Internal change
PiperOrigin-RevId: 521911790
This commit is contained in:
parent
f8b2aa0633
commit
190be2e1bd
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@ -22,7 +22,21 @@ using mediapipe::kBasicVertexShader;
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using ::mediapipe::tasks::vision::Shape;
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using ::mediapipe::tasks::vision::image_segmenter::proto::SegmenterOptions;
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// TODO: This part of the setup code is so common, we should really
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// refactor to a helper utility.
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enum { ATTRIB_VERTEX, ATTRIB_TEXTURE_POSITION, NUM_ATTRIBUTES };
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const GLint attr_location[NUM_ATTRIBUTES] = {
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ATTRIB_VERTEX,
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ATTRIB_TEXTURE_POSITION,
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};
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const GLchar* attr_name[NUM_ATTRIBUTES] = {
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"position",
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"texture_coordinate",
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};
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// We assume ES3.0+ for some of our shaders here so we can make liberal use of
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// MRT easily.
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static constexpr char kEs30RequirementHeader[] = "#version 300 es\n";
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static constexpr char kActivationFragmentShader[] = R"(
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DEFAULT_PRECISION(mediump, float)
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@ -140,55 +154,93 @@ void main() {
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gl_FragColor = vec4(out_value, out_value, out_value, out_value);
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})";
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// Quick softmax shader hardcoded to max of N=12 classes. Performs softmax
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// calculations, but renders to one chunk at a time.
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// TODO: For more efficiency, should at least use MRT to render all
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// chunks simultaneously.
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static constexpr char kSoftmaxShader[] = R"(
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// Softmax is in 3 steps:
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// - First we find max over all masks
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// - Then we transform all masks to be exp(val - maxval), and also add to
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// cumulative-sum image with MRT
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// - Then we normalize all masks by cumulative-sum image
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// Part one: max shader
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// To start with, we just do this chunk by chunk, using GL_MAX blend mode so we
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// don't need to tap into the max-so-far texture.
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static constexpr char kMaxShader[] = R"(
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DEFAULT_PRECISION(mediump, float)
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in vec2 sample_coordinate;
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uniform sampler2D input_texture0;
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uniform sampler2D input_texture1;
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uniform sampler2D input_texture2;
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uniform int chunk_select;
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uniform sampler2D current_chunk;
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uniform int num_channels; // how many channels from current chunk to use (1-4)
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float max4(vec4 vec) {
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return max(max(vec.x, vec.y), max(vec.z, vec.w));
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}
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vec4 expTransform(vec4 vec, float maxval) {
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return exp(vec - maxval);
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float max3(vec4 vec) {
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return max(max(vec.x, vec.y), vec.z);
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}
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float max2(vec4 vec) {
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return max(vec.x, vec.y);
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}
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void main() {
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vec4 chunk_pixel = texture2D(current_chunk, sample_coordinate);
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float new_max;
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if (num_channels == 1) {
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new_max = chunk_pixel.x;
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} else if (num_channels == 2) {
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new_max = max2(chunk_pixel);
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} else if (num_channels == 3) {
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new_max = max3(chunk_pixel);
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} else {
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new_max = max4(chunk_pixel);
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}
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gl_FragColor = vec4(new_max, 0.0, 0.0, 1.0);
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})";
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// Part two: transform-and-sum shader
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// We use GL blending so we can more easily render a cumulative sum texture, and
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// this only costs us a glClear for the output chunk (needed since using MRT).
