Upgrades and fixes for image segmentation category mask on GPU
PiperOrigin-RevId: 523204584
This commit is contained in:
parent
02fed0b7d1
commit
c1f17138cf
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@ -100,58 +100,89 @@ 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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// 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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// For our argmax shader, we use a simple iterative approach to avoid the extra
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// hassle that accompanies usage of depth buffer for this, since we're not as
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// concerned with performance. Since we run the shader chunk-by-chunk, we can
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// simply hard-code our different max comparisons.
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static constexpr char kArgmaxShader[] = R"(
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DEFAULT_PRECISION(mediump, float)
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DEFAULT_PRECISION(highp, 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 sampler2D prev_max_texture; // prev_max_value, prev_max_arg, 0, 1
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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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uniform int argmax_offset; // index of first confidence mask in current chunk
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int argmax4(vec4 vec) {
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float max4(vec4 vec, out int argmax) {
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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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if (vec.x >= vec.y) {
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argmax = 0;
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return vec.x;
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}
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argmax = 1;
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return vec.y;
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} else if (vec.z >= vec.w) {
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argmax = 2;
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return vec.z;
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}
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argmax = 3;
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return vec.w;
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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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float max3(vec4 vec, out int argmax) {
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if (vec.x >= vec.y) {
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if (vec.x >= vec.z) {
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argmax = 0;
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return vec.x;
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}
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argmax = 2;
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return vec.z;
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} else if (vec.y >= vec.z) {
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argmax = 1;
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return vec.y;
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}
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argmax = 2;
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return vec.z;
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}
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float max2(vec4 vec, out int argmax) {
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if (vec.x >= vec.y) {
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argmax = 0;
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return vec.x;
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}
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argmax = 1;
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return vec.y;
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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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vec2 prev_pixel = texture2D(prev_max_texture, sample_coordinate).xy;
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float max_value = prev_pixel.x;
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vec4 chunk_pixel = texture2D(current_chunk, 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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int chunk_argmax;
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float chunk_max_value;
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if (num_channels == 1) {
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chunk_max_value = chunk_pixel.x;
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chunk_argmax = 0;
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} else if (num_channels == 2) {
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chunk_max_value = max2(chunk_pixel, chunk_argmax);
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} else if (num_channels == 3) {
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chunk_max_value = max3(chunk_pixel, chunk_argmax);
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} else {
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argmax = argmax4(pixel2) + 8;
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chunk_max_value = max4(chunk_pixel, chunk_argmax);
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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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// Now compare against previous max_value
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if (chunk_max_value > max_value) {
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// For now we convert our final integral argmax
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// (chunk_argmax + argmax_offset) to a float from 0.0 to 1.0 in steps of
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// 1/255.0.
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float final_argmax = float(chunk_argmax + argmax_offset) / 255.0;
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gl_FragColor = vec4(chunk_max_value, final_argmax, 0.0, 1.0);
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} else {
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gl_FragColor = vec4(max_value, prev_pixel.y, 0.0, 1.0);
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}
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})";
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// Softmax is in 3 steps:
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@ -316,8 +347,7 @@ absl::Status SegmentationPostprocessorGl::GlInit() {
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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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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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@ -326,13 +356,14 @@ absl::Status SegmentationPostprocessorGl::GlInit() {
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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 and grab uniforms.
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// Simple shaders (Activation and Channel-select)
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MP_RETURN_IF_ERROR(CreateBasicFragmentShaderProgram(
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"activation", activation_shader_source, {"input_texture"},
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&activation_shader_));
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MP_RETURN_IF_ERROR(CreateBasicFragmentShaderProgram(
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"channel select", kChannelSelectShader,
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{"input_texture", "channel_select"}, &channel_select_shader_));
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// Softmax shaders (Max, Transform+Sum, and Normalization)
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MP_RETURN_IF_ERROR(CreateBasicFragmentShaderProgram(
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@ -346,18 +377,14 @@ absl::Status SegmentationPostprocessorGl::GlInit() {
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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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// 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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// Category mask shaders (Argmax)
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MP_RETURN_IF_ERROR(CreateBasicFragmentShaderProgram(
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"argmax", kArgmaxShader,
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{"prev_max_texture", "current_chunk", "num_channels", "argmax_offset"},
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&argmax_shader_));
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// Split shader. This is created separately since it uses a custom vertex
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// shader. TODO: Refactor so this shares common init code as well.
