oidn-web 0.1.0

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Files changed (52) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +2 -0
  3. package/dist/oidn.mjs +22909 -0
  4. package/dist/oidn.umd.js +5905 -0
  5. package/lib/UNet.d.ts +54 -0
  6. package/lib/UNet.js +467 -0
  7. package/lib/UNet.js.map +1 -0
  8. package/lib/WGPUComputePass.d.ts +53 -0
  9. package/lib/WGPUComputePass.js +220 -0
  10. package/lib/WGPUComputePass.js.map +1 -0
  11. package/lib/WGPUFullQuadPass.d.ts +51 -0
  12. package/lib/WGPUFullQuadPass.js +261 -0
  13. package/lib/WGPUFullQuadPass.js.map +1 -0
  14. package/lib/backend.d.ts +5 -0
  15. package/lib/backend.js +41 -0
  16. package/lib/backend.js.map +1 -0
  17. package/lib/hdr.d.ts +31 -0
  18. package/lib/hdr.js +340 -0
  19. package/lib/hdr.js.map +1 -0
  20. package/lib/helper.d.ts +1 -0
  21. package/lib/helper.js +27 -0
  22. package/lib/helper.js.map +1 -0
  23. package/lib/kernels.d.ts +1 -0
  24. package/lib/kernels.js +26 -0
  25. package/lib/kernels.js.map +1 -0
  26. package/lib/main.d.ts +20 -0
  27. package/lib/main.js +20 -0
  28. package/lib/main.js.map +1 -0
  29. package/lib/process.d.ts +39 -0
  30. package/lib/process.js +309 -0
  31. package/lib/process.js.map +1 -0
  32. package/lib/tza.d.ts +15 -0
  33. package/lib/tza.js +114 -0
  34. package/lib/tza.js.map +1 -0
  35. package/package.json +26 -0
  36. package/src/UNet.ts +708 -0
  37. package/src/WGPUComputePass.ts +318 -0
  38. package/src/WGPUFullQuadPass.ts +348 -0
  39. package/src/backend.ts +53 -0
  40. package/src/hdr.ts +398 -0
  41. package/src/helper.ts +35 -0
  42. package/src/kernels.ts +31 -0
  43. package/src/main.ts +42 -0
  44. package/src/process.ts +362 -0
  45. package/src/tza.ts +136 -0
  46. package/weights/.gitattributes +1 -0
  47. package/weights/LICENSE.txt +202 -0
  48. package/weights/README.md +7 -0
  49. package/weights/rt_hdr.tza +0 -0
  50. package/weights/rt_hdr_alb_nrm.tza +0 -0
  51. package/weights/rt_ldr.tza +0 -0
  52. package/weights/rt_ldr_alb_nrm.tza +0 -0
@@ -0,0 +1,220 @@
1
+ function isStorageParamsEqual(params, other) {
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+ return params.channels === other.channels;
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+ }
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+ export const WORKGROUP_SIZE = 8;
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+ export class WGPUComputePass {
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+ _label;
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+ _device;
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+ _outputBuffers = {};
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+ _pipeline;
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+ _bindGroups = [];
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+ _needsUpdatePipeline = true;
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+ _inputs = [];
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+ _outputs = [];
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+ _uniforms = [];
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+ _uniformBuffers = {};
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+ _width = 10;
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+ _height = 10;
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+ _execWidth;
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+ _execHeight;
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+ _csCode = '';
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+ _csMain;
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+ _csDefine;
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+ constructor(label, device, opts) {
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+ this._label = label;
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+ this._device = device;
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+ this._csMain = opts.csMain;
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+ this._csDefine = opts.csDefine;
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+ this._inputs = opts.inputs;
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+ this._outputs = opts.outputs;
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+ this._uniforms = opts.uniforms;
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+ opts.uniforms.forEach((uniform) => {
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+ this._uniformBuffers[uniform.label] = device.createBuffer({
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+ label: this._label,
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+ size: uniform.data.byteLength,
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+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
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+ });
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+ this._device.queue.writeBuffer(this._uniformBuffers[uniform.label], 0, uniform.data);
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+ });
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+ }
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+ setSize(width, height) {
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+ width = Math.ceil(width);
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+ height = Math.ceil(height);
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+ const sizeChanged = width !== this._width || height !== this._height;
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+ this._width = width;
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+ this._height = height;
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+ if (sizeChanged) {
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+ this._resizeOutputBuffers();
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+ this._needsUpdatePipeline = true;
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+ }
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+ }
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+ setExecuteSize(width, height) {
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+ width = Math.ceil(width);
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+ height = Math.ceil(height);
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+ this._execWidth = width;
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+ this._execHeight = height;
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+ }
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+ setOutputParams(outputParams) {
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+ this._updateOutputBuffers(outputParams);
