96 lines
3.0 KiB
C++
96 lines
3.0 KiB
C++
/* Copyright 2019 The TensorFlow Authors. All Rights Reserved.
|
|
|
|
Licensed under the Apache License, Version 2.0 (the "License");
|
|
you may not use this file except in compliance with the License.
|
|
You may obtain a copy of the License at
|
|
|
|
http://www.apache.org/licenses/LICENSE-2.0
|
|
|
|
Unless required by applicable law or agreed to in writing, software
|
|
distributed under the License is distributed on an "AS IS" BASIS,
|
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
See the License for the specific language governing permissions and
|
|
limitations under the License.
|
|
==============================================================================*/
|
|
|
|
#include "tensorflow/lite/delegates/gpu/gl/kernels/lstm.h"
|
|
|
|
#include <memory>
|
|
#include <string>
|
|
|
|
#include "absl/memory/memory.h"
|
|
#include "tensorflow/lite/delegates/gpu/common/status.h"
|
|
#include "tensorflow/lite/delegates/gpu/common/types.h"
|
|
#include "tensorflow/lite/delegates/gpu/gl/node_shader.h"
|
|
|
|
namespace tflite {
|
|
namespace gpu {
|
|
namespace gl {
|
|
namespace {
|
|
|
|
// Basic LSTMCell gates.
|
|
//
|
|
// inputs: 0 1
|
|
// activ_temp prev_state
|
|
// \ /
|
|
// [[LSTM gates]]
|
|
// / \
|
|
// new_state activation
|
|
// outputs: 0 1
|
|
//
|
|
// The size of activ_temp should be 4x size of new_state.
|
|
// The size of prev_state == new_state == activation.
|
|
//
|
|
class LstmNodeShader : public NodeShader {
|
|
public:
|
|
Status GenerateCode(const GenerationContext& ctx,
|
|
GeneratedCode* generated_code) const final {
|
|
std::string code = R"(
|
|
vec4 prev_state = $input_data_1[gid.x, gid.y, gid.z]$;
|
|
|
|
int c0 = 0 * $workload_z$;
|
|
int c1 = 1 * $workload_z$;
|
|
int c2 = 2 * $workload_z$;
|
|
int c3 = 3 * $workload_z$;
|
|
|
|
// input, new, forget, output
|
|
vec4 gate_0 = $input_data_0[gid.x, gid.y, gid.z + c0]$;
|
|
vec4 gate_1 = $input_data_0[gid.x, gid.y, gid.z + c1]$;
|
|
vec4 gate_2 = $input_data_0[gid.x, gid.y, gid.z + c2]$;
|
|
vec4 gate_3 = $input_data_0[gid.x, gid.y, gid.z + c3]$;
|
|
|
|
vec4 input_gate = 1.0f / (1.0f + exp(-1.0 * gate_0)); // sig(x)
|
|
vec4 new_input = tanh(gate_1); // tanh(x)
|
|
vec4 forget_gate = 1.0f / (1.0f + exp(-1.0 * gate_2)); // sig(x)
|
|
vec4 output_gate = 1.0f / (1.0f + exp(-1.0 * gate_3)); // sig(x)
|
|
|
|
vec4 new_state = input_gate * new_input + forget_gate * prev_state;
|
|
vec4 activation = output_gate * tanh(new_state);
|
|
|
|
value_0 = new_state;
|
|
value_1 = activation;
|
|
)";
|
|
*generated_code = {
|
|
/*parameters=*/{},
|
|
/*objects=*/{},
|
|
/*shared_variables=*/{},
|
|
/*workload=*/uint3(),
|
|
/*workgroup=*/uint3(),
|
|
/*source_code=*/std::move(code),
|
|
/*input=*/IOStructure::ONLY_DEFINITIONS,
|
|
/*output=*/IOStructure::AUTO,
|
|
};
|
|
return OkStatus();
|
|
}
|
|
};
|
|
|
|
} // namespace
|
|
|
|
std::unique_ptr<NodeShader> NewLstmNodeShader() {
|
|
return absl::make_unique<LstmNodeShader>();
|
|
}
|
|
|
|
} // namespace gl
|
|
} // namespace gpu
|
|
} // namespace tflite
|