Internal change
PiperOrigin-RevId: 514580892
This commit is contained in:
parent
0337c7f52f
commit
bd9a2ee1fc
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@ -55,6 +55,27 @@ cc_library(
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alwayslink = 1,
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)
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cc_library(
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name = "segmentation_postprocessor_gl",
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srcs = ["segmentation_postprocessor_gl.cc"],
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hdrs = ["segmentation_postprocessor_gl.h"],
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tags = ["nomac"],
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deps = [
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":tensors_to_segmentation_calculator_cc_proto",
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"//mediapipe/framework:calculator_framework",
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"//mediapipe/framework/formats:image",
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"//mediapipe/framework/formats:tensor",
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"//mediapipe/framework/port:status",
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"//mediapipe/gpu:gl_calculator_helper",
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"//mediapipe/gpu:gl_simple_shaders",
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"//mediapipe/gpu:shader_util",
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"//mediapipe/tasks/cc/vision/image_segmenter/proto:segmenter_options_cc_proto",
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"//mediapipe/tasks/cc/vision/utils:image_utils",
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"@com_google_absl//absl/status",
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"@com_google_absl//absl/strings:str_format",
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],
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)
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cc_test(
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name = "tensors_to_segmentation_calculator_test",
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srcs = ["tensors_to_segmentation_calculator_test.cc"],
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@ -0,0 +1,502 @@
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#include "mediapipe/tasks/cc/vision/image_segmenter/calculators/segmentation_postprocessor_gl.h"
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#include <memory>
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#include <string>
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#include <utility>
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#include <vector>
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#include "absl/status/status.h"
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#include "absl/strings/str_format.h"
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#include "mediapipe/framework/port/status_macros.h"
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#include "mediapipe/gpu/gl_simple_shaders.h"
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#include "mediapipe/gpu/shader_util.h"
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#include "mediapipe/tasks/cc/vision/image_segmenter/proto/segmenter_options.pb.h"
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namespace mediapipe {
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namespace tasks {
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namespace {
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using mediapipe::kBasicSquareVertices;
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using mediapipe::kBasicTextureVertices;
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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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enum { ATTRIB_VERTEX, ATTRIB_TEXTURE_POSITION, NUM_ATTRIBUTES };
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static constexpr char kActivationFragmentShader[] = R"(
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DEFAULT_PRECISION(mediump, float)
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in vec2 sample_coordinate;
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uniform sampler2D input_texture;
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void main() {
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vec4 in_value = texture2D(input_texture, sample_coordinate);
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// Run activation function over all 4 channels at once.
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%s
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gl_FragColor = out_value;
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})";
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// Trivial passthrough fragment shader; do splitting in a custom vertex shader.
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static constexpr char kPassthroughShader[] = R"(
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DEFAULT_PRECISION(mediump, float)
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in vec2 sample_coordinate;
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uniform sampler2D input_texture;
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void main() {
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gl_FragColor = texture2D(input_texture, sample_coordinate);
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})";
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// Vertex shader for splitting; kLayoutAligned means we just move across x-axis.
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static constexpr char kSplitVertexShader[] = R"(
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DEFAULT_PRECISION(highp, float)
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attribute vec4 position;
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attribute vec4 texture_coordinate;
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varying vec2 sample_coordinate;
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// We assume kLayoutAligned for now. Everything will be scaled properly, so just
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// need offset for decimation iterations.
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uniform float x_offset;
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void main() {
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sample_coordinate = vec2(texture_coordinate.x + x_offset, texture_coordinate.y);
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gl_Position = position;
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})";
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// TODO: Consider using MRT to speed this up in the future.