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+ this._needsUpdatePipeline = true;
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+ }
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+ setUniform(label, data) {
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+ const buffer = this._uniformBuffers[label];
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+ this._device.queue.writeBuffer(buffer, 0, data);
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+ }
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+ getOutputBuffer(name) {
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+ return this._outputBuffers[name].buffer;
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+ }
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+ dispose() {
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+ Object.keys(this._uniformBuffers).forEach((key) => {
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+ this._uniformBuffers[key].destroy();
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+ });
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+ Object.keys(this._outputBuffers).forEach((key) => {
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+ this._outputBuffers[key].texture.destroy();
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+ });
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+ }
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+ _createBuffer(params) {
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+ // const byteLength = this._width * this._height * params.channels * 4;
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+ // Buffer data needs to be aligned with 8, 16
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+ const byteLength = this._width * this._height * 4 * 4;
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+ return this._device.createBuffer({
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+ label: this._label,
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+ // webgpu needs buffer at least 80 bytes.
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+ size: Math.max(byteLength, 80),
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+ usage: GPUBufferUsage.STORAGE |
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+ GPUBufferUsage.COPY_DST |
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+ GPUBufferUsage.COPY_SRC
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+ });
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+ }
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+ _resizeOutputBuffers() {
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+ const outputBuffers = this._outputBuffers;
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+ for (const key in outputBuffers) {
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+ const { buffer, params } = outputBuffers[key];
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+ buffer.destroy();
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+ outputBuffers[key].buffer = this._createBuffer(params);
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+ }
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+ }
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+ _updateOutputBuffers(outputParams) {
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+ const outputBuffers = this._outputBuffers;
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+ for (const key in outputParams) {
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+ const params = outputParams[key];
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+ if (!isStorageParamsEqual(params, outputBuffers[key]?.params || {})) {
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+ outputBuffers[key]?.buffer.destroy();
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+ const buffer = this._createBuffer(params);
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+ outputBuffers[key] = {
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+ buffer,
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+ params
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+ };
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+ }
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+ }
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+ }
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+ _updatePipeline(inputParams) {
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+ if (!this._needsUpdatePipeline) {
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+ return;
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+ }
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+ this._needsUpdatePipeline = false;
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+ const device = this._device;
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+ const csCode = this._getFullCs(inputParams);
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+ if (csCode === this._csCode) {
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+ return;
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+ }
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+ this._csCode = csCode;
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+ this._pipeline = device.createComputePipeline({
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+ label: this._label,
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+ layout: 'auto',
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+ compute: {
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+ module: device.createShaderModule({
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+ label: this._label,
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+ code: csCode
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+ }),
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+ entryPoint: 'main'
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+ }
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+ });
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+ this._updateBindGroups();
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+ }
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+ _getFullCs(inputParams) {
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+ const inputs = this._inputs;
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+ const hasInputs = inputs.length > 0;
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+ const cs = `
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+ ${inputs
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+ .sort()
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+ .map((bufferName, idx) =>
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+ // TODO more channels option.
