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Vulkan-Samples/shaders/mobile_nerf/mlp_combo.frag
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2025-09-04 10:54:47 +08:00

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8.1 KiB
GLSL

/* Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
*
* SPDX-License-Identifier: Apache-2.0
*
* 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.
*
* ------------------------------------------------------------------------
*
* THIS IS A MODIFIED VERSION OF THE ORIGINAL FILE
*
* The original file, along with the original Apache-2.0 LICENSE can be found at:
* https://github.com/google-research/jax3d/tree/main/jax3d/projects/mobilenerf
*
* Modification details: Shader code was updated to work on Vulkan (originally
* built for WebGL)
* Contributor: (Qualcomm) Rodrigo Holztrattner - quic_rholztra@quicinc.com
*/
#version 460
#extension GL_EXT_nonuniform_qualifier : enable
layout (input_attachment_index = 0, binding = 0) uniform subpassInput inputFeature_0;
layout (input_attachment_index = 1, binding = 1) uniform subpassInput inputFeature_1;
layout (input_attachment_index = 2, binding = 2) uniform subpassInput rayDirectionIn;
layout (input_attachment_index = 3, binding = 3) uniform usubpassInput weightsIndex;
layout(location = 0) out vec4 o_color;
// Try defining constants in the shader itself
precision highp float;
#define WEIGHTS_0_COUNT (176)
#define WEIGHTS_1_COUNT (256)
// The third layer's size is changed from 48 to 64 to make sure a 16 bytes alignement
//#define WEIGHTS_2_COUNT (48)
#define WEIGHTS_2_COUNT (64)
#define BIAS_0_COUNT (16)
#define BIAS_1_COUNT (16)
// The third layer bias' size is changed from 3 to 4 to make sure a 16 bytes alignement
#define BIAS_2_COUNT (4)
layout(binding = 4) uniform mlp_weights
{
vec4 data[(WEIGHTS_0_COUNT + WEIGHTS_1_COUNT + WEIGHTS_2_COUNT +
BIAS_0_COUNT + BIAS_1_COUNT + BIAS_2_COUNT)/4]; // Array of floats
} weights_arr[];
vec3 evaluateNetwork( vec4 f0, vec4 f1, vec4 viewdir, uint idx) {
vec3 res;
int bias_0_ind = WEIGHTS_0_COUNT + WEIGHTS_1_COUNT + WEIGHTS_2_COUNT;
vec4 intermediate_one[4] = vec4[](
weights_arr[nonuniformEXT(idx)].data[bias_0_ind/4],
weights_arr[nonuniformEXT(idx)].data[bias_0_ind/4 + 1],
weights_arr[nonuniformEXT(idx)].data[bias_0_ind/4 + 2],
weights_arr[nonuniformEXT(idx)].data[bias_0_ind/4 + 3]
);
#define APPLY_WEIGHTS_0(multiplier, weightFirstInd) \
intermediate_one[ 0] += (multiplier) * weights_arr[nonuniformEXT(idx)].data[ weightFirstInd/4]; \
intermediate_one[ 1] += (multiplier) * weights_arr[nonuniformEXT(idx)].data[ weightFirstInd/4 + 1]; \
intermediate_one[ 2] += (multiplier) * weights_arr[nonuniformEXT(idx)].data[ weightFirstInd/4 + 2]; \
intermediate_one[ 3] += (multiplier) * weights_arr[nonuniformEXT(idx)].data[ weightFirstInd/4 + 3];
APPLY_WEIGHTS_0( f0.r, 0)
APPLY_WEIGHTS_0( f0.g, 16)
APPLY_WEIGHTS_0( f0.b, 32)
APPLY_WEIGHTS_0( f0.a, 48)
APPLY_WEIGHTS_0( f1.r, 64)
APPLY_WEIGHTS_0( f1.g, 80)
APPLY_WEIGHTS_0( f1.b, 96)
APPLY_WEIGHTS_0( f1.a, 112)
// For models form original mobile nerf, use the original code
APPLY_WEIGHTS_0( viewdir.r, 128)
APPLY_WEIGHTS_0( -viewdir.b, 144)
APPLY_WEIGHTS_0( viewdir.g, 160)
int bias_1_ind = WEIGHTS_0_COUNT + WEIGHTS_1_COUNT + WEIGHTS_2_COUNT +
BIAS_0_COUNT;
vec4 intermediate_two[4] = vec4[](
weights_arr[nonuniformEXT(idx)].data[bias_1_ind/4],
weights_arr[nonuniformEXT(idx)].data[bias_1_ind/4 + 1],
weights_arr[nonuniformEXT(idx)].data[bias_1_ind/4 + 2],
