, xR, xC, d1);
dotProd += (xValue * dyValue);
} else {
float dyValue = getDy(b, d2, yR, yC);
float xValue = getX(b, d1, xR, xC);
dotProd += (xValue * dyValue);
}
}
}
}
setOutput(dotProd);
}
`}}class U0{constructor(e){this.variableNames=["dy","W"],this.outputShape=e.inShape;const t=e.filterHeight,s=e.filterWidth,n=e.strideHeight,i=e.strideWidth,r=e.dataFormat==="channelsLast",o=t-1-e.padInfo.top,a=s-1-e.padInfo.left,l=r?1:2,c=r?2:3,p=r?3:1;this.userCode=`
const ivec2 pads = ivec2(${o}, ${a});
void main() {
ivec4 coords = getOutputCoords();
int batch = coords[0];
int d1 = coords[${p}];
ivec2 dyCorner = ivec2(coords[${l}], coords[${c}]) - pads;
int dyRCorner = dyCorner.x;
int dyCCorner = dyCorner.y;
// Convolve dy(?, ?, d2) with w(:, :, d1, d2) to compute dx(xR, xC, d1).
// ? = to be determined. : = across all values in that axis.
float dotProd = 0.0;
for (int wR = 0; wR < ${t}; wR++) {
float dyR = float(dyRCorner + wR) / ${n}.0;
if (dyR < 0.0 || dyR >= ${e.outHeight}.0 || fract(dyR) > 0.0) {
continue;
}
int idyR = int(dyR);
int wRPerm = ${t} - 1 - wR;
for (int wC = 0; wC < ${s}; wC++) {
float dyC = float(dyCCorner + wC) / ${i}.0;
if (dyC < 0.0 || dyC >= ${e.outWidth}.0 ||
fract(dyC) > 0.0) {
continue;
}
int idyC = int(dyC);
int wCPerm = ${s} - 1 - wC;
for (int d2 = 0; d2 < ${e.outChannels}; d2++) {
if (${r}) {
float xValue = getDy(batch, idyR, idyC, d2);
float wValue = getW(wRPerm, wCPerm, d1, d2);
dotProd += xValue * wValue;
} else {
float xValue = getDy(batch, d2, idyR, idyC);
float wValue = getW(wRPerm, wCPerm, d1, d2);
dotProd += xValue * wValue;
}
}
}
}
setOutput(dotProd);
}
`}}class $0{constructor(e){this.variableNames=["x","dy"],this.outputShape=e.filterShape;const t=e.strideDepth,s=e.strideHeight,n=e.strideWidth,i=e.padInfo.front,r=e.padInfo.top,o=e.padInfo.left;this.userCode=`
void main() {
ivec5 coords = getOutputCoords();
int wF = coords.x;
int wR = coords.y;
int wC = coords.z;
int d1 = coords.w;
int d2 = coords.u;
float dotProd = 0.0;
for (int b = 0; b < ${e.batchSize}; b++) {
for (int yF = 0; yF < ${e.outDepth}; yF++) {
int xF = wF + yF * ${t} - ${i};
if (xF < 0 || xF >= ${e.inDepth}) {
continue;
}
for (int yR = 0; yR < ${e.outHeight}; yR++) {
int xR = wR + yR * ${s} - ${r};
if (xR < 0 || xR >= ${e.inHeight}) {
continue;
}
for (int yC = 0; yC < ${e.outWidth}; yC++) {
int xC = wC + yC * ${n} - ${o};
if (xC < 0 || xC >= ${e.inWidth}) {
continue;
}
float dyValue = getDy(b, yF, yR, yC, d2);
float xValue = getX(b, xF, xR, xC, d1);
dotProd += (xValue * dyValue);
}
}
}
}
setOutput(dotProd);
}
`}}class W0{constructor(e){this.variableNames=["dy","W"],this.outputShape=e.inShape;const t=e.filterDepth,s=e.filterHeight,n=e.filterWidth,i=e.strideDepth,r=e.strideHeight,o=e.strideWidth,a=t-1-e.padInfo.front,l=s-1-e.padInfo.top,c=n-1-e.padInfo.left;this.userCode=`
const ivec3 pads = ivec3(${a}, ${l}, ${c});
void main() {
ivec5 coords = getOutputCoords();
int batch = coords.x;
int d1 = coords.u;
ivec3 dyCorner = ivec3(coords.y, coords.z, coords.w) - pads;
int dyFCorner = dyCorner.x;
int dyRCorner = dyCorner.y;
int dyCCorner = dyCorner.z;
float dotProd = 0.0;
for (int wF = 0; wF < ${t}; wF++) {
float dyF = float(dyFCorner + wF) / ${i}.0;
if (dyF < 0.0 || dyF >= ${e.outDepth}.0 || fract(dyF) > 0.0) {
continue;
}
int idyF = int(dyF);
int wFPerm = ${t} - 1 - wF;
for (int wR = 0; wR < ${s}; wR++) {
float dyR = float(dyRCorner + wR) / ${r}.0;
if (dyR < 0.0 || dyR >= ${e.outHeight}.0 ||
fract(dyR) > 0.0) {
continue;
}
int idyR = int(dyR);
int wRPerm = ${s} - 1 - wR;
for (int wC = 0; wC < ${n}; wC++) {
float dyC = float(dyCCorner + wC) / ${o}.0;
if (dyC < 0.0 || dyC >= ${e.outWidth}.0 ||
fract(dyC) > 0.0) {
continue;
}
int idyC = int(dyC);
int wCPerm = ${n} - 1 - wC;
for (int d2 = 0; d2 < ${e.outChannels}; d2++) {
float xValue = getDy(batch, idyF, idyR, idyC, d2);
float wValue = getW(wFPerm, wRPerm, wCPerm, d1, d2);
dotProd += xValue * wValue;
}
}
}
}
setOutput(dotProd);
}
`}}class z0{constructor(e){this.variableNames=["x","dy"],this.outputShape=e.filterShape;const t=e.strideHeight,s=e.strideWidth,n=e.padInfo.top,i=e.padInfo.left,r=e.outChannels/e.inChannels;this.userCode=`
void main() {
ivec4 coords = getOutputCoords();
int wR = coords.x;
int wC = coords.y;
int d1 = coords.z;
int dm = coords.w;
int d2 = d1 * ${r} + dm;
float dotProd = 0.0;
// TO DO: Vec4 over the batch size
for (int b = 0; b < ${e.batchSize}; b++) {
for (int yR = 0; yR < ${e.outHeight}; yR++) {
int xR = wR + yR * ${t} - ${n};
if (xR < 0 || xR >= ${e.inHeight}) {
continue;
}
for (int yC = 0; yC < ${e.outWidth}; yC++) {
int xC = wC + yC * ${s} - ${i};
if (xC < 0 || xC >= ${e.inWidth}) {
continue;
}
float dyValue = getDy(b, yR, yC, d2);
float xValue = getX(b, xR, xC, d1);
dotProd += (xValue * dyValue);
}
}
}
setOutput(dotProd);
}
`}}class B0{constructor(e){this.variableNames=["dy","W"],this.outputShape=e.inShape;const t=e.filterHeight,s=e.filterWidth,n=e.strideHeight,i=e.strideWidth,r=t-1-e.padInfo.top,o=s-1-e.padInfo.left,a=e.outChannels/e.inChannels;this.userCode=`
const ivec2 pads = ivec2(${r}, ${o});
void main() {
ivec4 coords = getOutputCoords();
int batch = coords[0];
int d1 = coords[3];
ivec2 dyCorner = coords.yz - pads;
int dyRCorner = dyCorner.x;
int dyCCorner = dyCorner.y;
float dotProd = 0.0;
for (int wR = 0; wR < ${t}; wR++) {
float dyR = float(dyRCorner + wR) / ${n}.0;
if (dyR < 0.0 || dyR >= ${e.outHeight}.0 || fract(dyR) > 0.0) {
continue;
}
int idyR = int(dyR);
int wRPerm = ${t} - 1 - wR;
for (int wC = 0; wC < ${s}; wC++) {
float dyC = float(dyCCorner + wC) / ${i}.0;
if (dyC < 0.0 || dyC >= ${e.outWidth}.0 ||
fract(dyC) > 0.0) {
continue;
}
int idyC = int(dyC);
int wCPerm = ${s} - 1 - wC;
// TO DO: Vec4 over the channelMul
for (int dm = 0; dm < ${a}; dm++) {
int d2 = d1 * ${a} + dm;
float xValue = getDy(batch, idyR, idyC, d2);
float wValue = getW(wRPerm, wCPerm, d1, dm);
dotProd += xValue * wValue;
}
}
}
setOutput(dotProd);
}
`}}class ax{constructor(e,t=!1,s=null,n=!1){this.variableNames=["x","W"],this.outputShape=e.outShape;const i=e.padInfo.top,r=e.padInfo.left,o=e.strideHeight,a=e.strideWidth,l=e.dilationHeight,c=e.dilationWidth,p=e.filterHeight,u=e.filterWidth,h=Math.floor(e.inChannels/4)*4,d=e.inChannels%4,m=e.dataFormat==="channelsLast",f=m?1:2,y=m?2:3,b=m?3:1;let S="",x="";s&&(n?S=`float activation(float a) {
float b = getPreluActivationWeightsAtOutCoords();
${s}
}`:S=`
float activation(float x) {
${s}
}
`,x="result = activation(result);");const I=t?"result += getBiasAtOutCoords();":"";t&&this.variableNames.push("bias"),n&&this.variableNames.push("preluActivationWeights"),this.userCode=`
${S}
const ivec2 strides = ivec2(${o}, ${a});
const ivec2 pads = ivec2(${i}, ${r});
void main() {
ivec4 coords = getOutputCoords();
int batch = coords[0];
int d2 = coords[${b}];
ivec2 xRCCorner =
ivec2(coords[${f}], coords[${y}]) * strides - pads;
int xRCorner = xRCCorner.x;
int xCCorner = xRCCorner.y;
// Convolve x(?, ?, d1) with w(:, :, d1, d2) to get y(yR, yC, d2).
// ? = to be determined. : = across all values in that axis.
float dotProd = 0.0;
for (int wR = 0; wR < ${p}; wR++) {
int xR = xRCorner + wR * ${l};
if (xR < 0 || xR >= ${e.inHeight}) {
continue;
}
for (int wC = 0; wC < ${u}; wC++) {
int xC = xCCorner + wC * ${c};
if (xC < 0 || xC >= ${e.inWidth}) {
continue;
}
for (int d1 = 0; d1 < ${h}; d1 += 4) {
vec4 wValues = vec4(
getW(wR, wC, d1, d2),
getW(wR, wC, d1 + 1, d2),
getW(wR, wC, d1 + 2, d2),
getW(wR, wC, d1 + 3, d2)
);
if (${m}) {
vec4 xValues = vec4(
getX(batch, xR, xC, d1),
getX(batch, xR, xC, d1 + 1),
getX(batch, xR, xC, d1 + 2),
getX(batch, xR, xC, d1 + 3)
);
dotProd += dot(xValues, wValues);
} else {
vec4 xValues = vec4(
getX(batch, d1, xR, xC),
getX(batch, d1 + 1, xR, xC),
getX(batch, d1 + 2, xR, xC),
getX(batch, d1 + 3, xR, xC)
);
dotProd += dot(xValues, wValues);
}
}
if (${d===1}) {
if (${m}) {
dotProd +=
getX(batch, xR, xC, ${h}) *
getW(wR, wC, ${h}, d2);
} else {
dotProd +=
getX(batch, ${h}, xR, xC) *
getW(wR, wC, ${h}, d2);
}
} else if (${d===2}) {
vec2 wValues = vec2(
getW(wR, wC, ${h}, d2),
getW(wR, wC, ${h} + 1, d2)
);
if (${m}) {
vec2 xValues = vec2(
getX(batch, xR, xC, ${h}),
getX(batch, xR, xC, ${h} + 1)
);
dotProd += dot(xValues, wValues);
} else {
vec2 xValues = vec2(
getX(batch, ${h}, xR, xC),
getX(batch, ${h} + 1, xR, xC)
);
dotProd += dot(xValues, wValues);
}
} else if (${d===3}) {
vec3 wValues = vec3(
getW(wR, wC, ${h}, d2),
getW(wR, wC, ${h} + 1, d2),
getW(wR, wC, ${h} + 2, d2)
);
if (${m}) {
vec3 xValues = vec3(
getX(batch, xR, xC, ${h}),
getX(batch, xR, xC, ${h} + 1),
getX(batch, xR, xC, ${h} + 2)
);
dotProd += dot(xValues, wValues);
} else {
vec3 xValues = vec3(
getX(batch, ${h}, xR, xC),
getX(batch, ${h} + 1, xR, xC),
getX(batch, ${h} + 2, xR, xC)
);
dotProd += dot(xValues, wValues);
}
}
}
}
float result = dotProd;
${I}
${x}
setOutput(result);
}
`}}class P0{constructor(e){this.variableNames=["x","W"],this.outputShape=e.outShape;const t=e.padInfo.front,s=e.padInfo.top,n=e.padInfo.left,i=e.strideDepth,r=e.strideHeight,o=e.strideWidth,a=e.dilationDepth,l=e.dilationHeight,c=e.dilationWidth,p=e.filterDepth,u=e.filterHeight,h=e.filterWidth,d=Math.floor(e.inChannels/4)*4,m=e.inChannels%4;this.userCode=`
const ivec3 strides = ivec3(${i}, ${r}, ${o});
const ivec3 pads = ivec3(${t}, ${s}, ${n});
void main() {
ivec5 coords = getOutputCoords();
int batch = coords.x;
int d2 = coords.u;
ivec3 xFRCCorner = ivec3(coords.y, coords.z, coords.w) * strides - pads;
int xFCorner = xFRCCorner.x;
int xRCorner = xFRCCorner.y;
int xCCorner = xFRCCorner.z;
// Convolve x(?, ?, ?, d1) with w(:, :, :, d1, d2) to get
// y(yF, yR, yC, d2). ? = to be determined. : = across all
// values in that axis.
float dotProd = 0.0;
for (int wF = 0; wF < ${p}; wF++) {
int xF = xFCorner + wF * ${a};
if (xF < 0 || xF >= ${e.inDepth}) {
continue;
}
for (int wR = 0; wR < ${u}; wR++) {
int xR = xRCorner + wR * ${l};
if (xR < 0 || xR >= ${e.inHeight}) {
continue;
}
for (int wC = 0; wC < ${h}; wC++) {
int xC = xCCorner + wC * ${c};
if (xC < 0 || xC >= ${e.inWidth}) {
continue;
}
for (int d1 = 0; d1 < ${d}; d1 += 4) {
vec4 xValues = vec4(
getX(batch, xF, xR, xC, d1),
getX(batch, xF, xR, xC, d1 + 1),
getX(batch, xF, xR, xC, d1 + 2),
getX(batch, xF, xR, xC, d1 + 3)
);
vec4 wValues = vec4(
getW(wF, wR, wC, d1, d2),
getW(wF, wR, wC, d1 + 1, d2),
getW(wF, wR, wC, d1 + 2, d2),
getW(wF, wR, wC, d1 + 3, d2)
);
dotProd += dot(xValues, wValues);
}
if (${m===1}) {
dotProd +=
getX(batch, xF, xR, xC, ${d}) *
getW(wF, wR, wC, ${d}, d2);
} else if (${m===2}) {
vec2 xValues = vec2(
getX(batch, xF, xR, xC, ${d}),
getX(batch, xF, xR, xC, ${d} + 1)
);
vec2 wValues = vec2(
getW(wF, wR, wC, ${d}, d2),
getW(wF, wR, wC, ${d} + 1, d2)
);
dotProd += dot(xValues, wValues);
} else if (${m===3}) {
vec3 xValues = vec3(
getX(batch, xF, xR, xC, ${d}),
getX(batch, xF, xR, xC, ${d} + 1),
getX(batch, xF, xR, xC, ${d} + 2)
);
vec3 wValues = vec3(
getW(wF, wR, wC, ${d}, d2),
getW(wF, wR, wC, ${d} + 1, d2),
getW(wF, wR, wC, ${d} + 2, d2)
);
dotProd += dot(xValues, wValues);
}
}
}
}
setOutput(dotProd);
}
`}}class lx{constructor(e,t=!1,s=null,n=!1){this.variableNames=["x","W"],this.outputShape=e.outShape;const i=e.inHeight,r=e.inWidth,o=e.padInfo.top,a=e.padInfo.left,l=e.strideHeight,c=e.strideWidth,p=e.dilationHeight,u=e.dilationWidth,h=e.filterHeight,d=e.filterWidth,m=e.outChannels/e.inChannels;let f="",y="";s&&(n?f=`float activation(float a) {
float b = getPreluActivationWeightsAtOutCoords();
${s}
}`:f=`
float activation(float x) {
${s}
}
`,y="result = activation(result);");const b=t?"result += getBiasAtOutCoords();":"";t&&this.variableNames.push("bias"),n&&this.variableNames.push("preluActivationWeights"),this.userCode=`
${f}
const ivec2 strides = ivec2(${l}, ${c});
const ivec2 pads = ivec2(${o}, ${a});
void main() {
ivec4 coords = getOutputCoords();
int batch = coords.x;
ivec2 xRCCorner = coords.yz * strides - pads;
int d2 = coords.w;
int d1 = d2 / ${m};
int q = d2 - d1 * ${m};
int xRCorner = xRCCorner.x;
int xCCorner = xRCCorner.y;
// Convolve x(?, ?, d1) with w(:, :, d1, q) to get y(yR, yC, d2).