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+ `@group(0) @binding(${idx}) var<storage, read> in_${bufferName}: array<vec${inputParams[bufferName].channels}f>;`)
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+ .join('\n')}
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+ ${this._uniforms
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+ .map((uniform, idx) => `@group(${hasInputs ? 1 : 0}) @binding(${idx}) var<uniform> ${uniform.label}: ${uniform.type};`)
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+ .join('\n')}
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+
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+ ${this._outputs
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+ .map((name, idx) => `@group(${hasInputs ? 2 : 1}) @binding(${idx}) var<storage, read_write> out_${name}: array<vec${this._outputBuffers[name].params.channels}f>;`)
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+ .join('\n')}
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+ ${this._csDefine ?? ''}
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+ @compute @workgroup_size(${WORKGROUP_SIZE}, ${WORKGROUP_SIZE}, 1)
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+ fn main(@builtin(global_invocation_id) globalId: vec3u) {
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+ ${this._csMain}
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+ }
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+ `;
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+ return cs;
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+ }
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+ _updateBindGroups() {
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+ const bindGroups = [];
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+ const device = this._device;
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+ //TODO
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+ const uniformBindGroupIndex = this._inputs.length > 0 ? 1 : 0;
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+ if (this._uniforms.length > 0) {
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+ bindGroups[uniformBindGroupIndex] = device.createBindGroup({
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+ label: this._label,
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+ layout: this._pipeline.getBindGroupLayout(uniformBindGroupIndex),
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+ entries: this._uniforms.map((uniform, idx) => ({
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+ binding: idx,
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+ resource: {
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+ buffer: this._uniformBuffers[uniform.label]
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+ }
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+ }))
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+ });
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+ }
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+ this._bindGroups = bindGroups;
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+ }
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+ createPass(commandEncoder, inputBuffers) {
180
+ this._updatePipeline(inputBuffers);
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+ const hasInputs = this._inputs.length > 0;
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+ // TODO createBindGroup every time?
183
+ if (hasInputs) {
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+ this._bindGroups[0] = this._device.createBindGroup({
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+ label: this._label,
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+ layout: this._pipeline.getBindGroupLayout(0),
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+ entries: this._inputs.map((bufferName, idx) => ({