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static constexpr char kTransformAndSumShader[] = R"(
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DEFAULT_PRECISION(highp, float)
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in vec2 sample_coordinate;
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uniform sampler2D max_value_texture;
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uniform sampler2D current_chunk;
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uniform int num_channels; // how many channels from current chunk to use (1-4)
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layout(location = 0) out vec4 cumulative_sum_texture;
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layout(location = 1) out vec4 out_chunk_texture;
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void main() {
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// Grab all vecs
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vec4 pixel0 = texture2D(input_texture0, sample_coordinate);
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vec4 pixel1 = texture2D(input_texture1, sample_coordinate);
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vec4 pixel2 = texture2D(input_texture2, sample_coordinate);
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float max_pixel = texture(max_value_texture, sample_coordinate).r;
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vec4 chunk_pixel = texture(current_chunk, sample_coordinate);
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vec4 new_chunk_pixel = exp(chunk_pixel - max_pixel);
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// Find maxval amongst all vectors
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float max0 = max4(pixel0);
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float max1 = max4(pixel1);
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float max2 = max4(pixel2);
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float maxval = max(max(max0, max1), max2);
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vec4 outPixel0 = expTransform(pixel0, maxval);
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vec4 outPixel1 = expTransform(pixel1, maxval);
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vec4 outPixel2 = expTransform(pixel2, maxval);
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// Quick hack to sum all components in vec4: dot with <1, 1, 1, 1>
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vec4 ones = vec4(1.0, 1.0, 1.0, 1.0);
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float weightSum = dot(ones, outPixel0) + dot(ones, outPixel1) + dot(ones, outPixel2);
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vec4 outPixel;
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if (chunk_select == 0) {
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outPixel = outPixel0 / weightSum;
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} else if (chunk_select == 1) {
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outPixel = outPixel1 / weightSum;
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float sum_so_far;
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if (num_channels == 1) {
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sum_so_far = new_chunk_pixel.x;
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} else if (num_channels == 2) {
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sum_so_far = dot(vec2(1.0, 1.0), new_chunk_pixel.xy);
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} else if (num_channels == 3) {
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sum_so_far = dot(vec3(1.0, 1.0, 1.0), new_chunk_pixel.xyz);
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} else {
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outPixel = outPixel2 / weightSum;
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sum_so_far = dot(vec4(1.0, 1.0, 1.0, 1.0), new_chunk_pixel);
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}
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gl_FragColor = outPixel;
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cumulative_sum_texture = vec4(sum_so_far, 0.0, 0.0, 1.0);
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out_chunk_texture = new_chunk_pixel;
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})";
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// Part three: normalization shader
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static constexpr char kNormalizationShader[] = R"(
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DEFAULT_PRECISION(mediump, float)
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in vec2 sample_coordinate;
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uniform sampler2D sum_texture; // cumulative summation value (to normalize by)
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uniform sampler2D current_chunk; // current chunk
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void main() {
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float sum_pixel = texture2D(sum_texture, sample_coordinate).r;
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vec4 chunk_pixel = texture2D(current_chunk, sample_coordinate);
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// NOTE: We assume non-zero sum_pixel here, which is a safe assumption for
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// result of an exp transform, but not if this shader is extended to other
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// uses.
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gl_FragColor = chunk_pixel / sum_pixel;
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})";
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} // namespace
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@ -208,19 +260,38 @@ absl::Status SegmentationPostprocessorGl::Initialize(
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return absl::OkStatus();
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}
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absl::Status SegmentationPostprocessorGl::CreateBasicFragmentShaderProgram(
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std::string const& program_name, std::string const& fragment_shader_source,
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std::vector<std::string> const& uniform_names, GlShader* shader_struct_ptr,
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bool is_es30_only = false) {
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// Format source and create basic ES3.0+ fragment-shader-only program
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const std::string frag_shader_source =
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absl::StrCat(is_es30_only ? std::string(kEs30RequirementHeader) : "",
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std::string(mediapipe::kMediaPipeFragmentShaderPreamble),
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std::string(fragment_shader_source));
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const std::string vert_shader_source =
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absl::StrCat(is_es30_only ? std::string(kEs30RequirementHeader) : "",
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std::string(kBasicVertexShader));
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mediapipe::GlhCreateProgram(
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vert_shader_source.c_str(), frag_shader_source.c_str(), NUM_ATTRIBUTES,
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&attr_name[0], attr_location, &shader_struct_ptr->program,
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/* force_log_errors */ true);
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RET_CHECK(shader_struct_ptr->program)
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<< "Problem initializing the " << program_name << " program.";
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// Hook up all desired uniforms
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for (const auto& uniform_name : uniform_names) {
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shader_struct_ptr->uniforms[uniform_name] =
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glGetUniformLocation(shader_struct_ptr->program, uniform_name.c_str());
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RET_CHECK(shader_struct_ptr->uniforms[uniform_name] > 0)
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<< uniform_name << " uniform not found for " << program_name
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<< " program";
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}
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return absl::OkStatus();
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}
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absl::Status SegmentationPostprocessorGl::GlInit() {
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return helper_.RunInGlContext([this]() -> absl::Status {
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// TODO: This part of the setup code is so common, we should really
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// refactor to a helper utility.