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static constexpr char kChannelSelectShader[] = R"(
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DEFAULT_PRECISION(mediump, float)
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in vec2 sample_coordinate;
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uniform sampler2D input_texture;
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uniform int channel_select;
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void main() {
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vec4 in_value = texture2D(input_texture, sample_coordinate);
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float out_value;
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if (channel_select == 0) {
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out_value = in_value.r;
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} else if (channel_select == 1) {
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out_value = in_value.g;
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} else if (channel_select == 2) {
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out_value = in_value.b;
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} else {
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out_value = in_value.a;
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}
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gl_FragColor = vec4(out_value, out_value, out_value, out_value);
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})";
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// Hard-coded for max of 3 textures for now, so num classes must be <= 12, and
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// the cost of this shader will be higher than necessary for smaller numbers of
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// classes.
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// TODO: Improve this.
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static constexpr char kArgmaxShader[] = 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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int argmax4(vec4 vec) {
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float aMax = max(vec.x, vec.y);
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float bMax = max(vec.z, vec.w);
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if (aMax >= bMax) {
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if (vec.x >= vec.y) return 0;
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return 1;
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} else if (vec.z >= vec.w) return 2;
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return 3;
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}
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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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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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// Find vector which contains maximum value, and return its argmax
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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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int argmax;
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float out_value;
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if (max0 >= max1) {
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if (max0 >= max2) {
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argmax = argmax4(pixel0);
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} else {
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argmax = argmax4(pixel2) + 8;
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}
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} else if (max1 >= max2) {
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argmax = argmax4(pixel1) + 4;
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} else {
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argmax = argmax4(pixel2) + 8;
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}
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out_value = float(argmax) / 255.0;
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gl_FragColor = vec4(out_value, out_value, out_value, out_value);
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})";
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} // namespace
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// static
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absl::Status SegmentationPostprocessorGl::UpdateContract(
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CalculatorContract* cc) {
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return GlCalculatorHelper::UpdateContract(cc);
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}
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absl::Status SegmentationPostprocessorGl::Initialize(
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CalculatorContext* cc,
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TensorsToSegmentationCalculatorOptions const& options) {
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options_ = options; // Just copy for now
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MP_RETURN_IF_ERROR(helper_.Open(cc));
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MP_RETURN_IF_ERROR(GlInit());
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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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std::string activation_fn;
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switch (options_.segmenter_options().activation()) {
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case SegmenterOptions::SIGMOID:
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LOG(INFO) << "SIGMOID activation function chosen on GPU";
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activation_fn = "vec4 out_value = 1.0 / (exp(-in_value) + 1.0);";
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break;
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case SegmenterOptions::SOFTMAX:
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LOG(ERROR) << "SOFTMAX activation function not implemented for GPU";
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// TODO: Softmax algo per-pixel:
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// (1) Find max of all channels
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// (2) For each channel do exp(val - max_value) transform
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// (3) Find sum over all channels
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// (4) Divide by this sum
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break;
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case SegmenterOptions::NONE:
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LOG(INFO) << "NONE activation function chosen on GPU";
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activation_fn = "vec4 out_value = in_value;";
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break;
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}
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// TODO: Skip activation step entirely for "NONE" to save a full
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// renderpass. (And same applies for CATEGORY_MASK mode).
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bool is_category_mask = options_.segmenter_options().output_type() ==
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SegmenterOptions::CATEGORY_MASK;
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if (is_category_mask) {
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LOG(INFO) << "CATEGORY_MASK requested; using NONE activation function.";
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activation_fn = "vec4 out_value = in_value;";
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}
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const std::string activation_shader_source =
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absl::StrCat(std::string(mediapipe::kMediaPipeFragmentShaderPreamble),
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absl::StrFormat(kActivationFragmentShader, activation_fn));
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const std::string split_fragment_shader_source =
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absl::StrCat(std::string(mediapipe::kMediaPipeFragmentShaderPreamble),
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std::string(kPassthroughShader));
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const std::string split_vertex_shader_source =
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absl::StrCat(std::string(mediapipe::kMediaPipeVertexShaderPreamble),
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std::string(kSplitVertexShader));
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const std::string channel_select_shader_source =
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absl::StrCat(std::string(mediapipe::kMediaPipeFragmentShaderPreamble),
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std::string(kChannelSelectShader));
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const std::string argmax_shader_source =
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absl::StrCat(std::string(mediapipe::kMediaPipeFragmentShaderPreamble),
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std::string(kArgmaxShader));
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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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// messages when compiling shaders on web, where normally such errors are
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// suppressed. See //mediapipe/gpu/shader_util.cc for more
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// info.