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+ binding: idx,
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+ // TODO
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+ resource: {
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+ buffer: inputBuffers[bufferName].buffer
192
+ }
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+ }))
194
+ });
195
+ }
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+ // Outputs
197
+ this._bindGroups[hasInputs ? 2 : 1] = this._device.createBindGroup({
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+ label: this._label,
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+ layout: this._pipeline.getBindGroupLayout(hasInputs ? 2 : 1),
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+ entries: this._outputs.map((bufferName, idx) => ({
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+ binding: idx,
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+ resource: {
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+ buffer: this._outputBuffers[bufferName].buffer
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+ }
205
+ }))
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+ });
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+ // Begin the render pass
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+ const computePass = commandEncoder.beginComputePass();
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+ // Draw a full quad
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+ computePass.setPipeline(this._pipeline);
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+ // Bind groups
212
+ this._bindGroups.forEach((bindGroup, idx) => {
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+ computePass.setBindGroup(idx, bindGroup);
214
+ });
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+ computePass.dispatchWorkgroups(Math.ceil((this._execWidth ?? this._width) / WORKGROUP_SIZE), Math.ceil((this._execHeight ?? this._height) / WORKGROUP_SIZE), 1);
216
+ // End the render pass
217
+ computePass.end();
218
+ }
219
+ }
220
+ //# sourceMappingURL=WGPUComputePass.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,51 @@
1
+ /// <reference types="@webgpu/types/dist" />
2
+ export declare const fullScreenQuadVertexShaderWGSL = "\n@vertex\nfn main(\n @builtin(vertex_index) vertexIndex: u32\n) -> @builtin(position) vec4f {\n const pos = array(\n vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0),\n vec2(-1.0, 1.0), vec2(1.0, -1.0), vec2(1.0, 1.0),\n );\n\n return vec4<f32>(pos[vertexIndex], 0.0, 1.0);\n}\n";
3
+ export interface Uniform {
4
+ label: string;
5
+ type: string;
6
+ data: Float32Array | Int32Array | Uint32Array;
7
+ }
8
+ export interface WGPUFullQuadPassOutput {
9
+ format: GPUTextureFormat;
10
+ }
11
+ export declare class WGPUFullQuadPass<I extends string, O extends string> {
12
+ private _label;
13
+ private _device;
14
+ private _outputTextures;
15
+ private _pipeline;
16
+ private _bindGroups;
17
+ private _needsUpdatePipeline;
18
+ /**
19
+ * When render to canvas
20
+ */
21
+ private _renderToScreen?;
22
+ private _inputs;
23
+ private _outputs;
24
+ private _uniforms;
25
+ private _uniformBuffers;
26
+ private _width;
27
+ private _height;
28
+ private _fsCode;
29
+ private _fsMain;
30
+ private _fsDefine;
31
+ constructor(label: string, device: GPUDevice, opts: {
32
+ inputs: I[];
33
+ outputs: O[];
34
+ fsMain: string;
35
+ fsDefine?: string;
36
+ uniforms: Uniform[];
37
+ });
38
+ setSize(width: number, height: number): void;
39
+ setOutputParams(outputParams: Record<O, WGPUFullQuadPassOutput>): void;
40
+ setRenderToScreen(screenTexture: GPUTexture, presentationFormat: GPUTextureFormat): void;
41
+ setUniform(label: string, data: Float32Array | Int32Array | Uint32Array): void;
