提交 46fcbeeb 编写于 作者: D dolphin8

boxcoder fix

上级 f279a23c
/* Copyright (c) 2018 PaddlePaddle 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 <metal_stdlib>
using namespace metal;
kernel void boxcoder(texture2d_array<float, access::read> priorBox [[texture(0)]],
texture2d_array<float, access::read> priorBoxVar [[texture(1)]],
texture2d_array<float, access::read> targetBox [[texture(2)]],
texture2d_array<float, access::write> output[[texture(3)]],
uint3 gid [[thread_position_in_grid]]) {
float4 t = targetBox.read(gid.xy, gid.z);
float4 p = priorBox.read(gid.xy, gid.z);
float4 pv = priorBoxVar.read(gid.xy, gid.z);
float px = (p.x + p.z) / 2;
float py = (p.y + p.w) / 2;
float pw = p.z - p.x;
float ph = p.w - p.y;
float tx = pv.x * t.x * pw + px;
float ty = pv.y * t.y * ph + py;
float tw = exp(pv.z * t.z) * pw;
float th = exp(pv.w * t.w) * ph;
float4 r;
r.x = tx - tw / 2;
r.y = ty - th / 2;
r.z = tx + tw / 2;
r.w = ty + th / 2;
output.write(r, gid.xy, gid.z);
}
......@@ -294,18 +294,3 @@ kernel void concat(texture2d_array<float, access::read> in0 [[texture(0)]],
}
out.write(r, gid.xy, gid.z);
}
kernel void boxcoder(texture2d_array<float, access::read> priorBox [[texture(0)]],
texture2d_array<float, access::read> priorBoxVar [[texture(1)]],
texture2d_array<float, access::read> targetBox [[texture(2)]],
texture2d_array<float, access::write> output[[texture(3)]],
uint3 gid [[thread_position_in_grid]]) {
float4 t = targetBox.read(gid.xy, gid.z);
float4 p = priorBox.read(gid.xy, gid.z);
float4 pv = priorBoxVar.read(gid.xy, gid.z);
float ox = (p.z * pv.x * t.x + p.x) - t.z / 2;
float oy = (p.w * pv.y * t.y + p.y) - t.w / 2;
float ow = exp(pv.z * t.z) * p.z + t.z / 2;
float oh = exp(pv.w * t.w) * p.w + t.w / 2;
output.write(float4(ox, oy, ow, oh), gid.xy, gid.z);
}
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