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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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@ -365,25 +392,7 @@ absl::Status SegmentationPostprocessorGl::GlInit() {
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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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// Get split program uniform locations.
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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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@ -392,28 +401,6 @@ absl::Status SegmentationPostprocessorGl::GlInit() {
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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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@ -426,7 +413,6 @@ absl::Status SegmentationPostprocessorGl::GlInit() {
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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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@ -492,8 +478,8 @@ SegmentationPostprocessorGl::GetSegmentationResultGpu(const Shape& input_shape,
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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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glUseProgram(activation_shader_.program);
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glUniform1i(activation_shader_.uniforms["input_texture"], 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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@ -660,48 +646,69 @@ SegmentationPostprocessorGl::GetSegmentationResultGpu(const Shape& input_shape,
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std::vector<GlTexture> outputs;
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if (is_category_mask) {
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// Step 3: For CATEGORY, apply argmax shader with up to 3 textures to
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// extract final index mask.
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RET_CHECK(num_chunks <= 3)
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<< "Cannot handle more than 12 classes in argmax shader.";
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// Step 3: For CATEGORY, apply argmax shader iteratively with each chunk
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// to get a 2-channel texture representing "combined maxval" and "argmax",
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// and then slice off the second channel for the category mask output,
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// using our usual channel_select program.
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glUseProgram(argmax_shader_.program);
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glUniform1i(argmax_shader_.uniforms["current_chunk"], 1);
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glUniform1i(argmax_shader_.uniforms["prev_max_texture"], 2);
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glUseProgram(argmax_program_);
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glUniform1i(argmax_texture0_uniform_, 1);
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glUniform1i(argmax_texture1_uniform_, 2);
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glUniform1i(argmax_texture2_uniform_, 3);
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GlTexture max_texture = helper_.CreateDestinationTexture(
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output_width, output_height, chunk_output_format);
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GlTexture next_max_texture = helper_.CreateDestinationTexture(
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output_width, output_height, chunk_output_format);
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// GLSL uses IEEE 754 single-precision floating-point for encoding its
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// floats (at least for number representation, although not necessarily
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// for operations). So we can clear to a reasonable minimum float value
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// accordingly.
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const float kFloatMin32 = -3.402823466e+38;
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glClearColor(kFloatMin32, -1.0, 0.0, 1.0);
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helper_.BindFramebuffer(max_texture);
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glClear(GL_COLOR_BUFFER_BIT);
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// Set our clear color back to a "normal" default.
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glClearColor(0.0, 0.0, 0.0, 0.0);
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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(argmax_shader_.uniforms["num_channels"], num_channels);
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glUniform1i(argmax_shader_.uniforms["argmax_offset"], i * 4);
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helper_.BindFramebuffer(next_max_texture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, max_texture.name());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, chunks[i].name());
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// TODO: We probably don't actually need all these clears.
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Put results into max_texture, so we can repeat the process easily.
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std::swap(max_texture, next_max_texture);
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}
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// Do final channel-select on max_texture below, selecting for argmax
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outputs.push_back(helper_.CreateDestinationTexture(
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output_width, output_height, final_output_format));
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helper_.BindFramebuffer(outputs.back());
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// Bind however many chunks we have
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for (int i = 0; i < num_chunks; ++i) {
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glActiveTexture(GL_TEXTURE1 + i);
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glBindTexture(GL_TEXTURE_2D, chunks[i].name());
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}
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for (int i = num_chunks; i < 3; ++i) { // 3 is hard-coded max chunks
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glActiveTexture(GL_TEXTURE1 + i);
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// If texture is unbound, sampling from it should always give zeros.
