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157 lines
2.5 KiB
C
157 lines
2.5 KiB
C
#ifndef BASE_LAYER_H
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#define BASE_LAYER_H
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#include "activations.h"
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struct layer;
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typedef struct layer layer;
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typedef enum {
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CONVOLUTIONAL,
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DECONVOLUTIONAL,
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CONNECTED,
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MAXPOOL,
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SOFTMAX,
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DETECTION,
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DROPOUT,
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CROP,
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ROUTE,
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COST,
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NORMALIZATION,
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AVGPOOL,
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LOCAL,
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SHORTCUT,
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ACTIVE
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} LAYER_TYPE;
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typedef enum{
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SSE, MASKED
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} COST_TYPE;
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struct layer{
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LAYER_TYPE type;
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ACTIVATION activation;
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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;
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int outputs;
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int truths;
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int h,w,c;
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int out_h, out_w, out_c;
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int n;
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int groups;
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int size;
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int side;
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int stride;
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int pad;
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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;
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float exposure;
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float shift;
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int softmax;
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int classes;
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int coords;
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int background;
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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;
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float beta;
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float kappa;
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float coord_scale;
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float object_scale;
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float noobject_scale;
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float class_scale;
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int dontload;
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int dontloadscales;
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float probability;
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float scale;
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int *indexes;
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float *rand;
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float *cost;
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float *filters;
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float *filter_updates;
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float *biases;
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float *bias_updates;
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float *scales;
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float *scale_updates;
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float *weights;
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float *weight_updates;
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float *col_image;
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int * input_layers;
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int * input_sizes;
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float * delta;
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float * output;
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float * squared;
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float * norms;
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float * spatial_mean;
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float * mean;
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float * variance;
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float * rolling_mean;
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float * rolling_variance;
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#ifdef GPU
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int *indexes_gpu;
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float * filters_gpu;
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float * filter_updates_gpu;
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float * spatial_mean_gpu;
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float * spatial_variance_gpu;
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float * mean_gpu;
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float * variance_gpu;
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float * rolling_mean_gpu;
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float * rolling_variance_gpu;
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float * spatial_mean_delta_gpu;
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float * spatial_variance_delta_gpu;
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float * variance_delta_gpu;
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float * mean_delta_gpu;
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float * col_image_gpu;
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float * x_gpu;
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float * x_norm_gpu;
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float * weights_gpu;
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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;
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float * delta_gpu;
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float * rand_gpu;
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float * squared_gpu;
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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
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