// ? = to be determined. : = across all values in that axis.
float dotProd = 0.0;
// TO DO(dsmilkov): Flatten the two for loops and vec4 the operations.
for (int wR = 0; wR < ${h}; wR++) {
int xR = xRCorner + wR * ${p};
if (xR < 0 || xR >= ${i}) {
continue;
}
for (int wC = 0; wC < ${d}; wC++) {
int xC = xCCorner + wC * ${u};
if (xC < 0 || xC >= ${r}) {
continue;
}
float xVal = getX(batch, xR, xC, d1);
float wVal = getW(wR, wC, d1, q);
dotProd += xVal * wVal;
}
}
float result = dotProd;
${b}
${y}
setOutput(result);
}
`}}class cx{constructor(e,t=!1,s=null,n=!1){this.variableNames=["x","W"],this.packedInputs=!0,this.packedOutput=!0,this.outputShape=e.outShape;const i=e.inHeight,r=e.inWidth,o=e.padInfo.top,a=e.padInfo.left,l=e.strideHeight,c=e.strideWidth,p=e.dilationHeight,u=e.dilationWidth,h=e.filterHeight,d=e.filterWidth,m=d;let f="int xR; int xC; int xCOffset;";for(let x=0;x<h;x++)for(let I=0;I<d;I++)f+=`
vec4 xTexelR${x}C${I*2} = vec4(0.);
vec4 wR${x}C${I} = vec4(0.);
vec4 xR${x}C${I} = vec4(0.);`;for(let x=0;x<h;x++)for(let I=0;I<m;I++){const A=I*2;if(f+=`
xR = xRCorner + ${x*p};
xC = xCCorner + ${A*u};
`,c===1){if(A<d&&(a%2===1?f+=`
xCOffset = xC + 1;
if(xR >= 0 && xR < ${i} && xCOffset >= 0 && xCOffset < ${r}) {
xTexelR${x}C${A} = getX(batch, xR, xCOffset, d1);
// Need to manually clear unused channels in case
// we're reading from recycled texture.
if(xCOffset + 1 >= ${r}) {
xTexelR${x}C${A}.zw = vec2(0.);
}
} else {
xTexelR${x}C${A} = vec4(0.);
}
xCOffset = xC + 1 - 2;
if(xR >= 0 && xR < ${i} && xCOffset >= 0 && xCOffset < ${r}) {
vec4 previous = getX(batch, xR, xCOffset, d1);
// Need to manually clear unused channels in case
// we're reading from recycled texture.
if(xCOffset + 1 >= ${r}) {
previous.zw = vec2(0.);
}
xR${x}C${A} = vec4(previous.zw, xTexelR${x}C${A}.xy);
} else {
xR${x}C${A} = vec4(0, 0, xTexelR${x}C${A}.xy);
}
`:f+=`
if(xR >= 0 && xR < ${i} && xC >= 0 && xC < ${r}) {
xTexelR${x}C${A} = getX(batch, xR, xC, d1);
} else {
xTexelR${x}C${A} = vec4(0.);
}
xR${x}C${A} = xTexelR${x}C${A};
`,A+1<d)){const k=a%2===0?E.nearestLargerEven(u):u;u%2===0&&a%2===1||u%2!==0&&a%2!==1?(f+=`
xCOffset = xC + ${a%2} + ${k};
if(xR >= 0 && xR < ${i} &&
xCOffset >= 0 && xCOffset < ${r}) {
xTexelR${x}C${A+2} = getX(batch, xR, xCOffset, d1);
}
`,u>1&&(f+=`
xCOffset -= 2;
if(xR >= 0 && xR < ${i} &&
xCOffset >= 0 && xCOffset < ${r}) {
xTexelR${x}C${A} = getX(batch, xR, xCOffset, d1);
} else {
xTexelR${x}C${A} = vec4(0.);
}
`),f+=`
xR${x}C${A+1} = vec4(
xTexelR${x}C${A}.zw, xTexelR${x}C${A+2}.xy);
`):f+=`
xCOffset = xC + ${k};
if(xR >= 0 && xR < ${i} &&
xCOffset >= 0 && xCOffset < ${r}) {
xTexelR${x}C${A+2} = getX(batch, xR, xCOffset, d1);
}
xR${x}C${A+1} = xTexelR${x}C${A+2};
`}}else A<d&&(f+=`
if(xR >= 0 && xR < ${i}) {
`,a%2===1?(f+=`
xCOffset = xC + 1 - ${c};
if(xCOffset >= 0 && xCOffset < ${r}) {
xTexelR${x}C${A} = getX(batch, xR, xCOffset, d1);
} else {
xTexelR${x}C${A} = vec4(0.);
}
if(xC + 1 >= 0 && xC + 1 < ${r}) {
xTexelR${x}C${A+2} = getX(batch, xR, xC + 1, d1);
} else {
xTexelR${x}C${A+2} = vec4(0.);
}
xR${x}C${A} = vec4(
xTexelR${x}C${A}.zw, xTexelR${x}C${A+2}.zw);
`,A+1<d&&(f+=`
vec4 final = vec4(0.);
xCOffset = xC + 1 + ${c};
if(xCOffset >= 0 && xCOffset < ${r}) {
final = getX(batch, xR, xCOffset, d1);
}
xR${x}C${A+1} = vec4(xTexelR${x}C${A+2}.xy, final.xy);
`)):(f+=`
if(xC >= 0 && xC < ${r}) {
xTexelR${x}C${A} = getX(batch, xR, xC, d1);
} else {
xTexelR${x}C${A} = vec4(0.);
}
xCOffset = xC + ${c};
if(xCOffset >= 0 && xCOffset < ${r}) {
xTexelR${x}C${A+2} = getX(batch, xR, xCOffset, d1);
} else {
xTexelR${x}C${A+2} = vec4(0.);
}
xR${x}C${A} = vec4(
xTexelR${x}C${A}.xy, xTexelR${x}C${A+2}.xy);
`,A+1<d&&(f+=`
xR${x}C${A+1} = vec4(
xTexelR${x}C${A}.zw, xTexelR${x}C${A+2}.zw);
`)),f+="}");A<d&&(f+=`
vec4 wTexelR${x}C${A} = getW(${x}, ${A}, d1, q);
wR${x}C${A} = vec4(wTexelR${x}C${A}.xz, wTexelR${x}C${A}.xz);
`,A+1<d&&(f+=`
vec4 wTexelR${x}C${A+1} = getW(${x}, ${A+1}, d1, q);
wR${x}C${A+1} =
vec4(wTexelR${x}C${A+1}.xz, wTexelR${x}C${A+1}.xz);`))}for(let x=0;x<h;x++)for(let I=0;I<d;I++)f+=`dotProd += xR${x}C${I} * wR${x}C${I};`;let y="",b="";s&&(n?y=`vec4 activation(vec4 a) {
vec4 b = getPreluActivationWeightsAtOutCoords();
${s}
}`:y=`vec4 activation(vec4 x) {
${s}
}`,b="result = activation(result);");const S=t?"result += getBiasAtOutCoords();":"";t&&this.variableNames.push("bias"),n&&this.variableNames.push("preluActivationWeights"),this.userCode=`
${y}
const ivec2 strides = ivec2(${l}, ${c});
const ivec2 pads = ivec2(${o}, ${a});
void main() {
ivec4 coords = getOutputCoords();
int batch = coords.x;
ivec2 xRCCorner = coords.yz * strides - pads;
int d2 = coords.w;
int d1 = d2;
int q = 0;
int xRCorner = xRCCorner.x;
int xCCorner = xRCCorner.y;
vec4 dotProd = vec4(0.);
${f}
vec4 result = dotProd;
${S}
${b}
setOutput(result);
}
`}}class j0{constructor(e,t,s,n,i){this.variableNames=["Image","Boxes","BoxInd"],this.outputShape=[];const[r,o,a,l]=e,[c]=t,[p,u]=s;this.outputShape=[c,p,u,l];const h=n==="bilinear"?1:0,[d,m]=[`${o-1}.0`,`${a-1}.0`],[f,y,b]=p>1?[`${(o-1)/(p-1)}`,"(y2-y1) * height_ratio",`y1*${d} + float(y)*(height_scale)`]:["0.0","0.0",`0.5 * (y1+y2) * ${d}`],[S,x,I]=u>1?[`${(a-1)/(u-1)}`,"(x2-x1) * width_ratio",`x1*${m} + float(x)*(width_scale)`]:["0.0","0.0",`0.5 * (x1+x2) * ${m}`];this.userCode=`
const float height_ratio = float(${f});
const float width_ratio = float(${S});
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int y = coords[1];
int x = coords[2];
int d = coords[3];
// get box vals
float y1 = getBoxes(b,0);
float x1 = getBoxes(b,1);
float y2 = getBoxes(b,2);
float x2 = getBoxes(b,3);
// get image in batch index
int bInd = round(getBoxInd(b));
if(bInd < 0 || bInd >= ${r}) {
return;
}
float height_scale = ${y};
float width_scale = ${x};
float in_y = ${b};
if( in_y < 0.0 || in_y > ${d} ) {
setOutput(float(${i}));
return;
}
float in_x = ${I};
if( in_x < 0.0 || in_x > ${m} ) {
setOutput(float(${i}));
return;
}
vec2 sourceFracIndexCR = vec2(in_x,in_y);
if(${h} == 1) {
// Compute the four integer indices.
ivec2 sourceFloorCR = ivec2(sourceFracIndexCR);
ivec2 sourceCeilCR = ivec2(ceil(sourceFracIndexCR));
float topLeft = getImage(b, sourceFloorCR.y, sourceFloorCR.x, d);
float bottomLeft = getImage(b, sourceCeilCR.y, sourceFloorCR.x, d);
float topRight = getImage(b, sourceFloorCR.y, sourceCeilCR.x, d);
float bottomRight = getImage(b, sourceCeilCR.y, sourceCeilCR.x, d);
vec2 fracCR = sourceFracIndexCR - vec2(sourceFloorCR);
float top = topLeft + (topRight - topLeft) * fracCR.x;
float bottom = bottomLeft + (bottomRight - bottomLeft) * fracCR.x;
float newValue = top + (bottom - top) * fracCR.y;
setOutput(newValue);
} else {
// Compute the coordinators of nearest neighbor point.
ivec2 sourceNearestCR = ivec2(floor(
sourceFracIndexCR + vec2(0.5,0.5)));
float newValue = getImage(b, sourceNearestCR.y, sourceNearestCR.x, d);
setOutput(newValue);
}
}
`}}class px{constructor(e,t,s){this.variableNames=["x"],this.outputShape=e;const n=e.length,i=t?"0.0":`getX(${V0(n,"coords")})`,r=e[e.length-1];let o="",a="";t?(o=s?`end != ${r-1}`:"end != 0",a=s?"end + 1":"end - 1"):(o=s?`end + pow2 < ${r}`:"end >= pow2",a=s?"end + pow2":"end - pow2"),this.userCode=`
uniform float index;
void main() {
${Ce(n)} coords = getOutputCoords();
int end = ${G0(n,"coords")};
float val = ${i};
int pow2 = int(pow(2.0, index));
if (${o}) {
int idx = ${a};
${G0(n,"coords")} = idx;
val += getX(${V0(n,"coords")});
}
setOutput(val);
}
`}getCustomSetupFunc(e){return(t,s)=>{this.index==null&&(this.index=t.getUniformLocation(s,"index")),t.gl.uniform1f(this.index,e)}}}function V0(e,t){if(e===1)return`${t}`;if(e===2)return`${t}.x, ${t}.y`;if(e===3)return`${t}.x, ${t}.y, ${t}.z`;if(e===4)return`${t}.x, ${t}.y, ${t}.z, ${t}.w`;throw Error(`Cumulative sum for rank ${e} is not yet supported`)}function G0(e,t){if(e===1)return`${t}`;if(e===2)return`${t}.y`;if(e===3)return`${t}.z`;if(e===4)return`${t}.w`;throw Error(`Cumulative sum for rank ${e} is not yet supported`)}class H0{constructor(e){this.variableNames=["A"],this.packedInputs=!1,this.packedOutput=!0,this.outPackingScheme=wr.DENSE;const t=xr(e),s=ot();this.outputShape=e,this.userCode=`
ivec3 outCoordsFromFlatIndex(int index) {
${zn(["r","c","d"],e)}
return ivec3(r, c, d);
}
void main() {
ivec2 resTexRC = ivec2(resultUV.yx *
vec2(${t[0]}, ${t[1]}));
int index = 4 * (resTexRC.x * ${t[1]} + resTexRC.y);
vec4 result = vec4(0.);
for (int i=0; i<4; i++) {
int flatIndex = index + i;
ivec3 rc = outCoordsFromFlatIndex(flatIndex);
result[i] = getA(rc.x, rc.y, rc.z);
}
${s.output} = result;
}
`}}class q0{constructor(e){this.variableNames=["A"],this.packedInputs=!0,this.packedOutput=!0,this.outPackingScheme=wr.DENSE;const t=xr(e),s=ot();this.outputShape=e,this.userCode=`
ivec3 outCoordsFromFlatIndex(int index) {
${zn(["r","c","d"],e)}
return ivec3(r, c, d);
}
void main() {
ivec2 resTexRC = ivec2(resultUV.yx *
vec2(${t[0]}, ${t[1]}));
int index = 4 * (resTexRC.x * ${t[1]} + resTexRC.y);
vec4 result = vec4(0.);
for (int i=0; i<4; i++) {
int flatIndex = index + i;
ivec3 rc = outCoordsFromFlatIndex(flatIndex);
result[i] = getChannel(getA(rc.x, rc.y, rc.z), vec2(rc.y, rc.z));
}
${s.output} = result;
}
`}}class Y0{constructor(e,t,s){this.variableNames=["x"],this.outputShape=[],this.outputShape=e,this.blockSize=t,this.dataFormat=s,this.userCode=`
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int h = ${this.getHeightCoordString()};
int w = ${this.getWidthCoordString()};
int d = ${this.getDepthCoordString()};
int in_h = h / ${t};
int offset_h = imod(h, ${t});
int in_w = w / ${t};
int offset_w = imod(w, ${t});
int offset_d = (offset_h * ${t} + offset_w) *
${this.getOutputDepthSize()};
int in_d = d + offset_d;
float result = ${this.getInputSamplingString()};
setOutput(result);
}
`}getHeightCoordString(){return this.dataFormat==="NHWC"?"coords[1]":"coords[2]"}getWidthCoordString(){return this.dataFormat==="NHWC"?"coords[2]":"coords[3]"}getDepthCoordString(){return this.dataFormat==="NHWC"?"coords[3]":"coords[1]"}getOutputDepthSize(){return this.dataFormat==="NHWC"?this.outputShape[3]:this.outputShape[1]}getInputSamplingString(){return this.dataFormat==="NHWC"?"getX(b, in_h, in_w, in_d)":"getX(b, in_d, in_h, in_w)"}}class K0{constructor(e){this.variableNames=["X"],this.outputShape=[e,e],this.userCode=`
void main() {
ivec2 coords = getOutputCoords();
float val = coords[0] == coords[1] ? getX(coords[0]) : 0.0;
setOutput(val);
}
`}}class X0{constructor(e){this.variableNames=["A"],this.outTexUsage=ns.DOWNLOAD;const t=ot();this.outputShape=e,this.userCode=`
${Sf}
void main() {
float x = getAAtOutCoords();
${t.output} = encode_float(x);
}
`}}class J0{constructor(e){this.variableNames=["A"],this.packedInputs=!0,this.packedOutput=!1,this.outTexUsage=ns.DOWNLOAD;const t=ot();this.outputShape=e,this.userCode=`
${Sf}
void main() {
ivec3 coords = getOutputCoords();
float x = getChannel(getAAtOutCoords(), vec2(coords.y, coords.z));
${t.output} = encode_float(x);
}
`}}class Z0{constructor(e,t,s=!1){this.variableNames=["A"];const n=ot(),[i,r]=t;this.outputShape=e;let o="result";s&&(o="floor(result * 255. + 0.5)"),this.userCode=`
${Ua(e)}
void main() {
ivec3 coords = getOutputCoords();
int flatIndex = getFlatIndex(coords);
int offset = imod(flatIndex, 4);
flatIndex = idiv(flatIndex, 4, 1.);
int r = flatIndex / ${r};
int c = imod(flatIndex, ${r});
vec2 uv = (vec2(c, r) + halfCR) / vec2(${r}.0, ${i}.0);
vec4 values = ${n.texture2D}(A, uv);
float result;
if(offset == 0) {
result = values[0];
} else if(offset == 1) {
result = values[1];
} else if(offset == 2) {
result = values[2];
} else {
result = values[3];
}
${n.output} = vec4(${o}, 0., 0., 0.);
}
`}}class Q0{constructor(e,t,s=!1){this.variableNames=["A"],this.packedInputs=!1,this.packedOutput=!0;const n=ot(),[i,r]=t;this.outputShape=e;let o="",a="result";s&&(a="floor(result * 255. + 0.5)");for(let l=0;l<=1;l++)for(let c=0;c<=1;c++){const p=l*2+c;o+=`
localCoords = coords;
if(localCoords[2] + ${c} < ${e[2]}) {
localCoords[2] += ${c};
if(localCoords[1] + ${l} < ${e[1]}) {
localCoords[1] += ${l};
flatIndex = getFlatIndex(localCoords);
offset = imod(flatIndex, 4);
flatIndex = idiv(flatIndex, 4, 1.);
r = flatIndex / ${r};
c = imod(flatIndex, ${r});
uv = (vec2(c, r) + halfCR) / vec2(${r}.0, ${i}.0);
values = ${n.texture2D}(A, uv);
if(offset == 0) {
result[${p}] = values[0];
} else if(offset == 1) {
result[${p}] = values[1];
} else if(offset == 2) {
result[${p}] = values[2];
} else {
result[${p}] = values[3];
}
}
}
`}this.userCode=`
${Ua(e)}
void main() {
ivec3 coords = getOutputCoords();
vec4 result = vec4(0.);
int flatIndex, r, c, offset;
ivec3 localCoords;
vec2 uv;
vec4 values;
${o}
${n.output} = ${a};
}
`}}const ux={REAL:"return real * expR - imag * expI;",IMAG:"return real * expI + imag * expR;"};class hx{constructor(e,t,s){this.variableNames=["real","imag"];const n=t[1];this.outputShape=t;const i=s?`2.0 * ${Math.PI}`:`-2.0 * ${Math.PI}`,r=s?`${n}.0`:"1.0";this.userCode=`
const float exponentMultiplier = ${i};
float unaryOpComplex(float real, float expR, float imag, float expI) {
${e}
}
float mulMatDFT(int batch, int index) {
float indexRatio = float(index) / float(${n});
float exponentMultiplierTimesIndexRatio =
exponentMultiplier * indexRatio;
float result = 0.0;
for (int i = 0; i < ${n}; i++) {
// x = (-2|2 * PI / N) * index * i;
float x = exponentMultiplierTimesIndexRatio * float(i);
float expR = cos(x);
float expI = sin(x);
float real = getReal(batch, i);
float imag = getImag(batch, i);
result +=
unaryOpComplex(real, expR, imag, expI) / ${r};
}
return result;
}
void main() {
ivec2 coords = getOutputCoords();
setOutput(mulMatDFT(coords[0], coords[1]));
}
`}}class eR{constructor(e,t){this.outputShape=[],this.variableNames=["x"],this.outputShape=e,this.userCode=`
uniform float value;
void main() {
// Input can be obtained from uniform value.
