// A Halide implementation of bilateral-guided upsampling.

// Adapted from https://github.com/google/bgu/blob/master/src/halide/bgu.cpp

// Copyright 2016 Google Inc.
//
// 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 "Halide.h"

namespace {

using namespace Halide;
using Halide::ConciseCasts::f32;
using Halide::ConciseCasts::i32;

Var x("x"), y("y"), z("z"), c("c");

// A class to hold a matrix of Halide Exprs.
template<int rows, int cols>
struct Matrix {
    Expr exprs[rows][cols];

    Expr operator()(int i, int j) const {
        return exprs[i][j];
    }

    Expr &operator()(int i, int j) {
        return exprs[i][j];
    }

    void dump() {
        for (int i = 0; i < rows; i++) {
            for (int j = 0; j < cols; j++) {
                std::cout << exprs[i][j];
                if (j < cols - 1) {
                    std::cout << ", ";
                }
            }
            std::cout << "\n";
        }
    }
};

// Matrix-matrix multiply.
template<int R, int S, int T>
Matrix<R, T> mat_mul(const Matrix<R, S> &A, const Matrix<S, T> &B) {
    Matrix<R, T> result;
    for (int r = 0; r < R; r++) {
        for (int t = 0; t < T; t++) {
            result(r, t) = 0.0f;
            for (int s = 0; s < S; s++) {
                result(r, t) += A(r, s) * B(s, t);
            }
        }
    }
    return result;
}

// Solve Ax = b at each x, y, z. Compute the result at the given Func
// and Var. Not currently used, but preserved for reference.
template<int M, int N>
Matrix<M, N> solve(Matrix<M, M> A, Matrix<M, N> b, Func compute, Var at, bool skip_schedule, Target target) {
    // Put the input matrices in a Func to do the Gaussian elimination.
    Var vi, vj;
    Func f;
    f(x, y, z, vi, vj) = undef<float>();
    for (int i = 0; i < M; i++) {
        for (int j = 0; j < M; j++) {
            f(x, y, z, i, j) = A(i, j);
        }
        for (int j = 0; j < N; j++) {
            f(x, y, z, i, j + M) = b(i, j);
        }
    }

    // eliminate lower left
    for (int k = 0; k < M - 1; k++) {
        for (int i = k + 1; i < M; i++) {
            f(x, y, z, -1, 0) = f(x, y, z, i, k) / f(x, y, z, k, k);
            for (int j = k + 1; j < M + N; j++) {
                f(x, y, z, i, j) -= f(x, y, z, k, j) * f(x, y, z, -1, 0);
            }
            f(x, y, z, i, k) = 0.0f;
        }
    }

    // eliminate upper right
    for (int k = M - 1; k > 0; k--) {
        for (int i = 0; i < k; i++) {
            f(x, y, z, -1, 0) = f(x, y, z, i, k) / f(x, y, z, k, k);
            for (int j = k + 1; j < M + N; j++) {
                f(x, y, z, i, j) -= f(x, y, z, k, j) * f(x, y, z, -1, 0);
            }
            f(x, y, z, i, k) = 0.0f;
        }
    }

    // Divide by diagonal and put it in the output matrix.
    for (int i = 0; i < M; i++) {
        f(x, y, z, i, i) = 1.0f / f(x, y, z, i, i);
        for (int j = 0; j < N; j++) {
            b(i, j) = f(x, y, z, i, j + M) * f(x, y, z, i, i);
        }
    }

    if (!skip_schedule) {
        if (!target.has_gpu_feature()) {
            for (int i = 0; i < f.num_update_definitions(); i++) {
                f.update(i).vectorize(x);
            }
        }

        f.compute_at(compute, at);
    }

    return b;
};

// Solve Ax = b at each x, y, z exploiting the fact that A is
// symmetric. Compute the result at the given Func and Var.
template<int M, int N>
Matrix<M, N> solve_symmetric(Matrix<M, M> A_, Matrix<M, N> b_,
                             Func compute, Var at, bool skip_schedule, Target target) {

    // Put the input matrices in a Func to do sqrt-free Cholesky.
    // See https://users.wpi.edu/~walker/MA514/HANDOUTS/cholesky.pdf
    // for an explanation of sqrt-free Cholesky.