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// This is not ideal, but is ok for now for not polluting the argmax
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// shader results too much.
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glUseProgram(channel_select_shader_.program);
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glUniform1i(channel_select_shader_.uniforms["input_texture"], 1);
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// 0:max_val, 1:argmax
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glUniform1i(channel_select_shader_.uniforms["channel_select"], 1);
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glBindTexture(GL_TEXTURE_2D, max_texture.name());
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// We can't interpolate across argmax values, so we disable linear
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// interpolation there for this upsampling step.
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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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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Unbind the extra textures here.
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for (int i = 0; i < num_chunks; ++i) {
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glActiveTexture(GL_TEXTURE1 + i);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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} else {
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// Step 3: For CONFIDENCE, apply channel-select repeatedly to extract
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// final textures.
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glUseProgram(channel_select_program_);
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glUniform1i(channel_select_texture_uniform_, 1);
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glUseProgram(channel_select_shader_.program);
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glUniform1i(channel_select_shader_.uniforms["input_texture"], 1);
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for (int i = 0; i < num_outputs; i++) {
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glUniform1i(channel_select_index_uniform_, (i % 4));
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glUniform1i(channel_select_shader_.uniforms["channel_select"], (i % 4));
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outputs.push_back(helper_.CreateDestinationTexture(
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output_width, output_height, final_output_format));
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helper_.BindFramebuffer(outputs.back());
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@ -744,19 +751,16 @@ SegmentationPostprocessorGl::GetSegmentationResultGpu(const Shape& input_shape,
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// Cleanup OpenGL resources on destruction
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SegmentationPostprocessorGl::~SegmentationPostprocessorGl() {
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helper_.RunInGlContext([this] {
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glDeleteProgram(activation_program_);
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glDeleteProgram(argmax_program_);
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glDeleteProgram(channel_select_program_);
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glDeleteProgram(split_program_);
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glDeleteBuffers(1, &square_vertices_);
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glDeleteBuffers(1, &texture_vertices_);
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activation_program_ = 0;
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argmax_program_ = 0;
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channel_select_program_ = 0;
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split_program_ = 0;
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square_vertices_ = 0;
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texture_vertices_ = 0;
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glDeleteProgram(activation_shader_.program);
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glDeleteProgram(argmax_shader_.program);
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glDeleteProgram(channel_select_shader_.program);
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glDeleteProgram(softmax_max_shader_.program);
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glDeleteProgram(softmax_transform_and_sum_shader_.program);
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glDeleteProgram(softmax_normalization_shader_.program);
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@ -54,21 +54,16 @@ class SegmentationPostprocessorGl {
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GlCalculatorHelper helper_;
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// GL references (programs, buffers, uniforms)
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GLuint activation_program_ = 0;
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GLuint argmax_program_ = 0;
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GLuint channel_select_program_ = 0;
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// Split program is special because it uses a custom vertex shader.
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GLuint split_program_ = 0;
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GLuint square_vertices_ = 0;
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GLuint texture_vertices_ = 0;
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GLint activation_texture_uniform_;
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GLint argmax_texture0_uniform_;
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GLint argmax_texture1_uniform_;
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GLint argmax_texture2_uniform_;
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GLint channel_select_texture_uniform_;
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GLint channel_select_index_uniform_;
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GLint split_texture_uniform_;
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GLint split_x_offset_uniform_;
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GlShader activation_shader_;
|
||||
GlShader argmax_shader_;
|
||||
GlShader channel_select_shader_;
|
||||
GlShader softmax_max_shader_;
|
||||
GlShader softmax_transform_and_sum_shader_;
|
||||
GlShader softmax_normalization_shader_;
|
||||
|
|
Loading…
Reference in New Issue
Block a user