setOutput(value);
}
`}getCustomSetupFunc(e){return(t,s)=>{this.valueLoc==null&&(this.valueLoc=t.getUniformLocationNoThrow(s,"value")),t.gl.uniform1f(this.valueLoc,e)}}}class tR{constructor(e,t,s){this.variableNames=["A","indices"];const n=e.slice();n[s]=t,this.outputShape=n,this.rank=n.length;const i=Ce(this.rank),r=EB(e,s);this.userCode=`
void main() {
${i} resRC = getOutputCoords();
setOutput(getA(${r}));
}
`}}function EB(e,t){const s=e.length;if(s>4)throw Error(`Gather for rank ${s} is not yet supported`);if(s===1)return"int(getIndices(resRC))";const n=["resRC.x","resRC.y","resRC.z","resRC.w"],i=[];for(let r=0;r<e.length;r++)r===t?i.push(`int(getIndices(${n[r]}))`):i.push(`${n[r]}`);return i.join()}class sR{constructor(e,t,s){this.sliceDim=e,this.strides=t,this.variableNames=["x","indices"],this.outputShape=s;const n=Ce(t.length),i=Ce(s.length),r=this.sliceDim>1?"strides[j]":"strides";this.userCode=`
${n} strides = ${n}(${this.strides});
void main() {
${i} coords = getOutputCoords();
int flattenIndex = 0;
for (int j = 0; j < ${this.sliceDim}; j++) {
int index = round(getIndices(coords[0], j));
flattenIndex += index * ${r};
}
setOutput(getX(flattenIndex, coords[1]));
}
`}}function nR(e){const t=ot(),s=`${t.version}
precision highp float;
${t.attribute} vec3 clipSpacePos;
${t.attribute} vec2 uv;
${t.varyingVs} vec2 resultUV;
void main() {
gl_Position = vec4(clipSpacePos, 1);
resultUV = uv;
}`;return LC(e,s)}function iR(e){const t=new Float32Array([-1,1,0,0,1,-1,-1,0,0,0,1,1,0,1,1,1,-1,0,1,0]);return IC(e,t)}function rR(e){const t=new Uint16Array([0,1,2,2,1,3]);return AC(e,t)}function $u(e,t,s,n,i,r){CC(t,s);const o=NC(e),a=e.TEXTURE_2D;return oe(e,()=>e.bindTexture(a,o)),oe(e,()=>e.texParameteri(a,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE)),oe(e,()=>e.texParameteri(a,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE)),oe(e,()=>e.texParameteri(a,e.TEXTURE_MIN_FILTER,e.NEAREST)),oe(e,()=>e.texParameteri(a,e.TEXTURE_MAG_FILTER,e.NEAREST)),oe(e,()=>e.texImage2D(a,0,n,t,s,0,i,r,null)),oe(e,()=>e.bindTexture(e.TEXTURE_2D,null)),o}function dx(e){return e.internalFormatFloat}function oR(e,t,s,n){const[i,r]=_o(t,s);return $u(e,i,r,dx(n),n.textureFormatFloat,e.FLOAT)}function mx(e){return e.internalFormatHalfFloat}function aR(e,t,s,n){const[i,r]=_o(t,s);return $u(e,i,r,mx(n),n.textureFormatFloat,n.textureTypeHalfFloat)}function fx(e){return e.downloadTextureFormat}function lR(e,t,s,n){const[i,r]=_o(t,s);return $u(e,i,r,fx(n),e.RGBA,e.UNSIGNED_BYTE)}function gx(e){return e.internalFormatPackedFloat}function cR(e,t,s,n){const[i,r]=oi(t,s);return $u(e,i,r,gx(n),e.RGBA,e.FLOAT)}function yx(e){return e.internalFormatPackedHalfFloat}function pR(e,t,s,n){const[i,r]=oi(t,s);return $u(e,i,r,yx(n),e.RGBA,n.textureTypeHalfFloat)}function uR(e,t,s){const n=0,i=3*4,r=3*4+2*4;oe(e,()=>e.bindBuffer(e.ARRAY_BUFFER,s));const o=Yw(e,t,"clipSpacePos",s,3,r,n);return o&&Yw(e,t,"uv",s,2,r,i)}function hR(e,t,s,n,i,r){oe(e,()=>e.bindTexture(e.TEXTURE_2D,t));let o,a,l;i instanceof Uint8Array?(o=new Uint8Array(s*n*4),a=e.UNSIGNED_BYTE,l=e.RGBA):(o=new Float32Array(s*n*4),a=e.FLOAT,l=r.internalFormatPackedFloat),o.set(i),oe(e,()=>e.texImage2D(e.TEXTURE_2D,0,l,s,n,0,e.RGBA,a,o)),oe(e,()=>e.bindTexture(e.TEXTURE_2D,null))}function dR(e,t,s){oe(e,()=>e.bindTexture(e.TEXTURE_2D,t)),s.data instanceof Uint8Array?oe(e,()=>e.texImage2D(e.TEXTURE_2D,0,e.RGBA,s.width,s.height,0,e.RGBA,e.UNSIGNED_BYTE,s.data)):oe(e,()=>e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,s)),oe(e,()=>e.bindTexture(e.TEXTURE_2D,null))}function mR(e,t,s,n){const i=e.createBuffer();oe(e,()=>e.bindBuffer(e.PIXEL_PACK_BUFFER,i));const r=4,o=4,a=r*o*t*s;return oe(e,()=>e.bufferData(e.PIXEL_PACK_BUFFER,a,e.STREAM_READ)),oe(e,()=>e.readPixels(0,0,s,t,e.RGBA,e.FLOAT,0)),oe(e,()=>e.bindBuffer(e.PIXEL_PACK_BUFFER,null)),i}function fR(e,t,s){const n=e,i=new Float32Array(s);return n.bindBuffer(n.PIXEL_PACK_BUFFER,t),n.getBufferSubData(n.PIXEL_PACK_BUFFER,0,i),n.bindBuffer(n.PIXEL_PACK_BUFFER,null),i}function gR(e,t,s,n){const[i,r]=_o(t,s),o=4,a=new Uint8Array(bC(t*s,o));return oe(e,()=>e.readPixels(0,0,i,r,n.downloadTextureFormat,e.UNSIGNED_BYTE,a)),new Float32Array(a.buffer)}function yR(e,t,s,n,i,r,o,a){const l=e,c=new Float32Array(wC(r,o));return l.bindBuffer(l.PIXEL_PACK_BUFFER,t),l.getBufferSubData(l.PIXEL_PACK_BUFFER,0,c),l.bindBuffer(l.PIXEL_PACK_BUFFER,null),c}function bR(e,t,s){const n=new Float32Array(t*s*4);return oe(e,()=>e.readPixels(0,0,s,t,e.RGBA,e.FLOAT,n)),n}class bx{constructor(e){this.outputTexture=null,this.program=null,this.disposed=!1,this.vertexAttrsAreBound=!1,this.itemsToPoll=[];const t=$().getNumber("WEBGL_VERSION");e!=null?(this.gl=e,qw(t,e)):this.gl=Js(t);let s="WEBGL_color_buffer_float";const n="EXT_color_buffer_half_float";if($().getNumber("WEBGL_VERSION")===1){const i="OES_texture_float",r="OES_texture_half_float";if(this.textureFloatExtension=Fu(this.gl,i),Zs(this.gl,r))this.textureHalfFloatExtension=Fu(this.gl,r);else if($().get("WEBGL_FORCE_F16_TEXTURES"))throw new Error("GL context does not support half float textures, yet the environment flag WEBGL_FORCE_F16_TEXTURES is set to true.");if(this.colorBufferFloatExtension=this.gl.getExtension(s),Zs(this.gl,n))this.colorBufferHalfFloatExtension=Fu(this.gl,n);else if($().get("WEBGL_FORCE_F16_TEXTURES"))throw new Error("GL context does not support color renderable half floats, yet the environment flag WEBGL_FORCE_F16_TEXTURES is set to true.")}else if(s="EXT_color_buffer_float",Zs(this.gl,s))this.colorBufferFloatExtensi
blockIndex = rc.y + ${A};
pos = rc.x + ${I};
if(blockIndex < ${e[1]} && pos < ${e[0]}) {
offsetY = int(blockIndex / (${l})) * ${o} - ${d};
d0 = offsetY + ${p} * (pos / ${m});
if(d0 < ${t[b]} && d0 >= 0) {
offsetX = int(mod(float(blockIndex), ${l}.) * ${r}. - ${h}.);
d1 = offsetX + ${c} * (int(mod(float(pos), ${m}.) / ${i}.));
if(d1 < ${t[S]} && d1 >= 0) {
ch = int(mod(float(pos), ${i}.));
if (${y}) {
innerDims = vec2(d1, ch);
result[${I*2+A}] = getChannel(
getA(d0, int(innerDims.x),
int(innerDims.y)), innerDims);
} else {
innerDims = vec2(d0, d1);
result[${I*2+A}] = getChannel(
getA(ch, int(innerDims.x),
int(innerDims.y)), innerDims);
}
}
}
}
`;this.userCode=`
void main() {
ivec2 rc = getOutputCoords();
vec4 result = vec4(0);
int blockIndex, pos, offsetY, d0, offsetX, d1, ch;
vec2 innerDims;
${x}
${f.output} = result;
}
`}}class TR{constructor(e,t,s,n,i){this.variableNames=["x"],this.outputShape=[];const r=t,o=e[3]-1;this.outputShape=e;let a;const l=`float(${s}) + float(${n}) * sum`;i===.5?a=`inversesqrt(${l})`:i===1?a=`1.0/(${l})`:a=`exp(log(${l}) * float(-${i}));`,this.userCode=`
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int r = coords[1];
int c = coords[2];
int d = coords[3];
float x = getX(b, r, c, d);
float sum = 0.0;
for (int j = -${r}; j <= ${r}; j++) {
int idx = d + j;
if (idx >= 0 && idx <= ${o}) {
float z = getX(b, r, c, idx);
sum += z * z;
}
}
float val = x * ${a};
setOutput(val);
}
`}}class IR{constructor(e,t,s,n,i){this.variableNames=["inputImage","outputImage","dy"],this.outputShape=[],this.outputShape=e,this.depth=e[3],this.depthRadius=t,this.bias=s,this.alpha=n,this.beta=i,this.userCode=`
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int r = coords[1];
int c = coords[2];
float result = 0.0;
for (int d = 0; d < ${this.depth}; ++d) {
int depthBegin = int(max(0.0, float(d - ${t})));
int depthEnd = int(min(float(${this.depth}),
float(d + ${t} + 1)));
const int MIN_DEPTH_BEGIN = 0;
const int MAX_DEPTH_END = ${this.depth};
float norm = 0.0;
for (int k = MIN_DEPTH_BEGIN; k < MAX_DEPTH_END; ++k) {
if (k < depthBegin){
continue;
}
else if (k >= depthBegin && k < depthEnd) {
norm += getInputImage(b, r, c, k) * getInputImage(b, r, c, k);
}
else {
break;
}
}
norm = float(${n}) * norm + float(${s});
for(int k = MIN_DEPTH_BEGIN; k < MAX_DEPTH_END; ++k){
if (k < depthBegin){
continue;
}
else if (k >= depthBegin && k < depthEnd){
float dyi = -2.0 * float(${n})
* float(${i})
* getInputImage(b ,r ,c, k) * getOutputImage(b, r, c, d)
/ norm;
if (k == d) {
dyi += pow(norm, -1.0 * ${i});
}
if (k == coords[3]) {
dyi *= getDy(b, r, c, d);
result += dyi;
}
}
else {
break;
}
}
}
setOutput(result);
}
`}}class AR{constructor(e,t,s,n,i){this.variableNames=["x"],this.outputShape=[],this.packedInputs=!0,this.packedOutput=!0;const r=t,o=e[3]-1;this.outputShape=e;let a;const l=`float(${s}) + float(${n}) * sum`;i===.5?a=`inversesqrt(${l})`:i===1?a=`1.0/(${l})`:a=`exp(log(${l}) * float(-${i}));`,this.userCode=`
void main() {
ivec4 coords = getOutputCoords();
int b = coords.x;
int r = coords.y;
int c = coords.z;
int d = coords.w;
bool hasNextCol = d < ${this.outputShape[3]};
bool hasNextRow = c < ${this.outputShape[2]};
vec4 sum = vec4(0.);
vec4 xFragAtOutputCoords = getX(b, r, c, d);
vec4 xAtOutputCoords = vec4(
getChannel(xFragAtOutputCoords, vec2(c, d)),
hasNextCol ?
getChannel(xFragAtOutputCoords, vec2(c, d + 1)) : 0.0,
hasNextRow ?
getChannel(xFragAtOutputCoords , vec2(c + 1, d)) : 0.0,
(hasNextRow && hasNextCol) ?
getChannel(xFragAtOutputCoords, vec2(c + 1, d + 1)) : 0.0
);
int firstChannel = d - ${r};
vec2 cache = vec2(0.);
if(firstChannel >= 0){
vec4 firstChannelFrag = getX(b, r, c, firstChannel);
cache.x = getChannel(firstChannelFrag, vec2(c, firstChannel));
if(hasNextRow){
cache.y = getChannel(firstChannelFrag, vec2(c + 1, firstChannel));
}
}
ivec2 depth = ivec2(d, d + 1);
for (int j = - ${r}; j <= ${r}; j++) {
ivec2 idx = depth + j;
bvec2 aboveLowerBound = greaterThanEqual(idx, ivec2(0));
bvec2 belowUpperBound = lessThanEqual(idx, ivec2(${o}));
bool depthInRange = aboveLowerBound.x && belowUpperBound.x;
bool depthPlusOneInRange = aboveLowerBound.y && belowUpperBound.y;
if(depthInRange || depthPlusOneInRange){
vec4 z = vec4(0.);
vec4 xFragAtCurrentDepth;
z.xz = cache.xy;
if(depthPlusOneInRange && hasNextCol){
xFragAtCurrentDepth = idx.y != d ?
getX(b, r, c, idx.y) : xFragAtOutputCoords;
z.y = getChannel(xFragAtCurrentDepth, vec2(c, idx.y));
if(hasNextRow){
z.w = getChannel(xFragAtCurrentDepth, vec2(c + 1, idx.y));
}
}
cache.xy = z.yw;
sum += z * z;
}
}
vec4 result = xAtOutputCoords * ${a};
setOutput(result);
}
`}}class NR{constructor(e){this.variableNames=["dy","maxPos"],this.outputShape=e.inShape;const t=e.strideHeight,s=e.strideWidth,n=e.dilationHeight,i=e.effectiveFilterHeight,r=e.effectiveFilterWidth,o=i-1-e.padInfo.top,a=r-1-e.padInfo.left,l=i*r-1;this.userCode=`
const ivec2 pads = ivec2(${o}, ${a});
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int d = coords[3];
ivec2 dyRCCorner = coords.yz - pads;
int dyRCorner = dyRCCorner.x;
int dyCCorner = dyRCCorner.y;
// Convolve dy(?, ?, d) with pos mask(:, :, d) to get dx(xR, xC, d).