    Var vi, vj;
    Func f;
    f(x, y, z, vi, vj) = undef<float>();

    // Add more usefully-named accessors.
    auto A = [&](int i, int j) {
        return f(x, y, z, i, j);
    };
    auto b = [&](int i, int j) {
        return f(x, y, z, i, M + j);
    };

    for (int i = 0; i < M; i++) {
        for (int j = 0; j < M; j++) {
            A(i, j) = A_(i, j);
        }
        for (int j = 0; j < N; j++) {
            b(i, j) = b_(i, j);
        }
    }

    // L D L' factorization, packed into a single matrix. We'll store
    // L in the lower triangle, 1/D on the diagonal, and ??? TODO in
    // the upper triangle.
    for (int j = 0; j < M; j++) {
        // Normalize the jth column starting at the jth row, storing
        // the normalization factor on the diagonal. Because A(i, j)
        // is symmetric, the unnormalized version stays in the jth
        // row.
        A(j, j) = fast_inverse(A(j, j));
        for (int i = j + 1; i < M; i++) {
            A(i, j) *= A(j, j);
        }

        // Subtract the outer product of the jth column with its
        // unnormalized version from the rest of the matrix down and
        // to the right of it.
        for (int i = j + 1; i < M; i++) {
            for (int k = j + 1; k < M; k++) {
                if (k < i) {
                    // We already did this one. Exploit symmetry
                    A(i, k) = A(k, i);
                } else {
                    A(i, k) -= A(k, j) * A(j, i);
                }
            }
        }
    }

    // We're done with the upper (unnormalized) triangle
    // now.

    // Back substitute to solve:
    // LDL' x = b
    // We're going to peel the matrices off the left-hand-side from
    // left to right, updating b as we go.
    Matrix<M, N> result;
    for (int k = 0; k < N; k++) {
        // First remove the leftmost L, by solving Lz = b.
        for (int j = 0; j < M; j++) {
            for (int i = 0; i < j; i++) {
                b(j, k) -= A(j, i) * b(i, k);
            }
        }
        // L has a unit diagonal, so there's no scaling step

        // The problem is now DL' x = b

        // Multiply both sizes by D inverse, which we have stored on the
        // diagonal.
        for (int j = 0; j < M; j++) {
            b(j, k) *= A(j, j);
        }

        // The problem is now L' x = b

        // Multiply both sides by L transpose inverse.
        for (int j = M - 1; j >= 0; j--) {
            for (int i = j + 1; i < M; i++) {
                b(j, k) -= A(i, j) * b(i, k);
            }
        }

        for (int j = 0; j < M; j++) {
            result(j, k) = b(j, k);
        }
    }

    if (!skip_schedule) {
        if (!target.has_gpu_feature()) {
            for (int i = 0; i < f.num_update_definitions(); i++) {
                f.update(i).vectorize(x);
            }
        }

        f.compute_at(compute, at);
    }

    return result;
}

template<int N, int M>
Matrix<M, N> transpose(const Matrix<N, M> &in) {
    Matrix<M, N> out;
    for (int i = 0; i < N; i++) {
        for (int j = 0; j < M; j++) {
            out(j, i) = in(i, j);
        }
    }
    return out;
}

Expr pack_channels(Var c, std::vector<Expr> exprs) {
    Expr e = exprs.back();
    for (int i = (int)exprs.size() - 2; i >= 0; i--) {
        e = select(c == i, exprs[i], e);
    }
    return e;
}

class BGU : public Generator<BGU> {
public:
    // Size of each luma bin in the grid. Typically 1/8.
    Input<float> r_sigma{"r_sigma"};

    // Size of each spatial bin in the grid. Typically 16.
    Input<int> s_sigma{"s_sigma"};

    Input<Buffer<float, 3>> splat_loc{"splat_loc"};
    Input<Buffer<float, 3>> values{"values"};
    Input<Buffer<float, 3>> slice_loc{"slice_loc"};

    Output<Buffer<float, 3>> output{"output"};

    void generate() {
        // Algorithm

        // Add a boundary condition to the inputs.
        Func clamped_values = BoundaryConditions::repeat_edge(values);
        Func clamped_splat_loc = BoundaryConditions::repeat_edge(splat_loc);

