chore: update node_modules with new binary files and dependencies
- Add new binary files for nodemon, onnxruntime-web, and xenova/transformers - Update various JavaScript and TypeScript files in node_modules - Remove unused files and dependencies - Add new test fixtures and documentation files
This commit is contained in:
114
node_modules/onnxruntime-web/lib/onnxjs/backends/webgl/glsl-vec-lib.js
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114
node_modules/onnxruntime-web/lib/onnxjs/backends/webgl/glsl-vec-lib.js
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"use strict";
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.VecGlslLib = void 0;
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const glsl_definitions_1 = require("./glsl-definitions");
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/**
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* GLSL Library responsible for vec routines
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* Vec is an varible length int array. The length is fixed at the time of
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* generating the library functions from the dimensions of the output.
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*/
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class VecGlslLib extends glsl_definitions_1.GlslLib {
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constructor(context) {
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super(context);
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}
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getCustomTypes() {
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return {};
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}
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getFunctions() {
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return Object.assign(Object.assign(Object.assign(Object.assign({}, this.binaryVecFunctions()), this.copyVec()), this.setVecItem()), this.getVecItem());
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}
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binaryVecFunctions() {
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const outputLayout = this.context.outputTextureLayout;
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const rank = outputLayout.shape.length;
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const nameOp = { add: '+=', sub: '-=', mul: '*=', div: '/=' };
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const result = {};
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for (const name in nameOp) {
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const fname = `${name}Vec`;
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let assignmentBlock = '';
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for (let i = 0; i < rank; ++i) {
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assignmentBlock += `
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dest[${i}] ${nameOp[name]} src[${i}];
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`;
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}
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const body = `
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void ${fname}(int src[${rank}], out int dest[${rank}]) {
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${assignmentBlock}
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}
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`;
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result[fname] = new glsl_definitions_1.GlslLibRoutine(body);
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}
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return result;
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}
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copyVec() {
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const outputLayout = this.context.outputTextureLayout;
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const rank = outputLayout.shape.length;
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let assignmentBlock = '';
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for (let i = 0; i < rank; ++i) {
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assignmentBlock += `
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dest[${i}] = src[${i}];
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`;
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}
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const body = `
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void copyVec(int src[${rank}], out int dest[${rank}]) {
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${assignmentBlock}
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}
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`;
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return { copyVec: new glsl_definitions_1.GlslLibRoutine(body) };
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}
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setVecItem() {
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const outputLayout = this.context.outputTextureLayout;
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const rank = outputLayout.shape.length;
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let block = `
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if(index < 0)
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index =${rank} + index;
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if (index == 0)
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m[0] = value;
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`;
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for (let i = 1; i < rank - 1; ++i) {
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block += `
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else if (index == ${i})
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m[${i}] = value;
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`;
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}
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block += `
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else
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m[${rank - 1}] = value;
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`;
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const body = `
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void setVecItem(out int m[${rank}], int index, int value) {
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${block}
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}
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`;
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return { setVecItem: new glsl_definitions_1.GlslLibRoutine(body) };
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}
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getVecItem() {
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const outputLayout = this.context.outputTextureLayout;
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const rank = outputLayout.shape.length;
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let block = `
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if(index < 0)
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index = ${rank} + index;
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if (index == 0)
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return m[0];
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`;
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for (let i = 1; i < rank - 1; ++i) {
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block += `
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else if (index == ${i})
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return m[${i}];
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`;
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}
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block += `
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else
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return m[${rank - 1}];
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`;
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const body = `
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int getVecItem(int m[${rank}], int index) {
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${block}
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}
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`;
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return { getVecItem: new glsl_definitions_1.GlslLibRoutine(body) };
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}
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}
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exports.VecGlslLib = VecGlslLib;
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//# sourceMappingURL=glsl-vec-lib.js.map
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