// ? = to be determined. : = across all values in that axis.
float dotProd = 0.0;
for (int wR = 0; wR < ${i};
wR += ${n}) {
float dyR = float(dyRCorner + wR) / ${t}.0;
if (dyR < 0.0 || dyR >= ${e.outHeight}.0 || fract(dyR) > 0.0) {
continue;
}
int idyR = int(dyR);
for (int wC = 0; wC < ${r}; wC++) {
float dyC = float(dyCCorner + wC) / ${s}.0;
if (dyC < 0.0 || dyC >= ${e.outWidth}.0 ||
fract(dyC) > 0.0) {
continue;
}
int idyC = int(dyC);
float dyValue = getDy(b, idyR, idyC, d);
int maxPosValue = ${l} - int(getMaxPos(b, idyR, idyC, d));
// Get the current value, check it against the value from the
// position matrix.
int curPosValue = wR * ${r} + wC;
float mask = float(maxPosValue == curPosValue ? 1.0 : 0.0);
dotProd += dyValue * mask;
}
}
setOutput(dotProd);
}
`}}class CR{constructor(e){this.variableNames=["dy","maxPos"],this.outputShape=e.inShape;const t=e.strideDepth,s=e.strideHeight,n=e.strideWidth,i=e.dilationDepth,r=e.dilationHeight,o=e.dilationWidth,a=e.effectiveFilterDepth,l=e.effectiveFilterHeight,c=e.effectiveFilterWidth,p=a-1-e.padInfo.front,u=l-1-e.padInfo.top,h=c-1-e.padInfo.left,d=a*l*c-1;this.userCode=`
const ivec3 pads = ivec3(${p}, ${u}, ${h});
void main() {
ivec5 coords = getOutputCoords();
int batch = coords.x;
int ch = coords.u;
ivec3 dyCorner = ivec3(coords.y, coords.z, coords.w) - pads;
int dyDCorner = dyCorner.x;
int dyRCorner = dyCorner.y;
int dyCCorner = dyCorner.z;
// Convolve dy(?, ?, ?, ch) with pos mask(:, :, :, d) to get
// dx(xD, xR, xC, ch).
// ? = to be determined. : = across all values in that axis.
float dotProd = 0.0;
for (int wD = 0; wD < ${a};
wD += ${i}) {
float dyD = float(dyDCorner + wD) / ${t}.0;
if (dyD < 0.0 || dyD >= ${e.outDepth}.0 || fract(dyD) > 0.0) {
continue;
}
int idyD = int(dyD);
for (int wR = 0; wR < ${l};
wR += ${r}) {
float dyR = float(dyRCorner + wR) / ${s}.0;
if (dyR < 0.0 || dyR >= ${e.outHeight}.0 ||
fract(dyR) > 0.0) {
continue;
}
int idyR = int(dyR);
for (int wC = 0; wC < ${c};
wC += ${o}) {
float dyC = float(dyCCorner + wC) / ${n}.0;
if (dyC < 0.0 || dyC >= ${e.outWidth}.0 ||
fract(dyC) > 0.0) {
continue;
}
int idyC = int(dyC);
float dyValue = getDy(batch, idyD, idyR, idyC, ch);
int maxPosValue = ${d} -
int(getMaxPos(batch, idyD, idyR, idyC, ch));
// Get the current value, check it against the value from the
// position matrix.
int curPosValue =
wD * ${l} * ${c} +
wR * ${c} + wC;
float mask = float(maxPosValue == curPosValue ? 1.0 : 0.0);
dotProd += dyValue * mask;
}
}
}
setOutput(dotProd);
}
`}}class Af{constructor(e,t,s=!1,n=!1,i=!1,r=null,o=!1){this.variableNames=["matrixA","matrixB"],this.packedInputs=!0,this.packedOutput=!0,this.outputShape=t;const a=s?e[1]:e[2],l=Math.ceil(a/2),c=s?"i * 2, rc.y":"rc.y, i * 2",p=n?"rc.z, i * 2":"i * 2, rc.z",u=s?["a.xxyy","a.zzww"]:["a.xxzz","a.yyww"],h=n?["b.xzxz","b.ywyw"]:["b.xyxy","b.zwzw"];let d="",m="";r&&(o?d=`vec4 activation(vec4 a) {
vec4 b = getPreluActivationWeightsAtOutCoords();
${r}
}`:d=`vec4 activation(vec4 x) {
${r}
}`,m="result = activation(result);");const f=i?"result += getBiasAtOutCoords();":"";i&&this.variableNames.push("bias"),o&&this.variableNames.push("preluActivationWeights"),this.userCode=`
${d}
const float sharedDimension = ${l}.0;
vec4 dot2x2ARowBCol(ivec3 rc) {
vec4 result = vec4(0);
for (int i = 0; i < ${l}; i++) {
vec4 a = getMatrixA(rc.x, ${c});
vec4 b = getMatrixB(rc.x, ${p});
// These swizzled products need to be separately added.
// See: https://github.com/tensorflow/tfjs/issues/1735
result += (${u[0]} * ${h[0]});
result += (${u[1]} * ${h[1]});
}
return result;
}
void main() {
ivec3 rc = getOutputCoords();
vec4 result = dot2x2ARowBCol(rc);
${f}
${m}
setOutput(result);
}
`}}class RR{constructor(e,t,s){this.variableNames=["probs"],this.outputShape=[e,s],this.userCode=`
uniform float seed;
void main() {
ivec2 coords = getOutputCoords();
int batch = coords[0];
float r = random(seed);
float cdf = 0.0;
for (int i = 0; i < ${t-1}; i++) {
cdf += getProbs(batch, i);
if (r < cdf) {
setOutput(float(i));
return;
}
}
// If no other event happened, last event happened.
setOutput(float(${t-1}));
}
`}getCustomSetupFunc(e){return(t,s)=>{this.seedLoc==null&&(this.seedLoc=t.getUniformLocation(s,"seed")),t.gl.uniform1f(this.seedLoc,e)}}}class OR{constructor(e,t,s,n){this.variableNames=["indices"],this.outputShape=[e,t],this.userCode=`
void main() {
ivec2 coords = getOutputCoords();
int index = round(getIndices(coords.x));
setOutput(mix(float(${n}), float(${s}),
float(index == coords.y)));
}
`}}class ER{constructor(e){this.variableNames=["A"],this.packedInputs=!1,this.packedOutput=!0,this.outputShape=e;const t=e.length;if(t===0)this.userCode=`
void main() {
setOutput(vec4(getA(), 0., 0., 0.));
}
`;else{const s=Et("rc",t),n=Ce(t),i=_B(t,e,s),r=DB(t,e[e.length-1],e[e.length-2],s),o=FB(e,s);this.userCode=`
void main() {
${n} rc = getOutputCoords();
if(${i}) {
setOutput(vec4(0));
} else {
${r}
setOutput(vec4(${o}));
}
}
`}}}function MB(e,t){const s=[];for(let n=0;n<=1;n++)for(let i=0;i<=1;i++){let r=`${n===0?"r":"rp1"}, ${i===0?"c":"cp1"}`;for(let o=2;o<e;o++)r=`${t[t.length-1-o]},`+r;s.push(r)}return s}function _B(e,t,s){if(e===1)return`rc > ${t[0]}`;let n="";for(let i=e-2;i<e;i++)n+=`${s[i]} >= ${t[i]}`,i<e-1&&(n+="||");return n}function DB(e,t,s,n){if(e===1)return"";const i=n.slice(-2);return`
int r = ${i[0]};
int c = ${i[1]};
int rp1 = r + 1;
int cp1 = c + 1;
bool cEdge = cp1 >= ${t};
bool rEdge = rp1 >= ${s};
`}function FB(e,t){const s=e.length,n=MB(s,t);return s===1?`getA(rc),
rc + 1 >= ${e[0]} ? 0. : getA(rc + 1),
0, 0`:`getA(${n[0]}),
cEdge ? 0. : getA(${n[1]}),
rEdge ? 0. : getA(${n[2]}),
rEdge || cEdge ? 0. : getA(${n[3]})`}class kR{constructor(e,t,s){this.variableNames=["x"],this.outputShape=t.map((l,c)=>l[0]+e[c]+l[1]);const n=e.length,i=Ce(n),r=t.map(l=>l[0]).join(","),o=t.map((l,c)=>l[0]+e[c]).join(","),a=["coords[0]","coords[1]","coords[2]","coords[3]"].slice(0,n);if(n===1){this.userCode=`
int start = ${r};
int end = ${o};
void main() {
int outC = getOutputCoords();
if (outC < start || outC >= end) {
setOutput(float(${s}));
} else {
setOutput(getX(outC - start));
}
}
`;return}this.userCode=`
${i} start = ${i}(${r});
${i} end = ${i}(${o});
void main() {
${i} outC = getOutputCoords();
if (any(lessThan(outC, start)) || any(greaterThanEqual(outC, end))) {
setOutput(float(${s}));
} else {
${i} coords = outC - start;
setOutput(getX(${a}));
}
}
`}}class _R{constructor(e,t,s){this.variableNames=["x"],this.packedInputs=!0,this.packedOutput=!0,this.outputShape=t.map((m,f)=>m[0]+e[f]+m[1]);const n=e.length,i=Ce(n),r=t.map(m=>m[0]).join(","),o=t.map((m,f)=>m[0]+e[f]).join(","),a=Et("rc",n),l=Et("source",n),c=`${a[n-1]} < ${this.outputShape[n-1]}`,p=n===1?"source":`vec2(${l.slice(-2).join()})`,u=[`${i} rc = outputLoc;`,`${a[n-1]} += 1;
if(${c}) {
`,n===1?"":`}
rc = outputLoc;
${a[n-2]} += 1;
if(${a[n-2]} < ${this.outputShape[n-2]}) {`,n===1?"":` ${a[n-1]} += 1;
if(${c}) {`],h=n===1?"rc < start || rc >= end":"any(lessThan(rc, start)) || any(greaterThanEqual(rc, end))";let d="";for(let m=0,f=n===1?2:4;m<f;m++)d+=`
${u[m]}
if (${h}) {
result[${m}] = float(${s});
} else {
${i} source = rc - start;
result[${m}] = getChannel(getX(${l.join()}), ${p});
}
`;d+=n===1?"} ":"}}",this.userCode=`
const ${i} start = ${i}(${r});
const ${i} end = ${i}(${o});
void main() {
${i} outputLoc = getOutputCoords();
vec4 result = vec4(0.);
${d}
setOutput(result);
}
`}}class Fo{constructor(e,t,s,n=!1,i=!1){if(this.variableNames=["x"],t==="avg"&&s)throw new Error("Cannot compute positions for average pool.");const r=e.filterWidth,o=e.strideHeight,a=e.strideWidth,l=e.dilationHeight,c=e.dilationWidth,p=e.effectiveFilterHeight,u=e.effectiveFilterWidth,h=e.padInfo.top,d=e.padInfo.left;this.outputShape=e.outShape;const m=t==="avg",f=`((batch * ${e.inHeight} + xR) * ${e.inWidth} + xC) * ${e.inChannels} + d`,y=`(xR * ${e.inWidth} + xC) * ${e.inChannels} + d`;let b="0.0";if(m||(b="-1.0 / 1e-20"),s){const R=">=";this.userCode=`
const ivec2 strides = ivec2(${o}, ${a});
const ivec2 pads = ivec2(${h}, ${d});
void main() {
ivec4 coords = getOutputCoords();
int batch = coords[0];
int d = coords[3];
ivec2 xRCCorner = coords.yz * strides - pads;
int xRCorner = xRCCorner.x;
int xCCorner = xRCCorner.y;
// max/min x(?, ?, d) to get y(yR, yC, d).
// ? = to be determined
float minMaxValue = 0.0;
float minMaxValueFound = 0.0;
int minMaxPosition = 0;
float avgValue = 0.0;
for (int wR = 0; wR < ${p};
wR += ${l}) {
int xR = xRCorner + wR;
if (xR < 0 || xR >= ${e.inHeight}) {
continue;
}
for (int wC = 0; wC < ${u};
wC += ${c}) {
int xC = xCCorner + wC;
if (xC < 0 || xC >= ${e.inWidth}) {
continue;
}
float value = getX(batch, xR, xC, d);
// If a min / max value has already been found, use it. If not,
// use the current value.
float currMinMaxValue = mix(
value, minMaxValue, minMaxValueFound);
if (value ${R} currMinMaxValue) {
minMaxValue = value;
minMaxValueFound = 1.0;
minMaxPosition = ${n?i?f:y:`wR * ${u} + wC`};
}
}
}
setOutput(float(minMaxPosition));
}
`;return}const S="max";let x=`${t}(${t}(${t}(minMaxValue[0], minMaxValue[1]), minMaxValue[2]), minMaxValue[3])`;t==="avg"&&(x="avgValue / count");const I=Math.floor(r/4)*4,A=r%4,k=`
if (${m}) {
avgValue += dot(values, ones);
} else {
minMaxValue = ${S}(values, minMaxValue);
}
`;this.userCode=`
const ivec2 strides = ivec2(${o}, ${a});
const ivec2 pads = ivec2(${h}, ${d});
const float initializationValue = ${b};
const vec4 ones = vec4(1.0, 1.0, 1.0, 1.0);
float count = 0.0;
float getValue(int batch, int xR, int xC, int d) {
if (xC < 0 || xC >= ${e.inWidth}) {
return initializationValue;
}
count += 1.0;
return getX(batch, xR, xC, d);
}
void main() {
ivec4 coords = getOutputCoords();
int batch = coords[0];
int d = coords[3];
ivec2 xRCCorner = coords.yz * strides - pads;
int xRCorner = xRCCorner.x;
int xCCorner = xRCCorner.y;
// max/min x(?, ?, d) to get y(yR, yC, d).
// ? = to be determined
vec4 minMaxValue = vec4(${b});
float avgValue = 0.0;
count = 0.0;
for (int wR = 0; wR < ${p};
wR += ${l}) {
int xR = xRCorner + wR;
if (xR < 0 || xR >= ${e.inHeight}) {
continue;
}
for (int wC = 0; wC < ${I}; wC += 4) {
int xC = xCCorner + wC * ${c};
vec4 values = vec4(
getValue(batch, xR, xC, d),
getValue(batch, xR, xC + ${c}, d),
getValue(batch, xR, xC + 2 * ${c}, d),
getValue(batch, xR, xC + 3 * ${c}, d)
);
${k}
}
int xC = xCCorner + ${I};
if (${A===1}) {
vec4 values = vec4(
getValue(batch, xR, xC, d),
initializationValue,
initializationValue,
initializationValue
);
${k}
} else if (${A===2}) {
vec4 values = vec4(
getValue(batch, xR, xC, d),
getValue(batch, xR, xC + ${c}, d),
initializationValue,
initializationValue
);
${k}
} else if (${A===3}) {
vec4 values = vec4(
getValue(batch, xR, xC, d),
getValue(batch, xR, xC + ${c}, d),
getValue(batch, xR, xC + 2 * ${c}, d),
initializationValue
);
${k}
}
}
setOutput(${x});
}
`}}class Nf{constructor(e,t,s,n=!1,i=!1){if(this.variableNames=["x"],t==="avg"&&s)throw new Error("Cannot compute positions for average pool.");const r=e.filterWidth,o=e.strideDepth,a=e.strideHeight,l=e.strideWidth,c=e.dilationDepth,p=e.dilationHeight,u=e.dilationWidth,h=e.effectiveFilterDepth,d=e.effectiveFilterHeight,m=e.effectiveFilterWidth,f=e.padInfo.front,y=e.padInfo.top,b=e.padInfo.left;this.outputShape=e.outShape;const S=t==="avg";let x="0.0";if(S||(x="-1.0 / 1e-20"),s){const F=">=";this.userCode=`
const ivec3 strides =
ivec3(${o}, ${a}, ${l});
const ivec3 pads = ivec3(${f}, ${y}, ${b});
void main() {
ivec5 coords = getOutputCoords();
int batch = coords.x;
int ch = coords.u;
ivec3 xCorner = ivec3(coords.y, coords.z, coords.w) * strides - pads;
int xDCorner = xCorner.x;
int xRCorner = xCorner.y;
int xCCorner = xCorner.z;
// max/min x(?, ?, ?, ch) to get y(yD, yR, yC, ch).