        // Figure out how much we're upsampling by. Not relevant if we're
        // just fitting curves.
        Expr upsample_factor_x =
            i32(ceil(f32(slice_loc.width()) / splat_loc.width()));
        Expr upsample_factor_y =
            i32(ceil(f32(slice_loc.height()) / splat_loc.height()));
        Expr upsample_factor = max(upsample_factor_x, upsample_factor_y);

        Func gray_splat_loc;
        gray_splat_loc(x, y) = (0.25f * clamped_splat_loc(x, y, 0) +
                                0.5f * clamped_splat_loc(x, y, 1) +
                                0.25f * clamped_splat_loc(x, y, 2));

        Func gray_slice_loc;
        gray_slice_loc(x, y) = (0.25f * slice_loc(x, y, 0) +
                                0.5f * slice_loc(x, y, 1) +
                                0.25f * slice_loc(x, y, 2));

        // Construct the bilateral grid
        Func histogram("histogram");
        RDom r(0, s_sigma, 0, s_sigma);
        {
            histogram(x, y, z, c) = 0.0f;

            Expr sx = x * s_sigma + r.x - s_sigma / 2, sy = y * s_sigma + r.y - s_sigma / 2;
            Expr pos = gray_splat_loc(sx, sy);
            pos = clamp(pos, 0.0f, 1.0f);
            Expr zi = cast<int>(round(pos * (1.0f / r_sigma)));

            // Sum all the terms we need to fit a line relating
            // low-res input to low-res output within this bilateral grid
            // cell
            Expr vr = clamped_values(sx, sy, 0), vg = clamped_values(sx, sy, 1), vb = clamped_values(sx, sy, 2);
            Expr sr = clamped_splat_loc(sx, sy, 0), sg = clamped_splat_loc(sx, sy, 1), sb = clamped_splat_loc(sx, sy, 2);

            histogram(x, y, zi, c) +=
                pack_channels(c,
                              {sr * sr, sr * sg, sr * sb, sr,
                               sg * sg, sg * sb, sg,
                               sb * sb, sb,
                               1.0f,
                               vr * sr, vr * sg, vr * sb, vr,
                               vg * sr, vg * sg, vg * sb, vg,
                               vb * sr, vb * sg, vb * sb, vb});
        }

        // Convolution pyramids (Farbman et al.) suggests convolving by
        // something 1/d^3-like to get an interpolating membrane, so we do
        // that. We could also just use a convolution pyramid here, but
        // these grids are really small, so it's OK for the filter to drop
        // sharply and truncate early.
        Expr t0 = 1.0f / 64, t1 = 1.0f / 27, t2 = 1.0f / 8, t3 = 1.0f;

        // Blur the grid using a seven-tap filter
        Func blurx("blurx"), blury("blury"), blurz("blurz");

        blurz(x, y, z, c) = (histogram(x, y, z - 3, c) * t0 +
                             histogram(x, y, z - 2, c) * t1 +
                             histogram(x, y, z - 1, c) * t2 +
                             histogram(x, y, z, c) * t3 +
                             histogram(x, y, z + 1, c) * t2 +
                             histogram(x, y, z + 2, c) * t1 +
                             histogram(x, y, z + 3, c) * t0);
        blury(x, y, z, c) = (blurz(x, y - 3, z, c) * t0 +
                             blurz(x, y - 2, z, c) * t1 +
                             blurz(x, y - 1, z, c) * t2 +
                             blurz(x, y, z, c) * t3 +
                             blurz(x, y + 1, z, c) * t2 +
                             blurz(x, y + 2, z, c) * t1 +
                             blurz(x, y + 3, z, c) * t0);
        blurx(x, y, z, c) = (blury(x - 3, y, z, c) * t0 +
                             blury(x - 2, y, z, c) * t1 +
                             blury(x - 1, y, z, c) * t2 +
                             blury(x, y, z, c) * t3 +
                             blury(x + 1, y, z, c) * t2 +
                             blury(x + 2, y, z, c) * t1 +
                             blury(x + 3, y, z, c) * t0);