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mediapipe::GlhCreateProgram(
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kBasicVertexShader, activation_shader_source.c_str(), NUM_ATTRIBUTES,
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&attr_name[0], attr_location, &activation_program_,
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/* force_log_errors */ true);
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RET_CHECK(activation_program_)
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<< "Problem initializing the activation program.";
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mediapipe::GlhCreateProgram(split_vertex_shader_source.c_str(),
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split_fragment_shader_source.c_str(),
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NUM_ATTRIBUTES, &attr_name[0], attr_location,
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&split_program_,
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/* force_log_errors */ true);
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RET_CHECK(split_program_) << "Problem initializing the split program.";
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mediapipe::GlhCreateProgram(
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kBasicVertexShader, channel_select_shader_source.c_str(),
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NUM_ATTRIBUTES, &attr_name[0], attr_location, &channel_select_program_,
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/* force_log_errors */ true);
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RET_CHECK(channel_select_program_)
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<< "Problem initializing the channel select program.";
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mediapipe::GlhCreateProgram(kBasicVertexShader,
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argmax_shader_source.c_str(), NUM_ATTRIBUTES,
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&attr_name[0], attr_location, &argmax_program_,
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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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// Get uniform locations.
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activation_texture_uniform_ =
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glGetUniformLocation(activation_program_, "input_texture");
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RET_CHECK(activation_texture_uniform_ > 0)
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<< "activation input_texture uniform not found.";
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split_texture_uniform_ =
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glGetUniformLocation(split_program_, "input_texture");
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RET_CHECK(split_texture_uniform_ > 0)
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<< "split input_texture uniform not found.";
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split_x_offset_uniform_ = glGetUniformLocation(split_program_, "x_offset");
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RET_CHECK(split_x_offset_uniform_ > 0)
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<< "split x_offset uniform not found.";
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channel_select_texture_uniform_ =
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glGetUniformLocation(channel_select_program_, "input_texture");
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RET_CHECK(channel_select_texture_uniform_ > 0)
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<< "channel select input_texture uniform not found.";
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channel_select_index_uniform_ =
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glGetUniformLocation(channel_select_program_, "channel_select");
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RET_CHECK(channel_select_index_uniform_ > 0)
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<< "channel select indexing uniform not found.";
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argmax_texture0_uniform_ =
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glGetUniformLocation(argmax_program_, "input_texture0");
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RET_CHECK(argmax_texture0_uniform_ > 0)
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<< "argmax input_texture0 uniform not found.";
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argmax_texture1_uniform_ =
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glGetUniformLocation(argmax_program_, "input_texture1");
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RET_CHECK(argmax_texture1_uniform_ > 0)
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<< "argmax input_texture1 uniform not found.";
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argmax_texture2_uniform_ =
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glGetUniformLocation(argmax_program_, "input_texture2");
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RET_CHECK(argmax_texture2_uniform_ > 0)
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<< "argmax input_texture2 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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glBufferData(GL_ARRAY_BUFFER, sizeof(kBasicSquareVertices),
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kBasicSquareVertices, GL_STATIC_DRAW);
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glGenBuffers(1, &texture_vertices_);
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glBindBuffer(GL_ARRAY_BUFFER, texture_vertices_);
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glBufferData(GL_ARRAY_BUFFER, sizeof(kBasicTextureVertices),
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kBasicTextureVertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return absl::OkStatus();
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});
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}
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std::vector<std::unique_ptr<Image>>
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SegmentationPostprocessorGl::GetSegmentationResultGpu(const Shape& input_shape,
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const Shape& output_shape,
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const Tensor& tensor) {
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std::vector<std::unique_ptr<Image>> image_outputs;
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auto status = helper_.RunInGlContext([this, &input_shape, &output_shape,