// ? = to be determined
float minMaxValue = 0.0;
float minMaxValueFound = 0.0;
int minMaxPosition = 0;
for (int wD = 0; wD < ${h};
wD += ${c}) {
int xD = xDCorner + wD;
if (xD < 0 || xD >= ${e.inDepth}) {
continue;
}
for (int wR = 0; wR < ${d};
wR += ${p}) {
int xR = xRCorner + wR;
if (xR < 0 || xR >= ${e.inHeight}) {
continue;
}
for (int wC = 0; wC < ${m};
wC += ${u}) {
int xC = xCCorner + wC;
if (xC < 0 || xC >= ${e.inWidth}) {
continue;
}
float value = getX(batch, xD, xR, xC, ch);
// If a min / max value has already been found, use it. If not,
// use the current value.
float currMinMaxValue = mix(
value, minMaxValue, minMaxValueFound);
if (value ${F} currMinMaxValue) {
minMaxValue = value;
minMaxValueFound = 1.0;
minMaxPosition = ${n?i?`(((batch * ${e.inDepth} + xD) * ${e.inHeight} + xR) * ${e.inWidth} + xC) * ${e.inChannels} + ch`:`((xD * ${e.inHeight} + xR) * ${e.inWidth} + xC) * ${e.inChannels} + ch`:`wD * ${d} * ${m} +
wR * ${m} + wC`};
}
}
}
}
setOutput(float(minMaxPosition));
}
`;return}const I="max";let A=`${t}(${t}(${t}(minMaxValue[0], minMaxValue[1]), minMaxValue[2]), minMaxValue[3])`;t==="avg"&&(A="avgValue / count");const k=Math.floor(r/4)*4,R=r%4,D=`
if (${S}) {
avgValue += dot(values, ones);
} else {
minMaxValue = ${I}(values, minMaxValue);
}
`;this.userCode=`
const ivec3 strides =
ivec3(${o}, ${a}, ${l});
const ivec3 pads = ivec3(${f}, ${y}, ${b});
const float initializationValue = ${x};
const vec4 ones = vec4(1.0, 1.0, 1.0, 1.0);
float count = 0.0;
float getValue(int batch, int xD, int xR, int xC, int ch) {
if (xC < 0 || xC >= ${e.inWidth}) {
return initializationValue;
}
count += 1.0;
return getX(batch, xD, xR, xC, ch);
}
void main() {
ivec5 coords = getOutputCoords();
int batch = coords.x;
int ch = coords.u;
ivec3 xCorner = ivec3(coords.y, coords.z, coords.w) * strides - pads;
int xDCorner = xCorner.x;
int xRCorner = xCorner.y;
int xCCorner = xCorner.z;
// max/min x(?, ?, ?, d) to get y(yD, yR, yC, ch).
// ? = to be determined
vec4 minMaxValue = vec4(${x});
float avgValue = 0.0;
count = 0.0;
for (int wD = 0; wD < ${h};
wD += ${c}) {
int xD = xDCorner + wD;
if (xD < 0 || xD >= ${e.inDepth}) {
continue;
}
for (int wR = 0; wR < ${d};
wR += ${p}) {
int xR = xRCorner + wR;
if (xR < 0 || xR >= ${e.inHeight}) {
continue;
}
for (int wC = 0; wC < ${k}; wC += 4) {
int xC = xCCorner + wC * ${u};
vec4 values = vec4(
getValue(batch, xD, xR, xC, ch),
getValue(batch, xD, xR, xC + ${u}, ch),
getValue(batch, xD, xR, xC + 2 * ${u}, ch),
getValue(batch, xD, xR, xC + 3 * ${u}, ch)
);
${D}
}
int xC = xCCorner + ${k};
if (${R===1}) {
vec4 values = vec4(
getValue(batch, xD, xR, xC, ch),
initializationValue,
initializationValue,
initializationValue
);
${D}
} else if (${R===2}) {
vec4 values = vec4(
getValue(batch, xD, xR, xC, ch),
getValue(batch, xD, xR, xC + ${u}, ch),
initializationValue,
initializationValue
);
${D}
} else if (${R===3}) {
vec4 values = vec4(
getValue(batch, xD, xR, xC, ch),
getValue(batch, xD, xR, xC + ${u}, ch),
getValue(batch, xD, xR, xC + 2 * ${u}, ch),
initializationValue
);
${D}
}
}
setOutput(${A});
}
}
`}}class Cf{constructor(e,t){this.variableNames=["x"];const s=e.windowSize,n=e.batchSize,i=e.inSize,r=Math.ceil(i/s);this.outputShape=[n,r];let o="0.0",a="";t==="prod"?o="1.0":t==="min"?(o="1.0 / 1e-20",a="min"):t==="max"&&(o="-1.0 / 1e-20",a="max");let l=`${t}(${t}(${t}(minMaxValue[0], minMaxValue[1]), minMaxValue[2]), minMaxValue[3])`;t==="sum"?l="sumValue":t==="prod"?l="prodValue":t==="all"?l="allValue":t==="any"&&(l="anyValue");const c=Math.floor(s/4)*4,p=s%4;let u=`
if (${t==="sum"}) {
sumValue += dot(values, ones);
} else if (${t==="prod"}) {
vec2 tmp = vec2(values[0], values[1]) * vec2(values[2], values[3]);
prodValue *= tmp[0] * tmp[1];
} else {
minMaxValue = ${a}(values, minMaxValue);
}
`,h="vec4";t==="all"?(o="1.0",u=`
bool reducedAllValue = all(values);
float floatedReducedAllValue = float(reducedAllValue);
allValue = float(allValue >= 1.0 && floatedReducedAllValue >= 1.0);
`,h="bvec4"):t==="any"&&(o="0.0",u=`
bool reducedAnyValue = any(values);
float floatedReducedAnyValue = float(reducedAnyValue);
anyValue = float(anyValue >= 1.0 || floatedReducedAnyValue >= 1.0);
`,h="bvec4");let d="";i%s>0&&(d=`
if (inIdx < 0 || inIdx >= ${i}) {
return initializationValue;
}
`),this.userCode=`
const float initializationValue = ${o};
const vec4 ones = vec4(1.0, 1.0, 1.0, 1.0);
float getValue(int batch, int inIdx) {
${d}
return getX(batch, inIdx);
}
void main() {
ivec2 coords = getOutputCoords();
int batch = coords[0];
int outIdx = coords[1];
int inOffset = outIdx * ${s};
vec4 minMaxValue = vec4(${o});
float prodValue = 1.0;
float sumValue = 0.0;
float allValue = 1.0;
float anyValue = 0.0;
for (int i = 0; i < ${c}; i += 4) {
int inIdx = inOffset + i;
${h} values = ${h}(
getValue(batch, inIdx),
getValue(batch, inIdx + 1),
getValue(batch, inIdx + 2),
getValue(batch, inIdx + 3)
);
${u}
}
int inIdx = inOffset + ${c};
if (${p===1}) {
${h} values = ${h}(
getValue(batch, inIdx),
initializationValue,
initializationValue,
initializationValue
);
${u}
} else if (${p===2}) {
${h} values = ${h}(
getValue(batch, inIdx),
getValue(batch, inIdx + 1),
initializationValue,
initializationValue
);
${u}
} else if (${p===3}) {
${h} values = ${h}(
getValue(batch, inIdx),
getValue(batch, inIdx + 1),
getValue(batch, inIdx + 2),
initializationValue
);
${u}
}
setOutput(${l});
}
`}}class Rf{constructor(e,t){this.variableNames=["A"],this.packedInputs=!0,this.packedOutput=!0,this.outputShape=e;let s="";for(let n=0;n<4;n++){let i="thisRC = rc;";n%2===1&&(i+="thisRC.z += 1;"),n>1&&(i+="thisRC.y += 1;"),s+=`
${i}
${n>0?"if(thisRC.y < rows && thisRC.z < cols){":""}
int flatIndex = getFlatIndex(thisRC);
ivec3 inputRC = inputCoordsFromReshapedOutCoords(flatIndex);
vec2 inputRCInnerDims = vec2(float(inputRC.y),float(inputRC.z));
result[${n}] =
getChannel(getA(inputRC.x, inputRC.y, inputRC.z), inputRCInnerDims);
${n>0?"}":""}
`}this.userCode=`
${UB(t)}
${Ua(e)}
void main() {
ivec3 rc = getOutputCoords();
vec4 result = vec4(0.);
ivec3 thisRC;
int rows = ${e[1]};
int cols = ${e[2]};
${s}
setOutput(result);
}
`}}function UB(e){const t=zn(["r","c","d"],e);return`
ivec3 inputCoordsFromReshapedOutCoords(int index) {
${t}
return ivec3(r, c, d);
}
`}class DR{constructor(e,t,s){this.variableNames=["dy"],this.outputShape=[],this.outputShape=t.shape;const[,n,i]=t.shape,[,r,o]=e.shape,a=[s&&r>1?n-1:n,s&&o>1?i-1:i],l=[s&&r>1?r-1:r,s&&o>1?o-1:o],c=a[0]/l[0],p=a[1]/l[1],u=1/c,h=1/p,d=Math.ceil(u)*2+2,m=Math.ceil(h)*2+2;this.userCode=`
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int d = coords[3];
int r = coords[1];
int c = coords[2];
float accumulator = 0.0;
const float heightScale = float(${c});
const float widthScale = float(${p});
const float invHeightScale = float(${u});
const float invWidthScale = float(${h});
const int winHeight = int(${d});
const int winWidth = int(${m});
// Compute bounds for where in dy we will look
float startRLerp = floor(float(r) * invHeightScale);
int startDyR = int(startRLerp - float(winHeight / 2));
float startCLerp = floor(float(c) * invWidthScale);
int startDyC = int(startCLerp - float(winWidth / 2));
// Loop over dy
for (int dyROffset = 0; dyROffset < winHeight; dyROffset++) {
int dyR = dyROffset + startDyR;
// Guard against the window exceeding the bounds of dy
if (dyR < 0 || dyR >= ${r}) {
continue;
}
for (int dyCOffset = 0; dyCOffset < winWidth; dyCOffset++) {
int dyC = dyCOffset + startDyC;
// Guard against the window exceeding the bounds of dy
if (dyC < 0 || dyC >= ${o}) {
continue;
}
float dxR = float(dyR) * heightScale;
int topDxRIndex = int(floor(dxR));
int bottomDxRIndex = int(min(ceil(dxR), ${n-1}.0));
float dxRLerp = dxR - float(topDxRIndex);
float inverseDxRLerp = 1.0 - dxRLerp;
float dxC = float(dyC) * widthScale;
int leftDxCIndex = int(floor(dxC));
int rightDxCIndex = int(min(ceil(dxC), ${i-1}.0));
float dxCLerp = dxC - float(leftDxCIndex);
float inverseDxCLerp = 1.0 - dxCLerp;
if (r == topDxRIndex && c == leftDxCIndex) {
// topLeft
accumulator +=
getDy(b, dyR, dyC, d) * inverseDxRLerp * inverseDxCLerp;
}
if (r == topDxRIndex && c == rightDxCIndex) {
// topRight
accumulator += getDy(b, dyR, dyC, d) * inverseDxRLerp * dxCLerp;
}
if (r == bottomDxRIndex && c == leftDxCIndex) {
// bottomLeft
accumulator += getDy(b, dyR, dyC, d) * dxRLerp * inverseDxCLerp;
}
if (r == bottomDxRIndex && c == rightDxCIndex) {
// bottomRight
accumulator += getDy(b, dyR, dyC, d) * dxRLerp * dxCLerp;
}
}
}
// End loop over dy
setOutput(accumulator);
}
`}}class FR{constructor(e,t,s,n){this.variableNames=["A"],this.outputShape=[];const[i,r,o,a]=e;this.outputShape=[i,t,s,a];const l=[n&&t>1?r-1:r,n&&s>1?o-1:o],c=[n&&t>1?t-1:t,n&&s>1?s-1:s];this.userCode=`
const vec2 effectiveInputOverOutputRatioRC = vec2(
${l[0]/c[0]},
${l[1]/c[1]});
const vec2 inputShapeRC = vec2(${r}.0, ${o}.0);
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int d = coords[3];
ivec2 yRC = coords.yz;
// Fractional source index.
vec2 sourceFracIndexRC = vec2(yRC) * effectiveInputOverOutputRatioRC;
// Compute the four integer indices.
ivec2 sourceFloorRC = ivec2(sourceFracIndexRC);
ivec2 sourceCeilRC = ivec2(
min(inputShapeRC - 1.0, ceil(sourceFracIndexRC)));
float topLeft = getA(b, sourceFloorRC.x, sourceFloorRC.y, d);
float bottomLeft = getA(b, sourceCeilRC.x, sourceFloorRC.y, d);
float topRight = getA(b, sourceFloorRC.x, sourceCeilRC.y, d);
float bottomRight = getA(b, sourceCeilRC.x, sourceCeilRC.y, d);
vec2 fracRC = sourceFracIndexRC - vec2(sourceFloorRC);
float top = topLeft + (topRight - topLeft) * fracRC.y;
float bottom = bottomLeft + (bottomRight - bottomLeft) * fracRC.y;
float newValue = top + (bottom - top) * fracRC.x;
setOutput(newValue);
}
`}}class MR{constructor(e,t,s,n){this.variableNames=["A"],this.packedInputs=!0,this.packedOutput=!0,this.outputShape=[];const[i,r,o,a]=e;this.outputShape=[i,t,s,a];const l=[n&&t>1?r-1:r,n&&s>1?o-1:o],c=[n&&t>1?t-1:t,n&&s>1?s-1:s];this.userCode=`
const vec3 effectiveInputOverOutputRatioRC = vec3(
${l[0]/c[0]},
${l[1]/c[1]},
${l[1]/c[1]});
const vec3 inputShapeRC = vec3(${r}.0, ${o}.0,
${o}.0);
float getAValue(int b, int r, int c, int d) {
return getChannel(getA(b, r, c, d), vec2(c, d));
}
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int d = coords[3];
// Calculate values for next column in yRC.z.
ivec3 yRC = coords.yzz + ivec3(0, 0, 1);
// Fractional source index.
vec3 sourceFracIndexRC = vec3(yRC) * effectiveInputOverOutputRatioRC;
// Compute the four integer indices.
ivec3 sourceFloorRC = ivec3(sourceFracIndexRC);
ivec3 sourceCeilRC = ivec3(
min(inputShapeRC - 1.0, ceil(sourceFracIndexRC)));
// Should we calculate next column and row elements in 2x2 packed cell.
bool hasNextCol = d < ${a-1};
bool hasNextRow = coords.z < ${s-1};
// In parallel, construct four corners for all four components in
// packed 2x2 cell.
vec4 topLeft = vec4(
getAValue(b, sourceFloorRC.x, sourceFloorRC.y, d),
hasNextCol ? getAValue(b, sourceFloorRC.x, sourceFloorRC.y, d + 1)
: 0.0,
hasNextRow ? getAValue(b, sourceFloorRC.x, sourceFloorRC.z, d)
: 0.0,
(hasNextRow && hasNextCol) ?
getAValue(b, sourceFloorRC.x, sourceFloorRC.z, d + 1) : 0.0);
vec4 bottomLeft = vec4(
getAValue(b, sourceCeilRC.x, sourceFloorRC.y, d),
hasNextCol ? getAValue(b, sourceCeilRC.x, sourceFloorRC.y, d + 1)
: 0.0,
hasNextRow ? getAValue(b, sourceCeilRC.x, sourceFloorRC.z, d)
: 0.0,
(hasNextRow && hasNextCol) ?
getAValue(b, sourceCeilRC.x, sourceFloorRC.z, d + 1) : 0.0);
vec4 topRight = vec4(
getAValue(b, sourceFloorRC.x, sourceCeilRC.y, d),
hasNextCol ? getAValue(b, sourceFloorRC.x, sourceCeilRC.y, d + 1)
: 0.0,
hasNextRow ? getAValue(b, sourceFloorRC.x, sourceCeilRC.z, d)
: 0.0,
(hasNextRow && hasNextCol) ?
getAValue(b, sourceFloorRC.x, sourceCeilRC.z, d + 1) : 0.0);
vec4 bottomRight = vec4(
getAValue(b, sourceCeilRC.x, sourceCeilRC.y, d),
hasNextCol ? getAValue(b, sourceCeilRC.x, sourceCeilRC.y, d + 1)
: 0.0,
hasNextRow ? getAValue(b, sourceCeilRC.x, sourceCeilRC.z, d)
: 0.0,
(hasNextRow && hasNextCol) ?