        // Do the solve, to convert the accumulated values to the affine
        // matrices.
        Func line("line");
        {
            // Pull out the 4x4 symmetric matrix from the values we've
            // accumulated.
            Matrix<4, 4> A;
            A(0, 0) = blurx(x, y, z, 0);
            A(0, 1) = blurx(x, y, z, 1);
            A(0, 2) = blurx(x, y, z, 2);
            A(0, 3) = blurx(x, y, z, 3);
            A(1, 0) = A(0, 1);
            A(1, 1) = blurx(x, y, z, 4);
            A(1, 2) = blurx(x, y, z, 5);
            A(1, 3) = blurx(x, y, z, 6);
            A(2, 0) = A(0, 2);
            A(2, 1) = A(1, 2);
            A(2, 2) = blurx(x, y, z, 7);
            A(2, 3) = blurx(x, y, z, 8);
            A(3, 0) = A(0, 3);
            A(3, 1) = A(1, 3);
            A(3, 2) = A(2, 3);
            A(3, 3) = blurx(x, y, z, 9);

            // Pull out the rhs
            Matrix<4, 3> b;
            b(0, 0) = blurx(x, y, z, 10);
            b(1, 0) = blurx(x, y, z, 11);
            b(2, 0) = blurx(x, y, z, 12);
            b(3, 0) = blurx(x, y, z, 13);
            b(0, 1) = blurx(x, y, z, 14);
            b(1, 1) = blurx(x, y, z, 15);
            b(2, 1) = blurx(x, y, z, 16);
            b(3, 1) = blurx(x, y, z, 17);
            b(0, 2) = blurx(x, y, z, 18);
            b(1, 2) = blurx(x, y, z, 19);
            b(2, 2) = blurx(x, y, z, 20);
            b(3, 2) = blurx(x, y, z, 21);

            // Regularize by pushing the solution towards the average gain
            // in this cell = (average output luma + eps) / (average input luma + eps).
            const float lambda = 1e-6f;
            const float epsilon = 1e-6f;

            // The bottom right entry of A is a count of the number of
            // constraints affecting this cell.
            Expr N = A(3, 3);

            // The last row of each matrix is the sum of input and output
            // RGB values for the pixels affecting this cell. Instead of
            // dividing them by N+1 to get averages, we'll multiply
            // epsilon by N+1. This saves two divisions.
            Expr output_luma = b(3, 0) + 2 * b(3, 1) + b(3, 2) + epsilon * (N + 1);
            Expr input_luma = A(3, 0) + 2 * A(3, 1) + A(3, 2) + epsilon * (N + 1);
            Expr gain = output_luma / input_luma;

            // Add lambda and lambda*gain to the diagonal of the
            // matrices. The matrices are sums/moments rather than
            // means/covariances, so just like above we need to multiply
            // lambda by N+1 so that it's equivalent to adding a constant
            // to the diagonal of a covariance matrix. Otherwise it does
            // nothing in cells with lots of linearly-dependent
            // constraints.
            Expr weighted_lambda = lambda * (N + 1);
            A(0, 0) += weighted_lambda;
            A(1, 1) += weighted_lambda;
            A(2, 2) += weighted_lambda;
            A(3, 3) += weighted_lambda;

            b(0, 0) += weighted_lambda * gain;
            b(1, 1) += weighted_lambda * gain;
            b(2, 2) += weighted_lambda * gain;

            // Now solve Ax = b
            Matrix<3, 4> result = transpose(solve_symmetric(A, b, line, x, auto_schedule, get_target()));

            // Pack the resulting matrix into the output Func.
            line(x, y, z, c) = pack_channels(c, {result(0, 0),
                                                 result(0, 1),
                                                 result(0, 2),
                                                 result(0, 3),
                                                 result(1, 0),
                                                 result(1, 1),
                                                 result(1, 2),
                                                 result(1, 3),
                                                 result(2, 0),
                                                 result(2, 1),
                                                 result(2, 2),
                                                 result(2, 3)});
        }

        // If using the shader we stop there, and the Func "line" is the
        // output. We also compile a more convenient but slower version
        // that does the trilerp and evaluates the model inside the same
        // Halide pipeline.