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&tensor,
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&image_outputs]() -> absl::Status {
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// Get Tensor input and image output parameters
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int input_width, input_height;
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if (!tensor.ready_as_opengl_texture_2d()) {
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LOG(WARNING) << "Tensor wasn't ready on GPU; using slow workaround.";
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(void)tensor.GetCpuReadView();
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}
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const auto layout = tensor.GetOpenGlTexture2dReadView().GetLayoutDimensions(
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tensor.shape(), &input_width, &input_height);
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if (layout != Tensor::OpenGlTexture2dView::Layout::kAligned) {
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LOG(ERROR) << "Tensor layout not kAligned! Cannot handle.";
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}
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bool is_category_mask = options_.segmenter_options().output_type() ==
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SegmenterOptions::CATEGORY_MASK;
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const GpuBufferFormat activation_output_format =
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GpuBufferFormat::kRGBAFloat128;
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const GpuBufferFormat chunk_output_format = GpuBufferFormat::kRGBAFloat128;
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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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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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const int width = input_shape.width; // Slice width from shape
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const int height = input_shape.height; // Slice height from chape
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const int num_outputs = input_shape.channels; // One output per channel
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const int num_chunks = (input_shape.channels + 3) / 4; // ceil(channels/4)
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const int output_width = output_shape.width; // Final output width
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const int output_height = output_shape.height; // Final output height
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// We disable blending or else our alpha channel may destroy our other
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// channels' data.
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glDisable(GL_BLEND);
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// Step 0: bind buffers / textures
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glBindBuffer(GL_ARRAY_BUFFER, square_vertices_);
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glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, nullptr);
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glEnableVertexAttribArray(ATTRIB_VERTEX);
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glBindBuffer(GL_ARRAY_BUFFER, texture_vertices_);
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glVertexAttribPointer(ATTRIB_TEXTURE_POSITION, 2, GL_FLOAT, 0, 0, nullptr);
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glEnableVertexAttribArray(ATTRIB_TEXTURE_POSITION);
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// Step 1: apply activation pass
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glUseProgram(activation_program_);
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glUniform1i(activation_texture_uniform_, 1);
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GlTexture activated_texture = helper_.CreateDestinationTexture(
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input_width, input_height, activation_output_format);
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helper_.BindFramebuffer(activated_texture);
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// All our input source textures are just simple GL_TEXTURE_2D types.
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, read_view.name());
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// Render
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Step 2: split megatexture into 4-chunks (assume kLayoutAligned for now).
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std::vector<GlTexture> chunks;
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// # chunks: offset in pixels at which taps must be made
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// 1 chunk: 0
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// 2 chunks: -0.5, +0.5
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// 3 chunks: -1,0,1
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// 4 chunks: -1.5, -.5, .5, 1.5
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// ...
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// Step is always 1 pixel, while initial offset is (1 - N) * 0.5
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glUseProgram(split_program_);
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glUniform1i(split_texture_uniform_, 1);
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const float tex_offset = 0.5 * (1.0 - (float)num_chunks);
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for (int i = 0; i < num_chunks; i++) {
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chunks.push_back(
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helper_.CreateDestinationTexture(width, height, chunk_output_format));
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helper_.BindFramebuffer(chunks.back());
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glUniform1f(split_x_offset_uniform_,
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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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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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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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std::vector<GlTexture> outputs;
|
||||
if (is_category_mask) {
|
||||
// Step 3: For CATEGORY, apply argmax shader with up to 3 textures to
|
||||
// extract final index mask.