42
+ getOutputTexture(name: O): GPUTexture;
43
+ dispose(): void;
44
+ private _createTexture;
45
+ private _resizeOutputTextures;
46
+ private _updateOutputTextures;
47
+ private _updatePipeline;
48
+ private _getFullFs;
49
+ private _updateBindGroups;
50
+ createPass(commandEncoder: GPUCommandEncoder, inputTextures: Record<I, GPUTexture>): void;
51
+ }
@@ -0,0 +1,261 @@
1
+ export const fullScreenQuadVertexShaderWGSL = /*wgsl */ `
2
+ @vertex
3
+ fn main(
4
+ @builtin(vertex_index) vertexIndex: u32
5
+ ) -> @builtin(position) vec4f {
6
+ const pos = array(
7
+ vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0),
8
+ vec2(-1.0, 1.0), vec2(1.0, -1.0), vec2(1.0, 1.0),
9
+ );
10
+
11
+ return vec4<f32>(pos[vertexIndex], 0.0, 1.0);
12
+ }
13
+ `;
14
+ function isTextureParamsEqual(params, other) {
15
+ return params.format === other.format;
16
+ }
17
+ export class WGPUFullQuadPass {
18
+ _label;
19
+ _device;
20
+ _outputTextures = {};
21
+ _pipeline;
22
+ _bindGroups = [];
23
+ _needsUpdatePipeline = true;
24
+ /**
25
+ * When render to canvas
26
+ */
27
+ _renderToScreen;
28
+ _inputs = [];
29
+ _outputs = [];
30
+ _uniforms = [];
31
+ _uniformBuffers = {};
32
+ _width = 10;
33
+ _height = 10;
34
+ _fsCode = '';
35
+ _fsMain;
36
+ _fsDefine;
37
+ constructor(label, device, opts) {
38
+ this._label = label;
39
+ this._device = device;
40
+ this._fsMain = opts.fsMain;
41
+ this._fsDefine = opts.fsDefine;
42
+ this._inputs = opts.inputs;
43
+ this._outputs = opts.outputs;
44
+ this._uniforms = opts.uniforms;
45
+ opts.uniforms.forEach((uniform) => {
46
+ this._uniformBuffers[uniform.label] = device.createBuffer({
47
+ label: this._label,
48
+ size: uniform.data.byteLength,
49
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
50
+ });
51
+ this._device.queue.writeBuffer(this._uniformBuffers[uniform.label], 0, uniform.data);
52
+ });
53
+ }
54
+ setSize(width, height) {
55
+ width = Math.ceil(width);
56
+ height = Math.ceil(height);
57
+ const sizeChanged = width !== this._width || height !== this._height;
58
+ this._width = width;
59
+ this._height = height;
60
+ if (sizeChanged) {
61
+ this._resizeOutputTextures();
62
+ this._needsUpdatePipeline = true;
63
+ }
64
+ }
65
+ setOutputParams(outputParams) {
66
+ this._renderToScreen = undefined;
67
+ this._updateOutputTextures(outputParams);
68
+ this._needsUpdatePipeline = true;
69
+ }
70
+ setRenderToScreen(screenTexture, presentationFormat) {
71
+ this._renderToScreen = {
72
+ screenTexture,
73
+ presentationFormat
74
+ };
75
+ }
76
+ setUniform(label, data) {
77
+ const buffer = this._uniformBuffers[label];
78
+ this._device.queue.writeBuffer(buffer, 0, data);
79
+ }
80
+ getOutputTexture(name) {
81
+ return this._outputTextures[name].texture;
82
+ }
83
+ dispose() {
84
+ Object.keys(this._uniformBuffers).forEach((key) => {
85
+ this._uniformBuffers[key].destroy();
86
+ });
87
+ Object.keys(this._outputTextures).forEach((key) => {
88
+ this._outputTextures[key].texture.destroy();
89
+ });
90
+ }
91
+ _createTexture(params) {
92
+ return this._device.createTexture({
93
+ label: this._label,
94
+ size: {
95
+ width: this._width,
96
+ height: this._height,
97
+ depthOrArrayLayers: 1
98
+ },
99
+ format: params.format,
100
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
101
+ });
102
+ }
103
+ _resizeOutputTextures() {
104
+ const outputTextures = this._outputTextures;
105
+ for (const key in outputTextures) {
106
+ const { texture, params } = outputTextures[key];
107
+ texture.destroy();
108
+ outputTextures[key].texture = this._createTexture(params);
109
+ }
110
+ }
111
+ _updateOutputTextures(outputParams) {
112
+ const outputTextures = this._outputTextures;
113
+ for (const key in outputParams) {
114
+ const params = outputParams[key];
115
+ if (!isTextureParamsEqual(params, outputTextures[key]?.params || {})) {