        // We'll take trilinear samples to compute the output. We factor
        // this into several stages to make better use of SIMD.
        Func interpolated("interpolated");
        Func slice_loc_z("slice_loc_z");
        Func interpolated_matrix_x("interpolated_matrix_x");
        Func interpolated_matrix_y("interpolated_matrix_y");
        Func interpolated_matrix_z("interpolated_matrix_z");
        {
            // Spatial bin size in the high-res image.
            Expr big_sigma = s_sigma * upsample_factor;

            // Upsample the matrices in x and y.
            Expr yf = cast<float>(y) / big_sigma;
            Expr yi = cast<int>(floor(yf));
            yf -= yi;
            interpolated_matrix_y(x, y, z, c) =
                lerp(line(x, yi, z, c),
                     line(x, yi + 1, z, c),
                     yf);

            Expr xf = cast<float>(x) / big_sigma;
            Expr xi = cast<int>(floor(xf));
            xf -= xi;
            interpolated_matrix_x(x, y, z, c) =
                lerp(interpolated_matrix_y(xi, y, z, c),
                     interpolated_matrix_y(xi + 1, y, z, c),
                     xf);

            // Sample it along the z direction using intensity.
            Expr num_intensity_bins = cast<int>(1.0f / r_sigma);
            Expr val = gray_slice_loc(x, y);
            val = clamp(val, 0.0f, 1.0f);
            Expr zv = val * num_intensity_bins;
            Expr zi = cast<int>(zv);
            Expr zf = zv - zi;
            slice_loc_z(x, y) = {zi, zf};

            interpolated_matrix_z(x, y, c) =
                lerp(interpolated_matrix_x(x, y, slice_loc_z(x, y)[0], c),
                     interpolated_matrix_x(x, y, slice_loc_z(x, y)[0] + 1, c),
                     slice_loc_z(x, y)[1]);

            // Multiply by 3x4 by 4x1.
            interpolated(x, y, c) =
                (interpolated_matrix_z(x, y, 4 * c + 0) * slice_loc(x, y, 0) +
                 interpolated_matrix_z(x, y, 4 * c + 1) * slice_loc(x, y, 1) +
                 interpolated_matrix_z(x, y, 4 * c + 2) * slice_loc(x, y, 2) +
                 interpolated_matrix_z(x, y, 4 * c + 3));
        }

        // Normalize
        Func slice("slice");
        slice(x, y, c) = clamp(interpolated(x, y, c), 0.0f, 1.0f);

        output = slice;

        // Schedule
        if (!auto_schedule) {
            if (!get_target().has_gpu_feature()) {
                // 7.09 ms on an Intel i9-9960X using 16 threads
                //
                // The original manual version of this schedule was
                // more than 10x slower than the autoscheduled one
                // from Adams et al. 2018. It's probable that because
                // the slicing half of the algorithm is intended to be
                // run on GPU using a shader, the CPU schedule was
                // never seriously optimized.
                //
                // This new CPU schedule takes inspiration from that
                // solution. In particular, certain stages were poorly or
                // not parallelized, and others had unhelpful storage
                // layout reorderings.

                // AVX512 vector widths seem to hurt performance, here so
                // we stick to 8 instead of using natural_vector_size.
                const int vec = 8;

                // Fitting the curves.

                // Compute the per tile histograms and splatting locations within
                // rows of the blur in z.
                histogram
                    .compute_at(blurz, y);
                histogram.update()
                    .reorder(c, r.x, r.y, x, y)
                    .unroll(c);

                gray_splat_loc
                    .compute_at(blurz, y)
                    .vectorize(x, vec);

                // Compute the blur in z at root
                blurz
                    .compute_root()
                    .reorder(c, z, x, y)
                    .parallel(y)
                    .vectorize(x, vec);

                // The blurs of the Gram matrices across x and y will be computed
                // within the outer loops of the matrix solve.
                blury
                    .compute_at(line, z)
                    .store_in(MemoryType::Stack)
                    .vectorize(x, vec);

                blurx
                    .compute_at(line, x)
                    .vectorize(x);

                line
                    .compute_root()
                    .parallel(y)
                    .vectorize(x, vec)
                    .reorder(c, x, y)
                    .unroll(c);

                // Applying the curves.
                interpolated_matrix_y
                    .compute_root()
                    .parallel(c)
                    .parallel(z)
                    .vectorize(x, vec);

                interpolated_matrix_z
                    .store_at(slice, x)
                    .compute_at(slice, c)
                    .reorder(c, x, y)
                    .unroll(c)
                    .vectorize(x);

                slice
                    .compute_root()
                    .parallel(y)
                    .vectorize(x, vec)
                    .reorder(c, x, y)
                    .bound(c, 0, 3)
                    .unroll(c);

            } else {
                // 0.92ms on a 2060 RTX

                // This app is somewhat sensitive to atomic adds
                // getting lowered correctly, so if runtime is
                // mysteriously slow, check the ptx to see if there
                // are atomic adds vs cas loops. If it's the latter,
                // please file a bug.