|
||||
RET_CHECK(num_chunks <= 3)
|
||||
<< "Cannot handle more than 12 classes in argmax shader.";
|
||||
|
||||
glUseProgram(argmax_program_);
|
||||
glUniform1i(argmax_texture0_uniform_, 1);
|
||||
glUniform1i(argmax_texture1_uniform_, 2);
|
||||
glUniform1i(argmax_texture2_uniform_, 3);
|
||||
outputs.push_back(helper_.CreateDestinationTexture(
|
||||
output_width, output_height, final_output_format));
|
||||
helper_.BindFramebuffer(outputs.back());
|
||||
|
||||
// Bind however many chunks we have
|
||||
for (int i = 0; i < num_chunks; ++i) {
|
||||
glActiveTexture(GL_TEXTURE1 + i);
|
||||
glBindTexture(GL_TEXTURE_2D, chunks[i].name());
|
||||
}
|
||||
|
||||
for (int i = num_chunks; i < 3; ++i) { // 3 is hard-coded max chunks
|
||||
glActiveTexture(GL_TEXTURE1 + i);
|
||||
// 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);
|
||||
}
|
||||
|
||||
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);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
} else {
|
||||
// Step 3: For CONFIDENCE, apply channel-select repeatedly to extract
|
||||
// final textures.
|
||||
glUseProgram(channel_select_program_);
|
||||
glUniform1i(channel_select_texture_uniform_, 1);
|
||||
for (int i = 0; i < num_outputs; i++) {
|
||||
glUniform1i(channel_select_index_uniform_, (i % 4));
|
||||
outputs.push_back(helper_.CreateDestinationTexture(
|
||||
output_width, output_height, final_output_format));
|
||||
helper_.BindFramebuffer(outputs.back());
|
||||
|
||||
// We have to rebind constantly because BindFramebuffer seems to
|
||||
// interfere with this.
|
||||
glBindTexture(GL_TEXTURE_2D, chunks[i / 4].name());
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
}
|
||||
|
||||
// Unbind everything
|
||||
glDisableVertexAttribArray(ATTRIB_VERTEX);
|
||||
glDisableVertexAttribArray(ATTRIB_TEXTURE_POSITION);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
// Get Image vector from GlTexture vector
|
||||
for (auto& output_texture : outputs) {
|
||||
image_outputs.push_back(output_texture.GetFrame<Image>());
|
||||
}
|
||||
|
||||
return absl::OkStatus();
|
||||
});
|
||||
|
||||
if (!status.ok()) {
|
||||
LOG(ERROR) << "Error with rendering: " << status;
|
||||
}
|
||||
|
||||
return image_outputs;
|
||||
}
|
||||
|
||||
// Cleanup OpenGL resources on destruction
|
||||
SegmentationPostprocessorGl::~SegmentationPostprocessorGl() {
|
||||
helper_.RunInGlContext([this] {
|
||||
glDeleteProgram(activation_program_);
|
||||
glDeleteProgram(argmax_program_);
|
||||
glDeleteProgram(channel_select_program_);
|
||||
glDeleteProgram(split_program_);
|
||||
glDeleteBuffers(1, &square_vertices_);
|
||||
glDeleteBuffers(1, &texture_vertices_);
|
||||
activation_program_ = 0;
|
||||
argmax_program_ = 0;
|
||||
channel_select_program_ = 0;
|
||||
split_program_ = 0;
|
||||
square_vertices_ = 0;
|
||||
texture_vertices_ = 0;
|
||||
});
|
||||
}
|
||||
|
||||
} // namespace tasks
|
||||
} // namespace mediapipe
|
|
@ -0,0 +1,66 @@
|
|||
// Copyright 2023 The MediaPipe Authors.
|
||||
//
|
||||
// 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.
