aab68217b7
* shader(upscale): add the upscale shader with nearest, bilinear and bicubic implementations * shader(upscale): use macro
241 lines
7.3 KiB
WebGPU Shading Language
241 lines
7.3 KiB
WebGPU Shading Language
#if defined(SRC_F16) || defined(DST_F16)
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enable f16;
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#endif
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#ifdef SRC_F16
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#define SRC_TYPE f16
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#else
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#define SRC_TYPE f32
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#endif
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#ifdef DST_F16
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#define DST_TYPE f16
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#else
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#define DST_TYPE f32
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#endif
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@group(0) @binding(0)
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var<storage, read_write> input: array<SRC_TYPE>;
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@group(0) @binding(1)
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var<storage, read_write> output: array<DST_TYPE>;
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struct Params {
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offset_i: u32,
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offset_o: u32,
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// element strides
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si0: u32, si1: u32, si2: u32, si3: u32,
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so0: u32, so1: u32, so2: u32, so3: u32,
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src_w: u32,
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src_h: u32,
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src_z: u32,
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src_n: u32,
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dst_w: u32,
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dst_h: u32,
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dst_z: u32,
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dst_n: u32,
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mode_flags: u32,
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};
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@group(0) @binding(2)
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var<uniform> params: Params;
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const GGML_SCALE_FLAG_ALIGN_CORNERS: u32 = 1u << 8u;
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fn get_clamped_input(x: i32, y: i32, z: u32, n: u32) -> f32 {
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let cx = u32(clamp(x, 0, i32(params.src_w) - 1));
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let cy = u32(clamp(y, 0, i32(params.src_h) - 1));
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let i = params.offset_i + cx * params.si0 + cy * params.si1 + z * params.si2 + n * params.si3;
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return f32(input[i]);
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}
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fn cubic_weight(t: f32, a: f32) -> f32 {
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let at = abs(t);
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if (at <= 1.0) {
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return (a + 2.0) * at * at * at - (a + 3.0) * at * at + 1.0;
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} else if (at <= 2.0) {
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return a * at * at * at - 5.0 * a * at * at + 8.0 * a * at - 4.0 * a;
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} else {
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return 0.0;
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}
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}
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@compute @workgroup_size(WG_SIZE)
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fn main(
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@builtin(global_invocation_id) gid: vec3<u32>,
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@builtin(num_workgroups) num_wg: vec3<u32>
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) {
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let i_out = gid.x + (num_wg.x * u32(WG_SIZE)) * gid.y;
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let total = params.dst_w * params.dst_h * params.dst_z * params.dst_n;
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if (i_out >= total) {
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return;
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}
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// decode (x, y, z, n)
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var i = i_out;
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let x_dst = i % params.dst_w;
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i = i / params.dst_w;
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let y_dst = i % params.dst_h;
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i = i / params.dst_h;
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let z_dst = i % params.dst_z;
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let n_dst = i / params.dst_z;
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// scale factors
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var sf0 = f32(params.dst_w) / f32(params.src_w);
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var sf1 = f32(params.dst_h) / f32(params.src_h);
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var sf2 = f32(params.dst_z) / f32(params.src_z);
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var sf3 = f32(params.dst_n) / f32(params.src_n);
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let align_corners = (params.mode_flags & GGML_SCALE_FLAG_ALIGN_CORNERS) != 0;
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// pixel_offset: 0.5 for half-pixel-center (default), 0.0 for align_corners
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var pixel_offset = 0.5;
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if (align_corners) {
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pixel_offset = 0.0;
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if (params.dst_w > 1 && params.src_w > 1) {
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sf0 = f32(params.dst_w - 1) / f32(params.src_w - 1);
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}
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if (params.dst_h > 1 && params.src_h > 1) {
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sf1 = f32(params.dst_h - 1) / f32(params.src_h - 1);
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}
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}
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let z_src = min(params.src_z - 1, u32(floor(f32(z_dst) / sf2)));
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let n_src = min(params.src_n - 1, u32(floor(f32(n_dst) / sf3)));
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var result = 0.0;
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#if defined(NEAREST)
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let x_src = min(params.src_w - 1, u32(floor(f32(x_dst) / sf0)));
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let y_src = min(params.src_h - 1, u32(floor(f32(y_dst) / sf1)));
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result = get_clamped_input(i32(x_src), i32(y_src), z_src, n_src);
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#elif defined(BILINEAR)
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#if defined(ANTIALIAS)
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// Antialiased bilinear: triangle filter over a variable support region.