116
+ outputTextures[key]?.texture.destroy();
117
+ const texture = this._createTexture(params);
118
+ outputTextures[key] = {
119
+ texture,
120
+ params
121
+ };
122
+ }
123
+ }
124
+ }
125
+ _updatePipeline() {
126
+ if (!this._needsUpdatePipeline) {
127
+ return;
128
+ }
129
+ this._needsUpdatePipeline = false;
130
+ const device = this._device;
131
+ const fsCode = this._getFullFs();
132
+ if (fsCode === this._fsCode) {
133
+ return;
134
+ }
135
+ const { screenTexture, presentationFormat } = this._renderToScreen || {};
136
+ this._fsCode = fsCode;
137
+ this._pipeline = device.createRenderPipeline({
138
+ label: this._label,
139
+ layout: 'auto',
140
+ vertex: {
141
+ module: device.createShaderModule({
142
+ label: this._label,
143
+ code: fullScreenQuadVertexShaderWGSL
144
+ }),
145
+ entryPoint: 'main'
146
+ },
147
+ fragment: {
148
+ module: device.createShaderModule({
149
+ label: this._label,
150
+ code: fsCode
151
+ }),
152
+ entryPoint: 'main',
153
+ targets: screenTexture
154
+ ? [
155
+ {
156
+ format: presentationFormat
157
+ }
158
+ ]
159
+ : this._outputs.map((key) => ({
160
+ format: this._outputTextures[key].params.format
161
+ }))
162
+ },
163
+ primitive: {
164
+ topology: 'triangle-list'
165
+ }
166
+ });
167
+ this._updateBindGroups();
168
+ }
169
+ _getFullFs() {
170
+ const inputs = this._inputs;
171
+ const hasInputs = inputs.length > 0;
172
+ const fs = `
173
+ ${inputs
174
+ .sort()
175
+ .map((textureName, idx) => `@group(0) @binding(${idx}) var ${textureName}: texture_2d<f32>;`)
176
+ .join('\n')}
177
+ ${this._uniforms
178
+ .map((uniform, idx) => `@group(${hasInputs ? 1 : 0}) @binding(${idx}) var<uniform> ${uniform.label}: ${uniform.type};`)
179
+ .join('\n')}
180
+
181
+ struct FSOutput {
182
+ ${this._outputs
183
+ .map((name, idx) => `@location(${idx}) ${name}: vec4f,`)
184
+ .join('\n')}
185
+ }
186
+ ${this._fsDefine ?? ''}
187
+ @fragment
188
+ fn main(
189
+ @builtin(position) coord: vec4f
190
+ ) -> FSOutput {
191
+ var uv = vec2i(floor(coord.xy));
192
+ var output: FSOutput;
193
+ ${this._fsMain}
194
+ return output;
195
+ }
196
+ `;
197
+ return fs;
198
+ }
199
+ _updateBindGroups() {
200
+ const bindGroups = [];
201
+ const device = this._device;
202
+ //TODO
203
+ const uniformBindGroupIndex = this._inputs.length > 0 ? 1 : 0;
204
+ if (this._uniforms.length > 0) {
205
+ bindGroups[uniformBindGroupIndex] = device.createBindGroup({
206
+ label: this._label,
207
+ layout: this._pipeline.getBindGroupLayout(uniformBindGroupIndex),
208
+ entries: this._uniforms.map((uniform, idx) => ({
209
+ binding: idx,
210
+ resource: {
211
+ buffer: this._uniformBuffers[uniform.label]
212
+ }
213
+ }))
214
+ });
215
+ }
216
+ this._bindGroups = bindGroups;
217
+ }
218
+ createPass(commandEncoder, inputTextures) {
219
+ this._updatePipeline();
220
+ // TODO createBindGrou every time?
221
+ if (this._inputs.length > 0) {
222
+ this._bindGroups[0] = this._device.createBindGroup({
223
+ label: this._label,
224
+ layout: this._pipeline.getBindGroupLayout(0),
225
+ entries: this._inputs.map((textureName, idx) => ({
226
+ binding: idx,
227
+ // TODO
228
+ resource: inputTextures[textureName].createView()
229
+ }))
230
+ });
231
+ }
232
+ // Begin the render pass
233
+ const renderPass = commandEncoder.beginRenderPass({
234
+ colorAttachments: this._renderToScreen
235
+ ? [
236
+ {
237
+ view: this._renderToScreen.screenTexture.createView(),
238
+ clearValue: { r: 0, g: 0, b: 0, a: 0 },
239
+ storeOp: 'store',
240
+ loadOp: 'clear'
241
+ }
242
+ ]
243
+ : this._outputs.map((textureName) => ({
244
+ view: this._outputTextures[textureName].texture.createView(),
245
+ clearValue: { r: 0, g: 0, b: 0, a: 0 },
246
+ loadOp: 'clear',
247
+ storeOp: 'store'
248
+ }))
249
+ });
250
+ // Draw a full quad