|
||||
|
||||
#ifndef MEDIAPIPE_TASKS_CC_VISION_IMAGE_SEGMENTER_CALCULATORS_SEGMENTATION_POSTPROCESSOR_GL_H_
|
||||
#define MEDIAPIPE_TASKS_CC_VISION_IMAGE_SEGMENTER_CALCULATORS_SEGMENTATION_POSTPROCESSOR_GL_H_
|
||||
#include "mediapipe/framework/calculator_framework.h"
|
||||
#include "mediapipe/framework/formats/image.h"
|
||||
#include "mediapipe/framework/formats/tensor.h"
|
||||
#include "mediapipe/gpu/gl_calculator_helper.h"
|
||||
#include "mediapipe/tasks/cc/vision/image_segmenter/calculators/tensors_to_segmentation_calculator.pb.h"
|
||||
#include "mediapipe/tasks/cc/vision/utils/image_utils.h"
|
||||
|
||||
namespace mediapipe {
|
||||
namespace tasks {
|
||||
|
||||
class SegmentationPostprocessorGl {
|
||||
public:
|
||||
~SegmentationPostprocessorGl();
|
||||
|
||||
static absl::Status UpdateContract(CalculatorContract* cc);
|
||||
|
||||
absl::Status Initialize(
|
||||
CalculatorContext* cc,
|
||||
TensorsToSegmentationCalculatorOptions const& options);
|
||||
std::vector<std::unique_ptr<Image>> GetSegmentationResultGpu(
|
||||
const vision::Shape& input_shape, const vision::Shape& output_shape,
|
||||
const Tensor& tensor);
|
||||
|
||||
private:
|
||||
absl::Status GlInit();
|
||||
|
||||
TensorsToSegmentationCalculatorOptions options_;
|
||||
GlCalculatorHelper helper_;
|
||||
|
||||
// GL references (programs, buffers, uniforms)
|
||||
GLuint activation_program_ = 0;
|
||||
GLuint argmax_program_ = 0;
|
||||
GLuint channel_select_program_ = 0;
|
||||
GLuint split_program_ = 0;
|
||||
GLuint square_vertices_ = 0;
|
||||
GLuint texture_vertices_ = 0;
|
||||
GLint activation_texture_uniform_;
|
||||
GLint argmax_texture0_uniform_;
|
||||
GLint argmax_texture1_uniform_;
|
||||
GLint argmax_texture2_uniform_;
|
||||
GLint channel_select_texture_uniform_;
|
||||
GLint channel_select_index_uniform_;
|
||||
GLint split_texture_uniform_;
|
||||
GLint split_x_offset_uniform_;
|
||||
};
|
||||
|
||||
} // namespace tasks
|
||||
} // namespace mediapipe
|
||||
|
||||
#endif // MEDIAPIPE_TASKS_CC_VISION_IMAGE_SEGMENTER_CALCULATORS_SEGMENTATION_POSTPROCESSOR_GL_H_
|
|
@ -39,6 +39,10 @@ limitations under the License.
|
|||
#include "mediapipe/tasks/cc/vision/utils/image_utils.h"
|
||||
#include "mediapipe/util/label_map.pb.h"
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "mediapipe/tasks/cc/vision/image_segmenter/calculators/segmentation_postprocessor_gl.h"
|
||||
#endif // __EMSCRIPTEN__
|
||||
|
||||
// TODO: consolidate TensorToSegmentationCalculator.