getAValue(b, sourceCeilRC.x, sourceCeilRC.z, d + 1) : 0.0);
vec3 fracRC = sourceFracIndexRC - vec3(sourceFloorRC);
vec4 top = mix(topLeft, topRight, fracRC.yyzz);
vec4 bottom = mix(bottomLeft, bottomRight, fracRC.yyzz);
vec4 newValue = mix(top, bottom, fracRC.x);
setOutput(newValue);
}
`}}class UR{constructor(e,t,s){this.variableNames=["dy"],this.outputShape=[],this.outputShape=t.shape;const[,n,i]=t.shape,[,r,o]=e.shape,a=[s&&r>1?n-1:n,s&&o>1?i-1:i],l=[s&&r>1?r-1:r,s&&o>1?o-1:o],c=a[0]/l[0],p=a[1]/l[1],u=1/c,h=1/p,d=Math.ceil(u)*2+2,m=Math.ceil(h)*2+2;this.userCode=`
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int d = coords[3];
int r = coords[1];
int c = coords[2];
float accumulator = 0.0;
const float heightScale = float(${c});
const float widthScale = float(${p});
const float invHeightScale = float(${u});
const float invWidthScale = float(${h});
const int winHeight = int(${d});
const int winWidth = int(${m});
// Compute bounds for where in dy we will look
float startRLerp = floor(float(r) * invHeightScale);
int startDyR = int(floor(startRLerp - float(winHeight / 2)));
float startCLerp = floor(float(c) * invWidthScale);
int startDyC = int(floor(startCLerp - float(winWidth / 2)));
// Loop over dy
for (int dyROffset = 0; dyROffset < winHeight; dyROffset++) {
int dyR = dyROffset + startDyR;
// Guard against the window exceeding the bounds of dy
if (dyR < 0 || dyR >= ${r}) {
continue;
}
for (int dyCOffset = 0; dyCOffset < winWidth; dyCOffset++) {
int dyC = dyCOffset + startDyC;
// Guard against the window exceeding the bounds of dy
if (dyC < 0 || dyC >= ${o}) {
continue;
}
float sourceFracRow =
float(${a[0]}) *
(float(dyR) / float(${l[0]}));
float sourceFracCol =
float(${a[1]}) *
(float(dyC) / float(${l[1]}));
int sourceNearestRow = int(min(
float(int(${n}) - 1),
${s} ? float(round(sourceFracRow)) :
float(floor(sourceFracRow))));
int sourceNearestCol = int(min(
float(int(${i}) - 1),
${s} ? float(round(sourceFracCol)) :
float(floor(sourceFracCol))));
if (r == sourceNearestRow && c == sourceNearestCol) {
accumulator += getDy(b, dyR, dyC, d);
}
}
}
// End loop over dy
setOutput(accumulator);
}
`}}class $R{constructor(e,t,s,n){this.variableNames=["A"],this.outputShape=[];const[i,r,o,a]=e;this.outputShape=[i,t,s,a];const l=[n&&t>1?r-1:r,n&&s>1?o-1:o],c=[n&&t>1?t-1:t,n&&s>1?s-1:s],p=n?"0.5":"0.0";this.userCode=`
const vec2 effectiveInputOverOutputRatioRC = vec2(
${l[0]/c[0]},
${l[1]/c[1]});
const vec2 inputShapeRC = vec2(${r}.0, ${o}.0);
void main() {
ivec4 coords = getOutputCoords();
int b = coords[0];
int d = coords[3];
ivec2 yRC = coords.yz;
// Fractional source index.
vec2 sourceFracIndexRC = vec2(yRC) * effectiveInputOverOutputRatioRC;
// Compute the coordinators of nearest neighbor point.
ivec2 sourceNearestRC = ivec2(
min(inputShapeRC - 1.0, floor(sourceFracIndexRC + ${p})));
float newValue = getA(b, sourceNearestRC.x, sourceNearestRC.y, d);
setOutput(newValue);
}
`}}class WR{constructor(e,t){this.variableNames=["x"];const s=e.length;if(s>4)throw new Error(`WebGL backend: Reverse of rank-${s} tensor is not yet supported`);if(this.outputShape=e,s===1){this.userCode=`
void main() {
int coord = getOutputCoords();
setOutput(getX(${e[0]} - coord - 1));
}
`;return}const n=o=>t.indexOf(o)!==-1&&e[o]!==1?`${e[o]} - coords[${o}] - 1`:`coords[${o}]`,i=e.map((o,a)=>n(a)).join(","),r=Ce(s);this.userCode=`
void main() {
${r} coords = getOutputCoords();
setOutput(getX(${i}));
}
`}}class zR{constructor(e,t){this.variableNames=["x"],this.packedInputs=!0,this.packedOutput=!0;const s=e.length;if(s>4)throw new Error(`WebGL backend: Reverse of rank-${s} tensor is not yet supported`);this.outputShape=e;const n=Et("rc",s),i=`${n[s-1]} + 1 < ${this.outputShape[s-1]}`,r=`${n[s-2]} + 1 < ${this.outputShape[s-2]}`,o=Ce(s);s===1?this.userCode=`
void main(){
int rc = getOutputCoords();
vec4 result = vec4(0.);
result.r = getChannel(getX(${e[0]} - rc - 1),
${e[0]} - rc - 1);
if(${i}){
result.g = getChannel(getX(${e[0]} - (rc + 1) - 1),
${e[0]} - (rc + 1) - 1);
}
setOutput(result);
}
`:this.userCode=`
void main() {
${o} rc = getOutputCoords();
vec4 result = vec4(0.);
result.r = ${a(n.slice())};
if(${i}){
result.g = ${l(n.slice())};
}
if(${r}) {
result.b = ${c(n.slice())};
if(${i}) {
result.a = ${p(n.slice())};
}
}
setOutput(result);
}
`;function a(d){return u(d)}function l(d){return d[s-1]="("+d[s-1]+" + 1)",u(d)}function c(d){return d[s-2]="("+d[s-2]+" + 1)",u(d)}function p(d){return d[s-1]="("+d[s-1]+" + 1)",d[s-2]="("+d[s-2]+" + 1)",u(d)}function u(d){const m=e.map((b,S)=>h(S,d)),f=m.join(","),y=m.slice(-2).join(",");return`getChannel(getX(${f}), vec2(${y}))`}function h(d,m){return t.indexOf(d)!==-1&&e[d]!==1?`${e[d]} - ${m[d]} - 1`:`${m[d]}`}}}class wx{constructor(e,t,s,n,i,r,o=!0){this.variableNames=["updates","indices","defaultValue"],this.outputShape=r;const a=Ce(i.length),l=Ce(r.length);let c="";s===1?c="i":s===2&&(c="i, j");const p=`getIndices(${c})`;let u="";n===1?u="i":n===2&&(u="i, coords[1]");const h=`getUpdates(${u})`,d=t>1?"strides[j]":"strides";this.userCode=`
${a} strides = ${a}(${i});
void main() {
${l} coords = getOutputCoords();
float sum = 0.0;
bool found = false;
for (int i = 0; i < ${e}; i++) {
int flattenedIndex = 0;
for (int j = 0; j < ${t}; j++) {
int index = round(${p});
flattenedIndex += index * ${d};
}
if (flattenedIndex == coords[0]) {
sum += ${h};
found = true;
}
}
setOutput(mix(getDefaultValue(), sum, float(found)));
}
`}}class BR{constructor(e,t){this.variableNames=["x","segmentIds"];const s=e.windowSize,n=e.batchSize,i=e.inSize,r=e.numSegments,o=r*Math.ceil(i/s);this.outputShape=[n,o];const a="0.0",l="sumValue",c=Math.floor(s/4)*4,p=s%4,u=`
sumValue += dot(values, segFilter);
`;let h="";i%s>0&&(h=`
if (inIdx < 0 || inIdx >= ${i}) {
return initializationValue;
}
`);let d="";i%s>0&&(d=`
if (inIdx < 0 || inIdx >= ${i}) {
return -1.0;
}
`),this.userCode=`
const float initializationValue = ${a};
float getValue(int batch, int inIdx) {
${h}
return getX(batch, inIdx);
}
float getSegmentIdAtIndex(int inIdx) {
${d}
return getSegmentIds(inIdx);
}
void main() {
ivec2 coords = getOutputCoords();
int batch = coords[0];
int outIdx = coords[1];
int inOffset = int(floor(float(outIdx) / float(
${r})) * float(${s}));
int currentSeg = int(mod(float(outIdx), float(${r})));
float sumValue = 0.0;
for (int i = 0; i < ${c}; i += 4) {
int inIdx = inOffset + i;
vec4 values = vec4(
getValue(batch, inIdx),
getValue(batch, inIdx + 1),
getValue(batch, inIdx + 2),
getValue(batch, inIdx + 3)
);
vec4 segFilter = vec4(
int(getSegmentIdAtIndex(inIdx)) == currentSeg ? 1 : 0,
int(getSegmentIdAtIndex(inIdx + 1)) == currentSeg ? 1 : 0,
int(getSegmentIdAtIndex(inIdx + 2)) == currentSeg ? 1 : 0,
int(getSegmentIdAtIndex(inIdx + 3)) == currentSeg ? 1 : 0
);
${u}
}
int inIdx = inOffset + ${c};
if (${p===1}) {
vec4 values = vec4(
getValue(batch, inIdx),
initializationValue,
initializationValue,
initializationValue
);
int inIdxSeg = int(getSegmentIdAtIndex(inIdx));
vec4 segFilter = vec4(
int(getSegmentIdAtIndex(inIdx)) == currentSeg ? 1 : 0,
0,
0,
0
);
${u}
} else if (${p===2}) {
vec4 values = vec4(
getValue(batch, inIdx),
getValue(batch, inIdx + 1),
initializationValue,
initializationValue
);
vec4 segFilter = vec4(
int(getSegmentIdAtIndex(inIdx)) == currentSeg ? 1 : 0,
int(getSegmentIdAtIndex(inIdx + 1)) == currentSeg ? 1 : 0,
0,
0
);
${u}
} else if (${p===3}) {
vec4 values = vec4(
getValue(batch, inIdx),
getValue(batch, inIdx + 1),
getValue(batch, inIdx + 2),
initializationValue
);
vec4 segFilter = vec4(
int(getSegmentIdAtIndex(inIdx)) == currentSeg ? 1 : 0,
int(getSegmentIdAtIndex(inIdx + 1)) == currentSeg ? 1 : 0,
int(getSegmentIdAtIndex(inIdx + 2)) == currentSeg ? 1 : 0,
0
);
${u}
}
setOutput(${l});
}
`}}class PR{constructor(e,t,s){this.variableNames=["c","a","b"],this.outputShape=t;let n,i;if(s>4)throw Error(`Where for rank ${s} is not yet supported`);if(s===1)i="resRC",n="resRC";else{const o=["resRC.x","resRC.y","resRC.z","resRC.w"],a=[],l=[];for(let c=0;c<t.length;c++)l.push(`${o[c]}`),c<e&&a.push(`${o[c]}`);n=a.join(),i=l.join()}const r=Ce(s);this.userCode=`
void main() {
${r} resRC = getOutputCoords();
float cVal = getC(${n});
if (cVal >= 1.0) {
setOutput(getA(${i}));
} else {
setOutput(getB(${i}));
}
}
`}}class jR{constructor(e){this.variableNames=["source"],this.outputShape=e,this.rank=e.length;const t=Ce(this.rank),s=`uniform int start[${this.rank}];`,n=$B(this.rank);let i;const r=e.map((o,a)=>`sourceLoc.${xx[a]} = start[${a}] + coords.${xx[a]};`);i=`
${t} sourceLoc;
${t} coords = getOutputCoords();
${r.join(`
`)}
`,this.userCode=`
${s}
void main() {
${i}
setOutput(getSource(${n}));
}
`}getCustomSetupFunc(e){if(e.length!==this.rank)throw Error(`The rank (${this.rank}) of the program must match the length of start (${e.length})`);return(t,s)=>{if(this.startLoc==null&&(this.startLoc=t.getUniformLocationNoThrow(s,"start"),this.startLoc==null))return;t.gl.uniform1iv(this.startLoc,e)}}}const xx=["x","y","z","w","u","v"];function $B(e){if(e===1)return"sourceLoc";if(e<=6)return xx.slice(0,e).map(t=>"sourceLoc."+t).join(",");throw Error(`Slicing for rank ${e} is not yet supported`)}class VR{constructor(e){this.variableNames=["source"],this.packedInputs=!0,this.packedOutput=!0,this.outputShape=e,this.rank=e.length;const t=Ce(this.rank),s=Et("coords",this.rank),n=Et("sourceLoc",this.rank),i=this.rank===1?"sourceLoc":`vec2(${n.slice(-2).join()})`,r=`getChannel(getSource(${n.join()}), ${i})`,o=`
result.x = ${r};
if (++${s[this.rank-1]} < ${e[this.rank-1]}) {
++${n[this.rank-1]};
result.y = ${r};
--${n[this.rank-1]};
}
`,a=this.rank===1?"":`
--${s[this.rank-1]};
if (++${s[this.rank-2]} < ${e[this.rank-2]}) {
++${n[this.rank-2]};
result.z = ${r};
if (++${s[this.rank-1]} < ${e[this.rank-1]}) {
++${n[this.rank-1]};
result.w = ${r};
}
}
`,l=this.rank<=4?`sourceLoc = coords +
${t}(${e.map((c,p)=>`start[${p}]`).join()});`:e.map((c,p)=>`${n[p]} = ${s[p]} + start[${p}];`).join(`
`);this.userCode=`
uniform int start[${this.rank}];
void main() {
${t} coords = getOutputCoords();
${t} sourceLoc;
${l}
vec4 result = vec4(0.);
${o}
${a}
setOutput(result);
}
`}getCustomSetupFunc(e){if(e.length!==this.rank)throw Error(`The rank (${this.rank}) of the program must match the length of start (${e.length})`);return(t,s)=>{if(this.startLoc==null&&(this.startLoc=t.getUniformLocationNoThrow(s,"start"),this.startLoc==null))return;t.gl.uniform1iv(this.startLoc,e)}}}class GR{constructor(e,t,s){this.variableNames=["x"],this.outputShape=s;const n=s.length,i=Ce(s.length),r=Ce(s.length);let o="";if(n===1)o="coords * strides + begin";else{let a=0;o=s.map((l,c)=>(a++,s.length===1?`coords * strides[${c}] + begin[${c}]`:`coords[${a-1}] * strides[${c}] + begin[${c}]`)).join(",")}this.userCode=`
${i} begin = ${i}(${e});
${i} strides = ${i}(${t});
void main() {
${r} coords = getOutputCoords();
setOutput(getX(${o}));
}
`}}class KR{constructor(e){this.gpgpu=e,this.numUsedTextures=0,this.numFreeTextures=0,this._numBytesAllocated=0,this._numBytesFree=0,this.freeTextures={},this.logEnabled=!1,this.usedTextures={}}acquireTexture(e,t,s){const n=qR(t,s),i=YR(e,n,s);i in this.freeTextures||(this.freeTextures[i]=[]),i in this.usedTextures||(this.usedTextures[i]=[]);const r=HR(e,n,this.gpgpu.gl,this.gpgpu.textureConfig,s);if(this.freeTextures[i].length>0){this.numFreeTextures--,this.numUsedTextures++,this._numBytesFree-=r,this.log();const a=this.freeTextures[i].shift();return this.usedTextures[i].push(a),a}let o;return n===Kt.PACKED_2X2_FLOAT32?o=this.gpgpu.createPackedMatrixTexture(e[0],e[1]):n===Kt.PACKED_2X2_FLOAT16?o=this.gpgpu.createFloat16PackedMatrixTexture(e[0],e[1]):n===Kt.UNPACKED_FLOAT32?o=this.gpgpu.createFloat32MatrixTexture(e[0],e[1]):n===Kt.UNPACKED_FLOAT16?o=this.gpgpu.createFloat16MatrixTexture(e[0],e[1]):n===Kt.PACKED_4X1_UNSIGNED_BYTE&&(o=this.gpgpu.createUnsignedBytesMatrixTexture(e[0],e[1])),this.usedTextures[i].push(o),this.numUsedTextures++,this._numBytesAllocated+=r,this.log(),o}releaseTexture(e,t,s,n){if(this.freeTextures==null)return;const i=qR(s,n),r=YR(t,i,n);r in this.freeTextures||(this.freeTextures[r]=[]);const o=HR(t,i,this.gpgpu.gl,this.gpgpu.textureConfig,n),a=$().get("WEBGL_DELETE_TEXTURE_THRESHOLD");a!==-1&&this._numBytesAllocated>a?(this.gpgpu.deleteMatrixTexture(e),this._numBytesAllocated-=o):(this.freeTextures[r].push(e),this.numFreeTextures++,this._numBytesFree+=o),this.numUsedTextures--;const l=this.usedTextures[r],c=l.indexOf(e);if(c<0)throw new Error("Cannot release a texture that was never provided by this texture manager");l.splice(c,1),this.log()}log(){if(!this.logEnabled)return;const e=this.numFreeTextures+this.numUsedTextures;console.log("Free/Used",`${this.numFreeTextures} / ${this.numUsedTextures}`,`(${e})`);const t=this._numBytesFree/this._numBytesAllocated;console.log(`Bytes allocated: ${this._numBytesAllocated}`),console.log(`Bytes unused: ${this._numBytesFree} (${Math.round(100*t)}%)`)}get numBytesAllocated(){return this._numBytesAllocated}get numBytesFree(){return this._numBytesFree}getNumUsedTextures(){return this.numUsedTextures}getNumFreeTextures(){return this.numFreeTextures}dispose(){if(this.freeTextures==null)return;for(const e in this.freeTextures)this.freeTextures[e].forEach(t=>{this.gpgpu.deleteMatrixTexture(t)});for(const e in this.usedTextures)this.usedTextures[e].forEach(t=>{this.gpgpu.deleteMatrixTexture(t)});this.freeTextures=null,this.usedTextures=null,this.numUsedTextures=0,this.numFreeTextures=0,this._numBytesAllocated=0,this._numBytesFree=0}}function WB(e,t){const s=e;if(t===s.R32F)return 4;if(t===s.R16F)return 2;if(t===s.RGBA32F)return 16;if(t===e.RGBA)return 16;if(t===s.RGBA16F)return 8;throw new Error(`Unknown internal format ${t}`)}function HR(e,t,s,n,i){const r=zB(t,n);let o;if(i){const[l,c]=oi(e[0],e[1]);o=l*c}else{const[l,c]=_o(e[0],e[1]);o=l*c}const a=WB(s,r);return o*a}function zB(e,t){switch(e){case Kt.PACKED_2X2_FLOAT32:return gx(t);case Kt.PACKED_2X2_FLOAT16:return yx(t);case Kt.UNPACKED_FLOAT32:return dx(t);case Kt.UNPACKED_FLOAT16:return mx(t);case Kt.PACKED_4X1_UNSIGNED_BYTE:return fx(t);default:throw new Error(`Unknown physical texture type ${e}`)}}function BB(e){return $().getBool("WEBGL_RENDER_FLOAT32_ENABLED")?e?Kt.PACKED_2X2_FLOAT32:Kt.UNPACKED_FLOAT32:e?Kt.PACKED_2X2_FLOAT16:Kt.UNPACKED_FLOAT16}function qR(e,t){if(e===ns.UPLOAD)return Kt.PACKED_2X2_FLOAT32;if(e===ns.RENDER||e==null)return BB(t);if(e===ns.DOWNLOAD||e===ns.PIXELS)return Kt.PACKED_4X1_UNSIGNED_BYTE;throw new Error(`Unknown logical texture type ${e}`)}function YR(e,t,s){return`${e[0]}_${e[1]}_${t}_${s}`}class XR{constructor(e,t){this.variableNames=["A"];const s=new Array(e.length);for(let r=0;r<s.length;r++)s[r]=e[r]*t[r];this.outputShape=s,this.rank=s.length;const n=Ce(this.rank),i=PB(e);this.userCode=`
void main() {
${n} resRC = getOutputCoords();
setOutput(getA(${i}));
}
`}}function PB(e){const t=e.length;if(t>5)throw Error(`Tile for rank ${t} is not yet supported`);if(t===1)return`imod(resRC, ${e[0]})`;const s=["resRC.x","resRC.y","resRC.z","resRC.w","resRC.u"],n=[];for(let i=0;i<e.length;i++)n.push(`imod(${s[i]}, ${e[i]})`);return n.join()}class _e{constructor(e,t){this.variableNames=["A"],this.outputShape=e,this.userCode=`
float unaryOperation(float x) {
${t}
}
void main() {
float x = getAAtOutCoords();
float y = unaryOperation(x);
setOutput(y);
}
`}}const Bn="if (isnan(x)) return x;",JR="return x;",Lx="return abs(x);",Sx=Bn+`
return (x < 0.0) ? 0.0 : x;
`,vx=Bn+`
return (x < 0.0) ? 0.0 : min(6.0, x);
`,Tx="return (x >= 0.0) ? x : (exp(x) - 1.0);",ZR=`
// Stable and Attracting Fixed Point (0, 1) for Normalized Weights.