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const GLint attr_location[NUM_ATTRIBUTES] = {
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ATTRIB_VERTEX,
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ATTRIB_TEXTURE_POSITION,
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};
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const GLchar* attr_name[NUM_ATTRIBUTES] = {
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"position",
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"texture_coordinate",
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};
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// Default to passthrough/NONE
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std::string activation_fn = "vec4 out_value = in_value;";
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switch (options_.segmenter_options().activation()) {
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@ -263,9 +334,17 @@ absl::Status SegmentationPostprocessorGl::GlInit() {
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absl::StrCat(std::string(mediapipe::kMediaPipeFragmentShaderPreamble),
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std::string(kArgmaxShader));
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const std::string softmax_shader_source =
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absl::StrCat(std::string(mediapipe::kMediaPipeFragmentShaderPreamble),
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std::string(kSoftmaxShader));
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// Softmax shaders (Max, Transform+Sum, and Normalization)
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MP_RETURN_IF_ERROR(CreateBasicFragmentShaderProgram(
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"softmax max", kMaxShader, {"current_chunk", "num_channels"},
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&softmax_max_shader_));
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MP_RETURN_IF_ERROR(CreateBasicFragmentShaderProgram(
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"softmax transform-and-sum", kTransformAndSumShader,
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{"max_value_texture", "current_chunk", "num_channels"},
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&softmax_transform_and_sum_shader_, true /* is_es30_only */));
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MP_RETURN_IF_ERROR(CreateBasicFragmentShaderProgram(
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"softmax normalization", kNormalizationShader,
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{"sum_texture", "current_chunk"}, &softmax_normalization_shader_));
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// Compile all our shader programs.
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// Note: we enable `force_log_errors` so that we get full debugging error
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@ -299,12 +378,6 @@ absl::Status SegmentationPostprocessorGl::GlInit() {
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/* force_log_errors */ true);
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RET_CHECK(argmax_program_) << "Problem initializing the argmax program.";
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mediapipe::GlhCreateProgram(kBasicVertexShader,
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softmax_shader_source.c_str(), NUM_ATTRIBUTES,
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&attr_name[0], attr_location, &softmax_program_,
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/* force_log_errors */ true);
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RET_CHECK(softmax_program_) << "Problem initializing the softmax program.";
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// Get uniform locations.
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activation_texture_uniform_ =
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glGetUniformLocation(activation_program_, "input_texture");
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@ -341,23 +414,6 @@ absl::Status SegmentationPostprocessorGl::GlInit() {
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RET_CHECK(argmax_texture2_uniform_ > 0)
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<< "argmax input_texture2 uniform not found.";
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softmax_texture0_uniform_ =
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glGetUniformLocation(softmax_program_, "input_texture0");
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RET_CHECK(softmax_texture0_uniform_ > 0)
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<< "softmax input_texture0 uniform not found.";
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softmax_texture1_uniform_ =
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glGetUniformLocation(softmax_program_, "input_texture1");
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RET_CHECK(softmax_texture1_uniform_ > 0)
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<< "softmax input_texture1 uniform not found.";
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softmax_texture2_uniform_ =
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glGetUniformLocation(softmax_program_, "input_texture2");
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RET_CHECK(softmax_texture2_uniform_ > 0)
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<< "softmax input_texture2 uniform not found.";
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softmax_chunk_select_uniform_ =
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glGetUniformLocation(softmax_program_, "chunk_select");
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RET_CHECK(softmax_chunk_select_uniform_ > 0)
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<< "softmax chunk select uniform not found.";
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// TODO: If ES3.0+ only, switch to VAO for handling attributes.
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glGenBuffers(1, &square_vertices_);
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glBindBuffer(GL_ARRAY_BUFFER, square_vertices_);
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@ -408,6 +464,9 @@ SegmentationPostprocessorGl::GetSegmentationResultGpu(const Shape& input_shape,
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// Uint8 pipeline and conversions are lacking, so for now we just use F32
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// textures even for category masks.
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// TODO: Also, some platforms (like certain iOS devices) do not
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// allow for rendering to RGBAF32 textures, so we should switch to using
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// F16 textures in those instances.
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const GpuBufferFormat final_output_format = GpuBufferFormat::kGrayFloat32;
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const Tensor::OpenGlTexture2dView read_view =
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tensor.GetOpenGlTexture2dReadView();
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@ -467,7 +526,7 @@ SegmentationPostprocessorGl::GetSegmentationResultGpu(const Shape& input_shape,
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((float)i + tex_offset) / (float)(input_width));
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// Technically duplicated, but fine for now; we want this after the bind
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glBindTexture(GL_TEXTURE_2D, activated_texture.name());
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// Disable HW interpolation
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// Disable hardware GPU interpolation
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Render
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@ -477,45 +536,126 @@ SegmentationPostprocessorGl::GetSegmentationResultGpu(const Shape& input_shape,
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std::vector<GlTexture> softmax_chunks;
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if (is_softmax) {
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// Step 2.5: For SOFTMAX, apply softmax shader with up to 3 textures to
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// create softmax-transformed chunks before channel extraction.
