darknet/src/layer.h

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#ifndef BASE_LAYER_H
#define BASE_LAYER_H
#include "activations.h"
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struct layer;
typedef struct layer layer;
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typedef enum {
CONVOLUTIONAL,
DECONVOLUTIONAL,
CONNECTED,
MAXPOOL,
SOFTMAX,
DETECTION,
DROPOUT,
CROP,
ROUTE,
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COST,
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NORMALIZATION,
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AVGPOOL,
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LOCAL,
SHORTCUT
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} LAYER_TYPE;
typedef enum{
SSE, MASKED
} COST_TYPE;
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struct layer{
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LAYER_TYPE type;
ACTIVATION activation;
COST_TYPE cost_type;
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int batch_normalize;
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int batch;
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int forced;
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int flipped;
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int inputs;
int outputs;
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int truths;
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int h,w,c;
int out_h, out_w, out_c;
int n;
int groups;
int size;
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int side;
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int stride;
int pad;
int crop_width;
int crop_height;
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int sqrt;
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int flip;
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int index;
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float angle;
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float jitter;
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float saturation;
float exposure;
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float shift;
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int softmax;
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int classes;
int coords;
int background;
int rescore;
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int objectness;
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int does_cost;
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int joint;
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int noadjust;
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float alpha;
float beta;
float kappa;
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float coord_scale;
float object_scale;
float noobject_scale;
float class_scale;
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int dontload;
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int dontloadscales;
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float probability;
float scale;
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int *indexes;
float *rand;
float *cost;
float *filters;
float *filter_updates;
float *biases;
float *bias_updates;
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float *scales;
float *scale_updates;
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float *weights;
float *weight_updates;
float *col_image;
int * input_layers;
int * input_sizes;
float * delta;
float * output;
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float * squared;
float * norms;
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float * spatial_mean;
float * mean;
float * variance;
float * rolling_mean;
float * rolling_variance;
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#ifdef GPU
int *indexes_gpu;
float * filters_gpu;
float * filter_updates_gpu;
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float * spatial_mean_gpu;
float * spatial_variance_gpu;
float * mean_gpu;
float * variance_gpu;
float * rolling_mean_gpu;
float * rolling_variance_gpu;
float * spatial_mean_delta_gpu;
float * spatial_variance_delta_gpu;
float * variance_delta_gpu;
float * mean_delta_gpu;
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float * col_image_gpu;
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float * x_gpu;
float * x_norm_gpu;
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float * weights_gpu;
float * weight_updates_gpu;
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float * biases_gpu;
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float * bias_updates_gpu;
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float * scales_gpu;
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float * scale_updates_gpu;
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float * output_gpu;
float * delta_gpu;
float * rand_gpu;
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float * squared_gpu;
float * norms_gpu;
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#endif
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};
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void free_layer(layer);
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#endif