// see: https://arxiv.org/abs/1706.02515
float scaleAlpha = ${U.SELU_SCALEALPHA};
float scale = ${U.SELU_SCALE};
return (x >= 0.0) ? scale * x : scaleAlpha * (exp(x) - 1.0);
`;function QR(e=0){return Bn+`
return x > 0.0 ? 1.0 : float(${e});
`}const Ix="return -x;",Ax="return ceil(x);",Nx="return floor(x);",e2=`
if (isnan(x)) { return 0.0; }
return sign(x);
`,t2="return float(isnan(x));",s2="return float(isinf(x));",n2="return float(!isnan(x) && !isinf(x));",i2=`
// OpenGL ES does not support round function.
// The algorithm is based on banker's rounding.
float base = floor(x);
if ((x - base) < 0.5) {
return floor(x);
} else if ((x - base) > 0.5) {
return ceil(x);
} else {
if (mod(base, 2.0) == 0.0) {
return base;
} else {
return base + 1.0;
}
}
`,Cx="return exp(x);",Rx="return exp(x) - 1.0;",r2=`if (x < 0.0) return NAN;
return log(x);`,o2="return log(1.0 + x);",a2="return sqrt(x);",l2="return inversesqrt(x);",c2="return 1.0 / (1.0 + exp(-1.0 * x));",p2=`
float epsilon = 1.1920928955078125e-7;
float threshold = log(epsilon) + 2.0;
bool too_large = x > -threshold;
bool too_small = x < threshold;
float result;
float exp_x = exp(x);
if (too_large){
result = x;
}
else if (too_small){
result = exp_x;
}
else{
result = log(exp_x + 1.0);
}
return result;
`,u2=Bn+`
return sin(x);
`,h2=Bn+`
return cos(x);
`,d2="return tan(x);",m2=Bn+`
if (abs(x) > 1.) {
return NAN;
}
return asin(x);
`,f2=Bn+`
if (abs(x) > 1.) {
return NAN;
}
return acos(x);
`,g2=Bn+`
return atan(x);
`,y2=`
float e2x = exp(x);
return (e2x - 1.0 / e2x) / 2.0;
`,b2=`
float e2x = exp(-x);
return (e2x + 1.0 / e2x) / 2.0;
`,w2=`
float e2x = exp(-2.0 * abs(x));
return sign(x) * (1.0 - e2x) / (1.0 + e2x);
`,x2=Bn+"return log(x + sqrt(x * x + 1.0));",L2=Bn+`
if (x < 1.0) return NAN;
return log(x + sqrt(x * x - 1.0));`,S2=Bn+`
if ((x < -1.0) || (x > 1.0)) return NAN;
return (log(1.0 + x) - log(1.0 - x)) / 2.0;`,v2=`
// Error function is calculated approximately with elementary function.
// See "Handbook of Mathematical Functions with Formulas,
// Graphs, and Mathematical Tables", Abramowitz and Stegun.
float p = ${U.ERF_P};
float a1 = ${U.ERF_A1};
float a2 = ${U.ERF_A2};
float a3 = ${U.ERF_A3};
float a4 = ${U.ERF_A4};
float a5 = ${U.ERF_A5};
float sign = sign(x);
x = abs(x);
float t = 1.0 / (1.0 + p * x);
return sign * (1.0 - (((((a5*t + a4)*t) + a3)*t + a2)*t + a1)*t*exp(-x*x));
`,T2="return x * x;",I2="return 1.0 / x;",A2="return float(!(x >= 1.0));",N2="return float(int(x));",Wu="return x;";const C2="return x;",R2=`
vec4 result = log(x);
vec4 isNaN = vec4(lessThan(x, vec4(0.0)));
result.r = isNaN.r == 1.0 ? NAN : result.r;
result.g = isNaN.g == 1.0 ? NAN : result.g;
result.b = isNaN.b == 1.0 ? NAN : result.b;
result.a = isNaN.a == 1.0 ? NAN : result.a;
return result;
`,Ox=`
vec4 result = x * vec4(greaterThanEqual(x, vec4(0.0)));
bvec4 isNaN = isnan(x);
result.r = isNaN.r ? x.r : result.r;
result.g = isNaN.g ? x.g : result.g;
result.b = isNaN.b ? x.b : result.b;
result.a = isNaN.a ? x.a : result.a;
return result;
`,Ex=`
vec4 result = min(x, vec4(6.)) * vec4(greaterThanEqual(x, vec4(0.0)));
bvec4 isNaN = isnan(x);
result.r = isNaN.r ? x.r : result.r;
result.g = isNaN.g ? x.g : result.g;
result.b = isNaN.b ? x.b : result.b;
result.a = isNaN.a ? x.a : result.a;
return result;
`,kx=`
vec4 result;
result.r = (x.r >= 0.0) ? x.r : (exp(x.r) - 1.0);
result.g = (x.g >= 0.0) ? x.g : (exp(x.g) - 1.0);
result.b = (x.b >= 0.0) ? x.b : (exp(x.b) - 1.0);
result.a = (x.a >= 0.0) ? x.a : (exp(x.a) - 1.0);
return result;
`;class Pa{constructor(e,t){this.variableNames=["A"],this.packedInputs=!0,this.packedOutput=!0,this.outputShape=e,this.userCode=`
vec4 unaryOperation(vec4 x) {
${t}
}
void main() {
vec4 x = getAAtOutCoords();
vec4 y = unaryOperation(x);
setOutput(y);
}
`}}class O2{constructor(e){this.variableNames=["A"],this.packedInputs=!0,this.packedOutput=!1,this.outputShape=e;const t=e.length,s=Et("rc",t),n=Ce(t),i=jC(t,s),r=s.slice(-2),o=t<=1?"rc":`vec2(${r.join(",")})`;this.userCode=`
void main() {
${n} rc = getOutputCoords();
vec4 packedInput = getA(${i});
setOutput(getChannel(packedInput, ${o}));
}
`}}const{segment_util:E2}=U,jB=St.split,VB=St.tile,GB=St.topkImpl,HB=St.whereImpl,qB=1e-7,YB=1e-4,Of={};function KB(e){return e in Of||(Of[e]={}),Of[e]}function Ef(e,t=!1){if(e==="linear")return t?C2:JR;if(e==="relu")return t?Ox:Sx;if(e==="elu")return t?kx:Tx;if(e==="relu6")return t?Ex:vx;if(e==="prelu")return t?ox:rx;throw new Error(`Activation ${e} has not been implemented for the WebGL backend.`)}const XB=128,JB=600;function ZB(){return $().global.screen==null?1024:$().global.screen.height*$().global.screen.width*window.devicePixelRatio*JB/1024/1024}const k2=1e3;class _x extends Jp{constructor(e){super();if(this.pendingRead=new WeakMap(),this.pendingDisposal=new WeakSet(),this.dataRefCount=new WeakMap(),this.numBytesInGPU=0,this.uploadWaitMs=0,this.downloadWaitMs=0,this.warnedAboutMemory=!1,this.warnedAboutCPUBackend=!1,this.pendingDeletes=0,this.disposed=!1,!$().getBool("HAS_WEBGL"))throw new Error("WebGL is not supported on this device");if(e==null){const t=Js($().getNumber("WEBGL_VERSION"));this.binaryCache=KB($().getNumber("WEBGL_VERSION")),this.gpgpu=new bx(t),this.canvas=t.canvas,this.gpgpuCreatedLocally=!0}else this.gpgpu=e,this.binaryCache={},this.gpgpuCreatedLocally=!1,this.canvas=e.gl.canvas;this.textureManager=new KR(this.gpgpu),this.numMBBeforeWarning=ZB(),this.texData=new Xp(this,os())}numDataIds(){return this.texData.numDataIds()+(this.cpuBackend?this.cpuBackend.numDataIds():0)-this.pendingDeletes}write(e,t,s){if(($().getBool("WEBGL_CHECK_NUMERICAL_PROBLEMS")||$().getBool("DEBUG"))&&this.checkNumericalProblems(e),s==="complex64"&&e!=null)throw new Error("Cannot write to a complex64 dtype. Please use tf.complex(real, imag).");const n={};return this.texData.set(n,{shape:t,dtype:s,values:e,usage:ns.UPLOAD}),n}move(e,t,s,n){if($().getBool("DEBUG")&&this.checkNumericalProblems(t),n==="complex64")throw new Error("Cannot write to a complex64 dtype. Please use tf.complex(real, imag).");this.texData.set(e,{shape:s,dtype:n,values:t,usage:ns.UPLOAD})}readSync(e){const t=this.texData.get(e),{values:s,dtype:n,complexTensors:i,slice:r,shape:o,isPacked:a}=t;if(r!=null){let u;a?u=new Pa(o,Wu):u=new _e(o,Wu);const h=this.runWebGLProgram(u,[{dataId:e,shape:o,dtype:n}],n),d=this.readSync(h.dataId);return this.disposeData(h.dataId),d}if(s!=null)return this.convertAndCacheOnCPU(e);if(n==="string")return s;const l=this.activeTimers!=null;let c;l&&(c=E.now());let p;if(n==="complex64"){const u=i.real.dataSync(),h=i.imag.dataSync();p=U.mergeRealAndImagArrays(u,h)}else p=this.getValuesFromTexture(e);return l&&(this.downloadWaitMs+=E.now()-c),this.convertAndCacheOnCPU(e,p)}async read(e){if(this.pendingRead.has(e)){const d=this.pendingRead.get(e);return new Promise(m=>d.push(m))}const t=this.texData.get(e),{values:s,shape:n,slice:i,dtype:r,complexTensors:o,isPacked:a}=t;if(i!=null){let d;a?d=new Pa(n,Wu):d=new _e(n,Wu);const m=this.runWebGLProgram(d,[{dataId:e,shape:n,dtype:r}],r),f=this.read(m.dataId);return this.disposeData(m.dataId),f}if(s!=null)return this.convertAndCacheOnCPU(e);if(!$().getBool("WEBGL_DOWNLOAD_FLOAT_ENABLED")&&$().getNumber("WEBGL_VERSION")===2)throw new Error("tensor.data() with WEBGL_DOWNLOAD_FLOAT_ENABLED=false and WEBGL_VERSION=2 not yet supported.");let l=null,c;if(r!=="complex64"&&$().get("WEBGL_BUFFER_SUPPORTED")){c=this.decode(e);const d=this.texData.get(c.dataId);l=this.gpgpu.createBufferFromTexture(d.texture,...xr(n))}this.pendingRead.set(e,[]),r!=="complex64"&&await this.gpgpu.createAndWaitForFence();let p;if(r==="complex64"){const d=await Promise.all([o.real.data(),o.imag.data()]),m=d[0],f=d[1];p=U.mergeRealAndImagArrays(m,f)}else if(l==null)p=this.getValuesFromTexture(e);else{const d=E.sizeFromShape(n);p=this.gpgpu.downloadFloat32MatrixFromBuffer(l,d)}c!=null&&this.disposeData(c.dataId);const u=this.convertAndCacheOnCPU(e,p),h=this.pendingRead.get(e);return this.pendingRead.delete(e),h.forEach(d=>d(u)),this.pendingDisposal.has(e)&&(this.pendingDisposal.delete(e),this.disposeData(e),this.pendingDeletes--),u}checkNumericalProblems(e){if(e==null)return;for(let t=0;t<e.length;t++){const s=e[t];if
void main() {
ivec4 coords = getOutputCoords();
int x = coords[2];
int coordX = ${t} - x;
float outputValue;
if(coordX >= 0 && coordX < ${t}) {
outputValue = getImage(coords[0], coords[1], coordX, coords[3]);
} else {
outputValue = getImage(coords[0], coords[1], coords[2], coords[3]);
}
setOutput(outputValue);
}
`}}const U2={kernelName:Dr,backendName:"webgl",kernelFunc:({inputs:e,backend:t})=>{const{image:s}=e,n=t,i=new M2(s.shape),r=n.runWebGLProgram(i,[s],s.dtype);return r}};class $2{constructor(e){this.variableNames=["A"];const t=ot(),[s,n]=e;this.outputShape=e,this.userCode=`
void main() {
ivec3 coords = getOutputCoords();
int texR = coords[0];
int texC = coords[1];
int depth = coords[2];
vec2 uv = (vec2(texC, texR) + halfCR) / vec2(${n}.0, ${s}.0);
vec4 values = ${t.texture2D}(A, uv);
float value;
if (depth == 0) {
value = values.r;
} else if (depth == 1) {
value = values.g;
} else if (depth == 2) {
value = values.b;
} else if (depth == 3) {
value = values.a;
}
setOutput(floor(value * 255.0 + 0.5));
}
`}}class W2{constructor(e){this.variableNames=["A"],this.packedInputs=!1,this.packedOutput=!0;const t=ot(),[s,n]=e;this.outputShape=e,this.userCode=`
void main() {
ivec3 coords = getOutputCoords();
int texR = coords[0];
int texC = coords[1];
int depth = coords[2];
vec4 result = vec4(0.);
for(int row=0; row<=1; row++) {
for(int col=0; col<=1; col++) {
texC = coords[1] + row;
depth = coords[2] + col;
vec2 uv = (vec2(texC, texR) + halfCR) /
vec2(${n}.0, ${s}.0);
vec4 values = ${t.texture2D}(A, uv);
float value;
if (depth == 0) {
value = values.r;
} else if (depth == 1) {
value = values.g;
} else if (depth == 2) {
value = values.b;
} else if (depth == 3) {
value = values.a;
}
result[row * 2 + col] = floor(value * 255.0 + 0.5);
}
}
${t.output} = result;
}
`}}const z2={kernelName:ta,backendName:"webgl",kernelFunc:eP};let ja;function eP(e){const{inputs:t,backend:s,attrs:n}=e;let{pixels:i}=t;const{numChannels:r}=n,o=typeof HTMLVideoElement!="undefined"&&i instanceof HTMLVideoElement,a=typeof HTMLImageElement!="undefined"&&i instanceof HTMLImageElement,[l,c]=o?[i.videoWidth,i.videoHeight]:[i.width,i.height],p=[c,l],u=[c,l,r];(a||o)&&(ja==null&&(ja=document.createElement("canvas").getContext("2d")),ja.canvas.width=l,ja.canvas.height=c,ja.drawImage(i,0,0,l,c),i=ja.canvas);const h=s.makeTensorInfo(p,"int32");s.texData.get(h.dataId).usage=ns.PIXELS,s.gpgpu.uploadPixelDataToTexture(s.getTexture(h.dataId),i);const d=$().getBool("WEBGL_PACK")?new W2(u):new $2(u),m=s.runWebGLProgram(d,[h],"int32");return s.disposeData(h.dataId),m}const{maxImpl:B2,transposeImpl:kf}=Vw;function Fx(e,t,s,n){const[i,r]=e.shape,o=U.computeOptimalWindowSize(r),a={windowSize:o,inSize:r,batchSize:i},l=new Cf(a,s),c=n.runWebGLProgram(l,[e],t);return c.shape[1]===1?c:Fx(c,t,s,n)}function tP(e,t,s){const n=[Lr(e.shape),...Sr(e.shape)],i={dtype:e.dtype,shape:n,dataId:e.dataId},r=[Lr(t),...Sr(t)],o=new Rf(r,n),a=!0,l=s.runWebGLProgram(o,[i],e.dtype,null,a);return{dataId:l.dataId,shape:t,dtype:l.dtype}}function Mx(e,t,s){const n=s.texData.get(e.dataId);return n.isPacked&&!vr(e.shape,t)&&!(n.texture!==null&&vr(n.shape,t))?tP(e,t,s):{dataId:e.dataId,shape:t,dtype:e.dtype}}function P2(e,t,s,n){const i=E.sizeFromShape(t),r=E.sizeFromShape(e.shape),o=r/i,a=Mx(e,[o,i],n),l=Fx(a,e.dtype,"max",n);return a.dataId!==e.dataId&&n.disposeData(a.dataId),Mx(l,s,n)}class j2{constructor(e,t){this.variableNames=["A"];const s=new Array(e.length);for(let r=0;r<s.length;r++)s[r]=e[t[r]];this.outputShape=s,this.rank=s.length;const n=Ce(this.rank),i=sP(t);this.userCode=`