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let support0 = max(1.0f / sf0, 1.0f);
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let support1 = max(1.0f / sf1, 1.0f);
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let invscale0 = 1.0 / support0;
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let invscale1 = 1.0 / support1;
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let fx = (f32(x_dst) + pixel_offset) / sf0;
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let fy = (f32(y_dst) + pixel_offset) / sf1;
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let x_min = max(i32(fx - support0 + pixel_offset), 0);
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let y_min = max(i32(fy - support1 + pixel_offset), 0);
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let x_max = min(i32(fx + support0 + pixel_offset), i32(params.src_w));
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let y_max = min(i32(fy + support1 + pixel_offset), i32(params.src_h));
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var weighted_sum = 0.0;
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var total_weight = 0.0;
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for (var x = x_min; x < x_max; x += 1) {
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let wx = max(1.0 - abs(f32(x) - fx + pixel_offset) * invscale0, 0.0);
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for (var y = y_min; y < y_max; y += 1) {
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let wy = max(1.0 - abs(f32(y) - fy + pixel_offset) * invscale1, 0.0);
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let w = wx * wy;
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if (w > 0.0) {
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weighted_sum += get_clamped_input(x, y, z_src, n_src) * w;
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total_weight += w;
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}
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}
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}
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if (total_weight > 0.0) {
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result = weighted_sum / total_weight;
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}
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#else
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let fx = (f32(x_dst) + pixel_offset) / sf0 - pixel_offset;
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let fy = (f32(y_dst) + pixel_offset) / sf1 - pixel_offset;
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let x0 = i32(floor(fx));
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let y0 = i32(floor(fy));
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let dx = clamp(fx - f32(x0), 0.0, 1.0);
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let dy = clamp(fy - f32(y0), 0.0, 1.0);
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let a = get_clamped_input(x0, y0, z_src, n_src);
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let b = get_clamped_input(x0 + 1, y0, z_src, n_src);
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let c = get_clamped_input(x0, y0 + 1, z_src, n_src);
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let d = get_clamped_input(x0 + 1, y0 + 1, z_src, n_src);
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let wa = (1.0 - dx) * (1.0 - dy);
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let wb = dx * (1.0 - dy);
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let wc = (1.0 - dx) * dy;
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let wd = dx * dy;
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result = a * wa + b * wb + c * wc + d * wd;
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#endif
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#elif defined(BICUBIC)
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// bicubic convolution with alpha = -0.75 (PyTorch default)
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let alpha = -0.75;
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let fx = (f32(x_dst) + pixel_offset) / sf0 - pixel_offset;
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let fy = (f32(y_dst) + pixel_offset) / sf1 - pixel_offset;
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let x0 = i32(floor(fx));
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let y0 = i32(floor(fy));
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let dx = fx - f32(x0);
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let dy = fy - f32(y0);
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// horizontal weights for offsets -1, 0, 1, 2
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let wx0 = cubic_weight(dx + 1.0, alpha);
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let wx1 = cubic_weight(dx, alpha);
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let wx2 = cubic_weight(1.0 - dx, alpha);
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let wx3 = cubic_weight(2.0 - dx, alpha);
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// vertical weights for offsets -1, 0, 1, 2
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let wy0 = cubic_weight(dy + 1.0, alpha);
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let wy1 = cubic_weight(dy, alpha);
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let wy2 = cubic_weight(1.0 - dy, alpha);
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let wy3 = cubic_weight(2.0 - dy, alpha);
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// intermediate horizontal interpolation for 4x4 grid of pixels
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// x0-1, x0, x0+1, x0+2, y0-1
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let p0 = get_clamped_input(x0 - 1, y0 - 1, z_src, n_src);
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let p1 = get_clamped_input(x0, y0 - 1, z_src, n_src);
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let p2 = get_clamped_input(x0 + 1, y0 - 1, z_src, n_src);
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let p3 = get_clamped_input(x0 + 2, y0 - 1, z_src, n_src);
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let row0 = p0 * wx0 + p1 * wx1 + p2 * wx2 + p3 * wx3;
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// x0-1, x0, x0+1, x0+2, y0
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let q0 = get_clamped_input(x0 - 1, y0, z_src, n_src);
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let q1 = get_clamped_input(x0, y0, z_src, n_src);
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let q2 = get_clamped_input(x0 + 1, y0, z_src, n_src);
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let q3 = get_clamped_input(x0 + 2, y0, z_src, n_src);
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let row1 = q0 * wx0 + q1 * wx1 + q2 * wx2 + q3 * wx3;
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// x0-1, x0, x0+1, x0+2, y0+1
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let r0 = get_clamped_input(x0 - 1, y0 + 1, z_src, n_src);
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let r1 = get_clamped_input(x0, y0 + 1, z_src, n_src);
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let r2 = get_clamped_input(x0 + 1, y0 + 1, z_src, n_src);
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let r3 = get_clamped_input(x0 + 2, y0 + 1, z_src, n_src);
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let row2 = r0 * wx0 + r1 * wx1 + r2 * wx2 + r3 * wx3;
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// x0-1, x0, x0+1, x0+2, y0+2
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let s0 = get_clamped_input(x0 - 1, y0 + 2, z_src, n_src);
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let s1 = get_clamped_input(x0, y0 + 2, z_src, n_src);
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let s2 = get_clamped_input(x0 + 1, y0 + 2, z_src, n_src);
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let s3 = get_clamped_input(x0 + 2, y0 + 2, z_src, n_src);
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let row3 = s0 * wx0 + s1 * wx1 + s2 * wx2 + s3 * wx3;
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// final vertical interpolation
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result = row0 * wy0 + row1 * wy1 + row2 * wy2 + row3 * wy3;
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#endif
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let dst_idx = params.offset_o + x_dst * params.so0 + y_dst * params.so1 + z_dst * params.so2 + n_dst * params.so3;
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output[dst_idx] = DST_TYPE(result);
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}
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