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RET_CHECK(num_chunks <= 3)
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<< "Cannot handle more than 12 classes in softmax shader.";
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// Step 2.5: For SOFTMAX, apply softmax shaders (max, transformAndSum, and
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// normalization) to create softmax-transformed chunks before channel
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// extraction.
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// NOTE: exp(x-C) / sum_over_x(exp(x-C)) = exp(x) / sum_over_x(exp(x)). So
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// theoretically we can skip the max shader step entirely. However,
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// applying it does bring all our values into a nice (0, 1] range, so it
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// will likely be better for precision, especially when dealing with an
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// exponential function on arbitrary values. Therefore, we keep it, but
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// this is potentially a skippable step for known "good" models, if we
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// ever want to provide that as an option.
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// TODO: For a tiny bit more efficiency, could combine channel
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// extraction into last step of this via MRT.
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glUseProgram(softmax_program_);
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glUniform1i(softmax_texture0_uniform_, 1);
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glUniform1i(softmax_texture1_uniform_, 2);
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glUniform1i(softmax_texture2_uniform_, 3);
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// Max
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glUseProgram(softmax_max_shader_.program);
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glUniform1i(softmax_max_shader_.uniforms["current_chunk"], 1);
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// We just need one channel, so format will match final output confidence
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// masks
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auto max_texture =
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helper_.CreateDestinationTexture(width, height, final_output_format);
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helper_.BindFramebuffer(max_texture);
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// We clear our newly-created destination texture to a reasonable minimum.
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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// We will use hardware GPU blending to apply max to all our writes.
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glEnable(GL_BLEND);
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glBlendEquation(GL_MAX);
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glActiveTexture(GL_TEXTURE1);
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for (int i = 0; i < num_chunks; i++) {
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int num_channels = 4;
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if ((i + 1) * 4 > num_outputs) num_channels = num_outputs % 4;
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glUniform1i(softmax_max_shader_.uniforms["num_channels"], num_channels);
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glBindTexture(GL_TEXTURE_2D, chunks[i].name());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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// Transform & Sum
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std::vector<GlTexture> unnormalized_softmax_chunks;
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glUseProgram(softmax_transform_and_sum_shader_.program);
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glUniform1i(softmax_transform_and_sum_shader_.uniforms["current_chunk"],
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1);
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glUniform1i(
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softmax_transform_and_sum_shader_.uniforms["max_value_texture"], 2);
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auto sum_texture =
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helper_.CreateDestinationTexture(width, height, final_output_format);
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helper_.BindFramebuffer(sum_texture);
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glClear(GL_COLOR_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, max_texture.name());
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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glActiveTexture(GL_TEXTURE1);
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// We use glDrawBuffers to clear only the new texture, then again to
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// draw to both textures simultaneously for rendering.
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GLuint both_attachments[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
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GLuint one_attachment[2] = {GL_NONE, GL_COLOR_ATTACHMENT1};
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for (int i = 0; i < num_chunks; i++) {
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int num_channels = 4;
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if ((i + 1) * 4 > num_outputs) num_channels = num_outputs % 4;
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glUniform1i(softmax_transform_and_sum_shader_.uniforms["num_channels"],
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num_channels);
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unnormalized_softmax_chunks.push_back(helper_.CreateDestinationTexture(
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width, height, chunk_output_format));
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
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GL_TEXTURE_2D,
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unnormalized_softmax_chunks.back().name(), 0);
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// Note that we must bind AFTER the CreateDestinationTexture, or else we
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// end up with (0, 0, 0, 1) data being read from an unbound texture
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// unit.
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glBindTexture(GL_TEXTURE_2D, chunks[i].name());
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// Clear *only* the new chunk
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glDrawBuffers(2, one_attachment);
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glClear(GL_COLOR_BUFFER_BIT);
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// Then draw into both
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glDrawBuffers(2, both_attachments);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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// Turn off MRT and blending, and unbind second color attachment
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
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GL_TEXTURE_2D, 0, 0);
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glDrawBuffers(1, both_attachments);
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glDisable(GL_BLEND);
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// Normalize each chunk into a new chunk as our final step
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glUseProgram(softmax_normalization_shader_.program);
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glUniform1i(softmax_normalization_shader_.uniforms["current_chunk"], 1);
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glUniform1i(softmax_normalization_shader_.uniforms["sum_texture"], 2);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, sum_texture.name());
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glActiveTexture(GL_TEXTURE1);
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for (int i = 0; i < num_chunks; i++) {
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glUniform1i(softmax_chunk_select_uniform_, i);
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softmax_chunks.push_back(helper_.CreateDestinationTexture(
|
||||
output_width, output_height, chunk_output_format));
|
||||
width, height, chunk_output_format));
|
||||
helper_.BindFramebuffer(softmax_chunks.back());
|
||||
|
||||
// Bind however many chunks we have
|
||||
for (int j = 0; j < num_chunks; ++j) {
|
||||
glActiveTexture(GL_TEXTURE1 + j);
|
||||
glBindTexture(GL_TEXTURE_2D, chunks[j].name());
|
||||
}
|
||||
|
||||
for (int j = num_chunks; j < 3; ++j) { // 3 is hard-coded max chunks
|
||||
glActiveTexture(GL_TEXTURE1 + j);
|
||||
// If texture is unbound, sampling from it should always give zeros.