void main() {
${n} resRC = getOutputCoords();
setOutput(getA(${i}));
}
`}}function sP(e){const t=e.length;if(t>6)throw Error(`Transpose for rank ${t} is not yet supported`);const s=["resRC.x","resRC.y","resRC.z","resRC.w","resRC.u","resRC.v"],n=new Array(t);for(let i=0;i<e.length;i++)n[e[i]]=s[i];return n.join()}class V2{constructor(e,t){this.variableNames=["A"],this.packedInputs=!0,this.packedOutput=!0;const s=new Array(e.length);for(let c=0;c<s.length;c++)s[c]=e[t[c]];if(this.outputShape=s,this.rank=s.length,this.rank>6)throw Error(`Packed transpose for rank ${this.rank} is not yet supported.`);const n=Ce(this.rank),i=ex("rc",this.rank),r=new Array(this.rank);for(let c=0;c<t.length;c++)r[t[c]]=i[c];const o=`vec2(${r.slice(-2).join()})`,a=`++${i[this.rank-1]} < ${s[this.rank-1]}`,l=`getChannel(getA(${r.join()}), ${o})`;this.userCode=`
void main() {
${n} rc = getOutputCoords();
vec4 result = vec4(0.);
result[0] = ${l};
if(${a}) {
result[1] = ${l};
}
--${i[this.rank-1]};
if(++${i[this.rank-2]} < ${s[this.rank-2]}) {
result[2] = ${l};
if(${a}) {
result[3] = ${l};
}
}
setOutput(result);
}
`}}function _f(e,t,s){const n=$().getBool("WEBGL_PACK_ARRAY_OPERATIONS")?new V2(e.shape,t):new j2(e.shape,t);return s.runWebGLProgram(n,[e],e.dtype)}const G2={kernelName:hi,backendName:"webgl",kernelFunc:({inputs:e,attrs:t,backend:s})=>{const{x:n}=e,{reductionIndices:i,keepDims:r}=t,o=s,a=n.shape.length,l=E.parseAxisParam(i,n.shape);let c=l;const p=U.getAxesPermutation(c,a),u=p!=null,h=o.shouldExecuteOnCPU([n]);let d=n;if(u){if(h){const S=o.texData.get(d.dataId),x=S.values,I=new Array(a);for(let R=0;R<I.length;R++)I[R]=n.shape[p[R]];const A=kf(x,n.shape,n.dtype,p,I);d=o.makeTensorInfo(I,n.dtype);const k=o.texData.get(d.dataId);k.values=A}else d=_f(n,p,o);c=U.getInnerMostAxes(c.length,a)}U.assertAxesAreInnerMostDims("max",c,a);const[m,f]=U.computeOutAndReduceShapes(d.shape,c);let y=m;r&&(y=U.expandShapeToKeepDim(m,l));let b;if(h){const S=o.texData.get(d.dataId),x=S.values,I=B2(x,E.sizeFromShape(f),y,n.dtype);b=o.makeTensorInfo(y,n.dtype);const A=o.texData.get(b.dataId);A.values=I}else b=P2(d,f,y,o);return u&&o.disposeData(d.dataId),b}};function H2(e,t,s,n){let i=new Fo(s,"max",!1);const r=n.runWebGLProgram(i,[e],"float32");i=new Fo(s,"max",!0,!0,t);const o=n.runWebGLProgram(i,[e],"float32");return[r,o]}const q2={kernelName:Fr,backendName:"webgl",kernelFunc:({inputs:e,attrs:t,backend:s})=>{const{x:n}=e,{filterSize:i,strides:r,pad:o,includeBatchInIndex:a}=t,l=s;E.assert(n.shape.length===4,()=>`Error in maxPool: input must be rank 4 but got rank ${n.shape.length}.`);const c=[1,1];E.assert(U.eitherStridesOrDilationsAreOne(r,c),()=>`Error in maxPool: Either strides or dilations must be 1. Got strides ${r} and dilations '${c}'`);const p=U.computePool2DInfo(n.shape,i,r,c,o),[u,h]=H2(n,a,p,l);return[u,h]}};const Y2={kernelName:pc,backendName:"webgl",kernelFunc:({inputs:e,backend:t,attrs:s})=>{U.warn("tf.nonMaxSuppression() in webgl locks the UI thread. Call tf.nonMaxSuppressionAsync() instead");const{boxes:n,scores:i}=e,{maxOutputSize:r,iouThreshold:o,scoreThreshold:a}=s,l=t,c=l.readSync(n.dataId),p=l.readSync(i.dataId),u=r,h=o,d=a;return St.nonMaxSuppressionV3Impl(c,p,u,h,d)}};const nP=St.nonMaxSuppressionV4Impl,K2={kernelName:Mr,backendName:"webgl",kernelFunc:({inputs:e,backend:t,attrs:s})=>{U.warn("tf.nonMaxSuppression() in webgl locks the UI thread. Call tf.nonMaxSuppressionAsync() instead");const{boxes:n,scores:i}=e,{maxOutputSize:r,iouThreshold:o,scoreThreshold:a,padToMaxOutputSize:l}=s,c=t,p=c.readSync(n.dataId),u=c.readSync(i.dataId),{selectedIndices:h,validOutputs:d}=nP(p,u,r,o,a,l);return[h,d]}};const iP=St.nonMaxSuppressionV5Impl,X2={kernelName:Ur,backendName:"webgl",kernelFunc:({inputs:e,backend:t,attrs:s})=>{U.warn("tf.nonMaxSuppression() in webgl locks the UI thread. Call tf.nonMaxSuppressionAsync() instead");const{boxes:n,scores:i}=e,{maxOutputSize:r,iouThreshold:o,scoreThreshold:a,softNmsSigma:l}=s,c=t,p=c.readSync(n.dataId),u=c.readSync(i.dataId),h=r,d=o,m=a,f=l,{selectedIndices:y,selectedScores:b}=iP(p,u,h,d,m,f);return[y,b]}};class J2{constructor(e,t,s,n){this.variableNames=["Image"],this.outputShape=[];const i=e[1],r=e[2],o=Math.sin(t).toFixed(3),a=Math.cos(t).toFixed(3);this.outputShape=e;const[l,c]=U.getImageCenter(n,i,r),p=l.toFixed(3),u=c.toFixed(3);let h="";typeof s=="number"?h=`float outputValue = ${s.toFixed(2)};`:h=`
vec3 fill = vec3(${s.join(",")});
float outputValue = fill[coords[3]];`,this.userCode=`
void main() {
ivec4 coords = getOutputCoords();
int x = coords[2];
int y = coords[1];
float coordXFloat = (float(x) - ${p}) * ${a} - (float(y) - ${u}) * ${o};
float coordYFloat = (float(x) - ${p}) * ${o} + (float(y) - ${u}) * ${a};
int coordX = int(round(coordXFloat + ${p}));
int coordY = int(round(coordYFloat + ${u}));
${h}
if(coordX >= 0 && coordX < ${r} && coordY >= 0 && coordY < ${i}) {
outputValue = getImage(coords[0], coordY, coordX, coords[3]);
}
setOutput(outputValue);
}
`}}const Z2={kernelName:Wr,backendName:"webgl",kernelFunc:({inputs:e,attrs:t,backend:s})=>{const{image:n}=e,{radians:i,fillValue:r,center:o}=t,a=s,l=new J2(n.shape,i,r,o),c=a.runWebGLProgram(l,[n],n.dtype);return c}};const Q2={kernelName:$r,backendName:"webgl",kernelFunc:({inputs:e,backend:t})=>{const{x:s}=e,n=t,i=new _e(s.shape,T2);return n.runWebGLProgram(i,[s],s.dtype)}};const eO={kernelName:di,backendName:"webgl",kernelFunc:({inputs:e,backend:t})=>{const{a:s,b:n}=e,i="return (a - b) * (a - b);",r=t,o=$().getBool("WEBGL_PACK_BINARY_OPERATIONS")?new Qs(i,s.shape,n.shape):new mt(i,s.shape,n.shape);return r.compileAndRun(o,[s,n])}};const tO={kernelName:mi,backendName:"webgl",kernelFunc:({inputs:e,attrs:t,backend:s})=>{const{x:n}=e,{perm:i}=t,r=s,o=n.shape.length,a=new Array(o);for(let c=0;c<a.length;c++)a[c]=n.shape[i[c]];let l;if(r.shouldExecuteOnCPU([n])){const c=r.texData.get(n.dataId),p=c.values,u=kf(p,n.shape,n.dtype,i,a);l=r.makeTensorInfo(a,n.dtype);const h=r.texData.get(l.dataId);h.values=u}else l=_f(n,i,r);return l}};const rP=[G2,U2,z2,F2,q2,Y2,K2,X2,Z2,Q2,eO,tO];for(const e of rP)Yc(e);const sO="2.3.0";const Xu={};Re(Xu,{Abs:()=>dl,Acos:()=>ml,Acosh:()=>fl,AdadeltaOptimizer:()=>bo,AdagradOptimizer:()=>wo,AdamOptimizer:()=>xo,AdamaxOptimizer:()=>Lo,Add:()=>Er,AddN:()=>gl,All:()=>mg,Any:()=>fg,ArgMax:()=>yl,ArgMin:()=>bl,Asin:()=>wl,Asinh:()=>xl,Atan:()=>Ll,Atan2:()=>vl,Atanh:()=>Sl,AvgPool:()=>Tl,AvgPool3D:()=>Il,AvgPool3DBackprop:()=>yg,AvgPoolBackprop:()=>gg,BatchMatMul:()=>Al,BatchToSpaceND:()=>Nl,BroadcastTo:()=>Cl,Callback:()=>lw,CallbackList:()=>zb,Cast:()=>kr,Ceil:()=>Rl,ClipByValue:()=>Ol,Complex:()=>bg,Concat:()=>El,Conv2D:()=>kl,Conv2DBackpropFilter:()=>wg,Conv2DBackpropInput:()=>_l,Conv3D:()=>Dl,Conv3DBackpropFilterV2:()=>xg,Conv3DBackpropInputV2:()=>Lg,Cos:()=>Fl,Cosh:()=>Ml,CropAndResize:()=>Sg,Cumsum:()=>Ul,CustomCallback:()=>Pb,DataStorage:()=>Xp,DepthToSpace:()=>vg,DepthwiseConv2dNative:()=>$l,DepthwiseConv2dNativeBackpropFilter:()=>Tg,DepthwiseConv2dNativeBackpropInput:()=>Ig,Diag:()=>Ag,Dilation2D:()=>_r,Dilation2DBackpropFilter:()=>ea,Dilation2DBackpropInput:()=>Qo,Div:()=>ui,ENV:()=>pg,EarlyStopping:()=>cw,Elu:()=>Wl,EluGrad:()=>Ng,Environment:()=>cg,Equal:()=>Cg,Erf:()=>zl,Exp:()=>Bl,Expm1:()=>Pl,FFT:()=>Rg,Fill:()=>Og,FlipLeftRight:()=>Dr,Floor:()=>jl,FloorDiv:()=>Vl,FromPixels:()=>ta,FusedBatchNorm:()=>Gl,FusedConv2D:()=>Ih,FusedDepthwiseConv2D:()=>Ah,GatherNd:()=>Eg,GatherV2:()=>Hl,GraphModel:()=>Dw,Greater:()=>kg,GreaterEqual:()=>ql,History:()=>Bb,IFFT:()=>_g,Identity:()=>Yl,Imag:()=>Dg,InputSpec:()=>rt,IsFinite:()=>Kl,IsInf:()=>Xl,IsNan:()=>Jl,KernelBackend:()=>Jp,LRN:()=>tc,LRNBackprop:()=>Bg,LayerVariable:()=>Td,LayersModel:()=>gn,Less:()=>Fg,LessEqual:()=>Mg,LinSpace:()=>Ug,Log:()=>Zl,Log1p:()=>Ql,LogSoftmax:()=>ec,LogicalAnd:()=>$g,LogicalNot:()=>Wg,LogicalOr:()=>zg,Max:()=>hi,MaxPool:()=>nc,MaxPool3D:()=>ic,MaxPool3DBackprop:()=>jg,MaxPoolBackprop:()=>Pg,MaxPoolWithArgmax:()=>Fr,Maximum:()=>sc,Mean:()=>e1,Min:()=>rc,Minimum:()=>oc,Mod:()=>ac,MomentumOptimizer:()=>So,Multiply:()=>lc,Negate:()=>cc,NonMaxSuppressionV3:()=>pc,NonMaxSuppressionV4:()=>Mr,NonMaxSuppressionV5:()=>Ur,NotEqual:()=>Vg,OneHot:()=>hc,OnesLike:()=>uc,Optimizer:()=>fs,PadV2:()=>dc,Pool:()=>t1,Pow:()=>mc,Prelu:()=>fc,Prod:()=>Gg,RMSPropOptimizer:()=>vo,RNN:()=>ri,Range:()=>Hg,Rank:()=>uy,Real:()=>qg,Reciprocal:()=>gc,Reduction:()=>ht,Relu:()=>yc,Relu6:()=>Lc,Reshape:()=>bc,ResizeBilinear:()=>xc,ResizeBilinearGrad:()=>Kg,ResizeNearestNeighbor:()=>wc,ResizeNearestNeighborGrad:()=>Yg,Reverse:()=>Sc,RotateWithOffset:()=>Wr,Round:()=>vc,Rsqrt:()=>Tc,SGDOptimizer:()=>Ei,ScatterNd:()=>Xg,SelectV2:()=>Ic,Selu:()=>Ac,Sequential:()=>yr,Sigmoid:()=>Ec,Sign:()=>Oc,Sin:()=>Cc,Sinh:()=>Rc,Slice:()=>Nc,Softmax:()=>Uc,Softplus:()=>kc,SpaceToBatchND:()=>Fc,SparseToDense:()=>Jg,SplitV:()=>Mc,Sqrt:()=>_c,Square:()=>$r,SquaredDifference:()=>di,Step:()=>Gc,StridedSlice:()=>Zg,Sub:()=>$c,Sum:()=>Dc,SymbolicTensor:()=>bs,Tan:()=>Wc,Tanh:()=>zc,Tensor:()=>ue,TensorBuffer:()=>fi,Tile:()=>Bc,TopK:()=>Qg,Transpose:()=>mi,Unpack:()=>Pc,
2020-08-18 14:04:15 +02:00
/**
* @license
* Copyright 2017 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
* =============================================================================
*/
/**
* @license
* Copyright 2018 Google LLC
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
/**
* @license
* Copyright 2018 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* =============================================================================
*/
2020-08-18 14:04:15 +02:00
/**
* @license
* Copyright 2018 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
* =============================================================================
*/
/**
* @license
* Copyright 2019 Google LLC
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
/**
* @license
* Copyright 2019 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* =============================================================================
*/
2020-08-18 14:04:15 +02:00
/**
* @license
* Copyright 2019 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
* =============================================================================
*/
/**
* @license
* Copyright 2020 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
* =============================================================================
*/
/**
* @license
* Copyright 2020 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
* =============================================================================
*/
/** @license See the LICENSE file. */
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