                Var xi, yi, zi, xo, yo, t;
                histogram
                    .compute_root()
                    .reorder(c, x, y, z)
                    .unroll(c)
                    .tile(x, y, xo, yo, xi, yi, 16, 8)
                    .gpu_threads(xi, yi)
                    .gpu_blocks(xo, yo, z);

                if (get_target().has_feature(Target::CUDA)) {
                    // The CUDA backend supports atomics. Useful for
                    // histograms.
                    histogram
                        .update()
                        .atomic()
                        .split(x, xo, xi, 16)
                        .reorder(c, r.x, xi, r.y, xo, y)
                        .unroll(c)
                        .gpu_blocks(r.y, xo, y)
                        .gpu_threads(xi);
                } else {
                    histogram
                        .update()
                        .split(x, xo, xi, 16)
                        .reorder(c, r.x, r.y, xi, xo, y)
                        .unroll(c)
                        .gpu_blocks(xo, y)
                        .gpu_threads(xi);
                }

                clamped_values
                    .compute_at(histogram, r.x)
                    .unroll(Halide::_2);
                clamped_splat_loc
                    .compute_at(histogram, r.x)
                    .unroll(Halide::_2);
                gray_splat_loc
                    .compute_at(histogram, r.x);

                blurz
                    .compute_root()
                    .tile(x, y, xi, yi, 16, 8, TailStrategy::RoundUp)
                    .gpu_threads(xi, yi)
                    .gpu_blocks(y, z, c);
                blurx.compute_root()
                    .tile(x, y, xi, yi, 16, 8, TailStrategy::RoundUp)
                    .gpu_threads(xi, yi)
                    .gpu_blocks(y, z, c);
                blury.compute_root()
                    .tile(x, y, xi, yi, 16, 8, TailStrategy::RoundUp)
                    .gpu_threads(xi, yi)
                    .gpu_blocks(y, z, c);

                // The solve is compute_at (line, x), so we need to be
                // careful what we call x.
                line.compute_root()
                    .split(x, xo, x, 32, TailStrategy::RoundUp)
                    .reorder(c, x, xo, y, z)
                    .gpu_blocks(xo, y, z)
                    .gpu_threads(x)
                    .unroll(c);

                // Using CUDA for the interpolation part of this is
                // somewhat silly, as the algorithm is designed for
                // texture sampling hardware. That said, for the sake
                // of making a meaningful benchmark we have an
                // optimized cuda schedule here too.
                interpolated_matrix_y
                    .compute_root()
                    .tile(x, y, xi, yi, 8, 8, TailStrategy::RoundUp)
                    .gpu_threads(xi, yi)
                    .gpu_blocks(y, z, c);

                // Most of the runtime (670us) is in the slicing kernel
                slice
                    .compute_root()
                    .reorder(c, x, y)
                    .bound(c, 0, 3)
                    .unroll(c)
                    .tile(x, y, xi, yi, 16, 8, TailStrategy::RoundUp)
                    .gpu_threads(xi, yi)
                    .gpu_blocks(x, y);

                interpolated_matrix_z
                    .compute_at(slice, c)
                    .unroll(c);
                interpolated
                    .compute_at(slice, c);
                gray_slice_loc
                    .compute_at(slice, xi);
            }
        }

        // Estimates
        {
            r_sigma.set_estimate(1.f / 8.f);
            s_sigma.set_estimate(16.f);
            splat_loc.dim(0).set_estimate(0, 192);
            splat_loc.dim(1).set_estimate(0, 320);
            splat_loc.dim(2).set_estimate(0, 3);
            values.dim(0).set_estimate(0, 192);
            values.dim(1).set_estimate(0, 320);
            values.dim(2).set_estimate(0, 3);
            slice_loc.dim(0).set_estimate(0, 1536);
            slice_loc.dim(1).set_estimate(0, 2560);
            slice_loc.dim(2).set_estimate(0, 3);
            output.dim(0).set_estimate(0, 1536);
            output.dim(1).set_estimate(0, 2560);
            output.dim(2).set_estimate(0, 3);
        }
    }
};

}  // namespace

HALIDE_REGISTER_GENERATOR(BGU, bgu)