|
||||
// This is not ideal, but is ok for now for not polluting the argmax
|
||||
// shader results too much.
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, unnormalized_softmax_chunks[i].name());
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
|
||||
// Unbind the extra textures here.
|
||||
for (int i = 0; i < num_chunks; ++i) {
|
||||
glActiveTexture(GL_TEXTURE1 + i);
|
||||
// Unbind textures here
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
// We make sure to switch back to texture unit 1, since our confidence
|
||||
// mask extraction code assumes that's our default.
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<GlTexture> outputs;
|
||||
|
@ -607,17 +747,19 @@ SegmentationPostprocessorGl::~SegmentationPostprocessorGl() {
|
|||
glDeleteProgram(activation_program_);
|
||||
glDeleteProgram(argmax_program_);
|
||||
glDeleteProgram(channel_select_program_);
|
||||
glDeleteProgram(softmax_program_);
|
||||
glDeleteProgram(split_program_);
|
||||
glDeleteBuffers(1, &square_vertices_);
|
||||
glDeleteBuffers(1, &texture_vertices_);
|
||||
activation_program_ = 0;
|
||||
argmax_program_ = 0;
|
||||
channel_select_program_ = 0;
|
||||
softmax_program_ = 0;
|
||||
split_program_ = 0;
|
||||
square_vertices_ = 0;
|
||||
texture_vertices_ = 0;
|
||||
|
||||
glDeleteProgram(softmax_max_shader_.program);
|
||||
glDeleteProgram(softmax_transform_and_sum_shader_.program);
|
||||
glDeleteProgram(softmax_normalization_shader_.program);
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
@ -38,7 +38,17 @@ class SegmentationPostprocessorGl {
|
|||
const Tensor& tensor);
|
||||
|
||||
private:
|
||||
struct GlShader {
|
||||
GLuint program = 0;
|
||||
absl::flat_hash_map<std::string, GLint> uniforms;
|
||||
};
|
||||
|
||||
absl::Status GlInit();
|
||||
absl::Status CreateBasicFragmentShaderProgram(
|
||||
std::string const& program_name,
|
||||
std::string const& fragment_shader_source,
|
||||
std::vector<std::string> const& uniform_names,
|
||||
GlShader* shader_struct_ptr, bool is_es30_only);
|
||||
|
||||
TensorsToSegmentationCalculatorOptions options_;
|
||||
GlCalculatorHelper helper_;
|
||||
|
@ -47,7 +57,6 @@ class SegmentationPostprocessorGl {
|
|||
GLuint activation_program_ = 0;
|
||||
GLuint argmax_program_ = 0;
|
||||
GLuint channel_select_program_ = 0;
|
||||
GLuint softmax_program_ = 0;
|
||||
GLuint split_program_ = 0;
|
||||
GLuint square_vertices_ = 0;
|
||||
GLuint texture_vertices_ = 0;
|
||||
|
@ -57,12 +66,12 @@ class SegmentationPostprocessorGl {
|
|||
GLint argmax_texture2_uniform_;
|
||||
GLint channel_select_texture_uniform_;
|
||||
GLint channel_select_index_uniform_;
|
||||
GLint softmax_texture0_uniform_;
|
||||
GLint softmax_texture1_uniform_;
|
||||
GLint softmax_texture2_uniform_;
|
||||
GLint softmax_chunk_select_uniform_;
|
||||
GLint split_texture_uniform_;
|
||||
GLint split_x_offset_uniform_;
|
||||
|
||||
GlShader softmax_max_shader_;
|
||||
GlShader softmax_transform_and_sum_shader_;
|
||||
GlShader softmax_normalization_shader_;
|
||||
};
|
||||
|
||||
} // namespace tasks
|
||||
|
|
Loading…
Reference in New Issue
Block a user