|
||||
namespace mediapipe {
|
||||
namespace tasks {
|
||||
|
@ -118,23 +122,41 @@ class TensorsToSegmentationCalculator : public Node {
|
|||
static constexpr Output<Image>::Multiple kSegmentationOut{"SEGMENTATION"};
|
||||
MEDIAPIPE_NODE_CONTRACT(kTensorsIn, kOutputSizeIn, kSegmentationOut);
|
||||
|
||||
static absl::Status UpdateContract(CalculatorContract* cc);
|
||||
|
||||
absl::Status Open(CalculatorContext* cc);
|
||||
absl::Status Process(CalculatorContext* cc);
|
||||
|
||||
private:
|
||||
std::vector<Image> GetSegmentationResult(const Shape& input_shape,
|
||||
const Shape& output_shape,
|
||||
const float* tensors_buffer);
|
||||
|
||||
std::vector<Image> GetSegmentationResultCpu(const Shape& input_shape,
|
||||
const Shape& output_shape,
|
||||
const float* tensors_buffer);
|
||||
TensorsToSegmentationCalculatorOptions options_;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
SegmentationPostprocessorGl postprocessor_;
|
||||
#endif // __EMSCRIPTEN__
|
||||
};
|
||||
|
||||
// static
|
||||
absl::Status TensorsToSegmentationCalculator::UpdateContract(
|
||||
CalculatorContract* cc) {
|
||||
#ifdef __EMSCRIPTEN__
|
||||
return SegmentationPostprocessorGl::UpdateContract(cc);
|
||||
#else
|
||||
return absl::OkStatus();
|
||||
#endif // __EMSCRIPTEN__
|
||||
}
|
||||
|
||||
absl::Status TensorsToSegmentationCalculator::Open(
|
||||
mediapipe::CalculatorContext* cc) {
|
||||
options_ = cc->Options<TensorsToSegmentationCalculatorOptions>();
|
||||
RET_CHECK_NE(options_.segmenter_options().output_type(),
|
||||
SegmenterOptions::UNSPECIFIED)
|
||||
<< "Must specify output_type as one of [CONFIDENCE_MASK|CATEGORY_MASK].";
|
||||
#ifdef __EMSCRIPTEN__
|
||||
MP_RETURN_IF_ERROR(postprocessor_.Initialize(cc, options_));
|
||||
#endif // __EMSCRIPTEN__
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
|
@ -167,7 +189,29 @@ absl::Status TensorsToSegmentationCalculator::Process(
|
|||
? 1
|
||||
: input_shape.channels};
|
||||
|
||||
std::vector<Image> segmented_masks = GetSegmentationResult(
|
||||
// Use GPU postprocessing on web when Tensor is there already and has <= 12
|
||||
// categories.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
if (input_tensor.ready_as_opengl_texture_2d() && input_shape.channels <= 12) {
|
||||
std::vector<std::unique_ptr<Image>> segmented_masks =
|
||||
postprocessor_.GetSegmentationResultGpu(input_shape, output_shape,
|
||||
input_tensor);
|
||||
for (int i = 0; i < segmented_masks.size(); ++i) {
|
||||
// Real output on GPU.
|
||||
// kSegmentationOut(cc)[i].Send(std::move(segmented_masks[i]));
|
||||
|
||||
// Reformat as CPU for now for testing.
|
||||
// TODO: Switch to real GPU output when GPU output pipeline is
|
||||
// ready.
|
||||
Image new_image(segmented_masks[i]->GetImageFrameSharedPtr());
|
||||
kSegmentationOut(cc)[i].Send(std::move(new_image));
|
||||
}
|
||||
return absl::OkStatus();
|
||||
}
|
||||
#endif // __EMSCRIPTEN__
|
||||
|
||||
// Otherwise, use CPU postprocessing.
|
||||
std::vector<Image> segmented_masks = GetSegmentationResultCpu(
|
||||
input_shape, output_shape, input_tensor.GetCpuReadView().buffer<float>());
|
||||
for (int i = 0; i < segmented_masks.size(); ++i) {
|
||||
kSegmentationOut(cc)[i].Send(std::move(segmented_masks[i]));
|
||||
|
@ -175,7 +219,7 @@ absl::Status TensorsToSegmentationCalculator::Process(
|
|||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
std::vector<Image> TensorsToSegmentationCalculator::GetSegmentationResult(
|
||||
std::vector<Image> TensorsToSegmentationCalculator::GetSegmentationResultCpu(
|
||||
const Shape& input_shape, const Shape& output_shape,
|
||||
const float* tensors_buffer) {
|
||||
std::function<void(absl::Span<const float> values,
|
||||
|
|
Loading…
Reference in New Issue
Block a user