251
+ renderPass.setPipeline(this._pipeline);
252
+ // Bind groups
253
+ this._bindGroups.forEach((bindGroup, idx) => {
254
+ renderPass.setBindGroup(idx, bindGroup);
255
+ });
256
+ renderPass.draw(6, 1, 0, 0);
257
+ // End the render pass
258
+ renderPass.end();
259
+ }
260
+ }
261
+ //# sourceMappingURL=WGPUFullQuadPass.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,5 @@
1
+ /// <reference types="@webgpu/types/dist" />
2
+ import { WebGPUBackend } from '@tensorflow/tfjs-backend-webgpu/dist/base';
3
+ import './kernels';
4
+ export declare function initWebGPUBackend(): Promise<WebGPUBackend | undefined>;
5
+ export declare function initWebGPUBackendWithDevice(device: GPUDevice, adapter: GPUAdapterInfo): Promise<WebGPUBackend>;
package/lib/backend.js ADDED
@@ -0,0 +1,41 @@
1
+ import { WebGPUBackend } from '@tensorflow/tfjs-backend-webgpu/dist/base';
2
+ import { ENGINE } from '@tensorflow/tfjs-core/dist/engine';
3
+ import './kernels';
4
+ export async function initWebGPUBackend() {
5
+ try {
6
+ const gpuDescriptor = {
7
+ powerPreference: 'high-performance'
8
+ };
9
+ const adapter = (await navigator.gpu.requestAdapter(gpuDescriptor));
10
+ const deviceDescriptor = {};
11
+ const requiredFeatures = [];
12
+ if (adapter.features.has('timestamp-query')) {
13
+ requiredFeatures.push('timestamp-query');
14
+ }
15
+ if (adapter.features.has('bgra8unorm-storage')) {
16
+ requiredFeatures.push(['bgra8unorm-storage']);
17
+ }
18
+ deviceDescriptor.requiredFeatures =
19
+ requiredFeatures;
20
+ const adapterLimits = adapter.limits;
21
+ deviceDescriptor.requiredLimits = {
22
+ maxComputeWorkgroupStorageSize: adapterLimits.maxComputeWorkgroupStorageSize,
23
+ maxComputeWorkgroupsPerDimension: adapterLimits.maxComputeWorkgroupsPerDimension,
24
+ maxStorageBufferBindingSize: adapterLimits.maxStorageBufferBindingSize,
25
+ maxBufferSize: adapterLimits.maxBufferSize,
26
+ maxComputeWorkgroupSizeX: adapterLimits.maxComputeWorkgroupSizeX,
27
+ maxComputeInvocationsPerWorkgroup: adapterLimits.maxComputeInvocationsPerWorkgroup
28
+ };
29
+ const device = await adapter.requestDevice(deviceDescriptor);
30
+ const adapterInfo = await adapter.requestAdapterInfo();
31
+ return initWebGPUBackendWithDevice(device, adapterInfo);
32
+ }
33
+ catch (e) { }
34
+ }
35
+ export async function initWebGPUBackendWithDevice(device, adapter) {
36
+ const backend = new WebGPUBackend(device, adapter);
37
+ ENGINE.registerBackend('webgpu-oidn', () => backend);
38
+ await ENGINE.setBackend('webgpu-oidn');
39
+ return backend;
40
+ }
41
+ //# sourceMappingURL=backend.js.map
@@ -0,0 +1 @@
1
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package/lib/hdr.d.ts ADDED
@@ -0,0 +1,31 @@
1
+ /**
2
+ * Convert 4 byte uint8 buffer to 3 channels float data
3
+ * @param rgbe input uint8 buffer
4
+ * @param float output float data
5
+ */
6
+ declare function rgbe2float(rgbe: Uint8Array, float: Float32Array): void;
7
+ /**
8
+ * Convert 3 channels float data to 4 byte uint8 buffer
9
+ * @param float input float data
10
+ * @param rgbe output uint8 buffer
11
+ */
12
+ declare function float2rgbe(float: Float32Array, rgbe: Uint8Array): void;
13
+ /**
14
+ * Write float data to RGBE(.hdr) file buffer
15
+ * @param w image width
16
+ * @param h image height
17
+ * @param data float data, RGB 3 channels.
18
+ * @returns file buffer
19
+ */
20
+ declare function write_hdr(w: number, h: number, data: Float32Array): Uint8Array;
21
+ /**
22
+ * Read a RGBE(.hdr) file from buffer
23
+ * @param uint8 RGBE(.hdr) file buffer
24
+ * @returns Failure reason or resolved data.
25
+ */
26
+ declare function read_hdr(uint8: Uint8Array): string | {
27
+ rgbFloat: Float32Array;
28
+ width: number;
29
+ height: number;
30
+ };
31
+ export { read_hdr as readHDR, write_hdr as writeHDR, float2rgbe, rgbe2float };