weights_arr[nonuniformEXT(idx)].data[bias_1_ind/4 + 3]
);
#define APPLY_WEIGHTS_1(intermediate, oneInd) \
if(intermediate > 0.0f){ \
intermediate_two[ 0] += intermediate * weights_arr[nonuniformEXT(idx)].data[ WEIGHTS_0_COUNT/4 + oneInd * 4 + 0]; \
intermediate_two[ 1] += intermediate * weights_arr[nonuniformEXT(idx)].data[ WEIGHTS_0_COUNT/4 + oneInd * 4 + 1]; \
intermediate_two[ 2] += intermediate * weights_arr[nonuniformEXT(idx)].data[ WEIGHTS_0_COUNT/4 + oneInd * 4 + 2]; \
intermediate_two[ 3] += intermediate * weights_arr[nonuniformEXT(idx)].data[ WEIGHTS_0_COUNT/4 + oneInd * 4 + 3]; \
}
APPLY_WEIGHTS_1( intermediate_one[0].r, 0)
APPLY_WEIGHTS_1( intermediate_one[0].g, 1)
APPLY_WEIGHTS_1( intermediate_one[0].b, 2)
APPLY_WEIGHTS_1( intermediate_one[0].a, 3)
APPLY_WEIGHTS_1( intermediate_one[1].r, 4)
APPLY_WEIGHTS_1( intermediate_one[1].g, 5)
APPLY_WEIGHTS_1( intermediate_one[1].b, 6)
APPLY_WEIGHTS_1( intermediate_one[1].a, 7)
APPLY_WEIGHTS_1( intermediate_one[2].r, 8)
APPLY_WEIGHTS_1( intermediate_one[2].g, 9)
APPLY_WEIGHTS_1( intermediate_one[2].b, 10)
APPLY_WEIGHTS_1( intermediate_one[2].a, 11)
APPLY_WEIGHTS_1( intermediate_one[3].r, 12)
APPLY_WEIGHTS_1( intermediate_one[3].g, 13)
APPLY_WEIGHTS_1( intermediate_one[3].b, 14)
APPLY_WEIGHTS_1( intermediate_one[3].a, 15)
int bias_2_ind = WEIGHTS_0_COUNT + WEIGHTS_1_COUNT + WEIGHTS_2_COUNT +
BIAS_0_COUNT + BIAS_1_COUNT;
vec4 result = weights_arr[nonuniformEXT(idx)].data[bias_2_ind/4];
#define APPLY_WEIGHTS_2(intermediate, oneInd) \
if(intermediate > 0.0f){ \
result += intermediate * weights_arr[nonuniformEXT(idx)].data[ WEIGHTS_0_COUNT/4 + WEIGHTS_1_COUNT/4 + oneInd]; \
}
APPLY_WEIGHTS_2(intermediate_two[0].r, 0)
APPLY_WEIGHTS_2(intermediate_two[0].g, 1)
APPLY_WEIGHTS_2(intermediate_two[0].b, 2)
APPLY_WEIGHTS_2(intermediate_two[0].a, 3)
APPLY_WEIGHTS_2(intermediate_two[1].r, 4)
APPLY_WEIGHTS_2(intermediate_two[1].g, 5)
APPLY_WEIGHTS_2(intermediate_two[1].b, 6)
APPLY_WEIGHTS_2(intermediate_two[1].a, 7)
APPLY_WEIGHTS_2(intermediate_two[2].r, 8)
APPLY_WEIGHTS_2(intermediate_two[2].g, 9)
APPLY_WEIGHTS_2(intermediate_two[2].b,10)
APPLY_WEIGHTS_2(intermediate_two[2].a,11)
APPLY_WEIGHTS_2(intermediate_two[3].r,12)
APPLY_WEIGHTS_2(intermediate_two[3].g,13)
APPLY_WEIGHTS_2(intermediate_two[3].b,14)
APPLY_WEIGHTS_2(intermediate_two[3].a,15)
result = 1.0 / (1.0 + exp(-result));
return vec3(result * viewdir.a+(1.0-viewdir.a));
}
//////////////////////////////////////////////////////////////
// MLP was trained with gamma-corrected values //
// convert to linear so sRGB conversion isn't applied twice //
//////////////////////////////////////////////////////////////
float Convert_sRGB_ToLinear(float value)
{
return value <= 0.04045
? value / 12.92
: pow((value + 0.055) / 1.055, 2.4);
}
vec3 Convert_sRGB_ToLinear(vec3 value)
{
return vec3(Convert_sRGB_ToLinear(value.x), Convert_sRGB_ToLinear(value.y), Convert_sRGB_ToLinear(value.z));
}
//////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////
void main(void)
{
vec4 feature_0 = subpassLoad(inputFeature_0).rgba;
vec4 feature_1 = subpassLoad(inputFeature_1).rgba;
vec4 rayDirection = subpassLoad(rayDirectionIn).rgba;
uint idx = subpassLoad(weightsIndex).r;
if (rayDirection.a < 0.6) discard;
//deal with iphone
feature_0.a = feature_0.a*2.0-1.0;
feature_1.a = feature_1.a*2.0-1.0;
rayDirection.a = rayDirection.a*2.0-1.0;
// Original
o_color.rgb = Convert_sRGB_ToLinear(evaluateNetwork(feature_0,feature_1,rayDirection,idx));
o_color.a = 1.0;
}