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* prefer rocm v6 on windows Avoid building with v7 - more changes are needed * MLX: add header vendoring and remove go build tag This switches to using a vendoring approach for the mlx-c headers so that Go can build without requiring a cmake first. This enables building the new MLX based code by default. Every time cmake runs, the headers are refreshed, so we can easily keep them in sync when we bump mlx versions. Basic Windows and Linux support are verified. * ci: harden for flaky choco repo servers CI sometimes fails due to choco not actually installing cache. Since it just speeds up the build, we can proceed without. * review comments
88 lines
1.8 KiB
Go
88 lines
1.8 KiB
Go
package main
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import (
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"fmt"
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"image"
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"image/png"
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"os"
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"path/filepath"
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"github.com/ollama/ollama/x/imagegen/mlx"
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)
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// saveImageArray saves an MLX array as a PNG image.
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// Expected format: [B, C, H, W] with values in [0, 1] range and C=3 (RGB).
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func saveImageArray(arr *mlx.Array, path string) error {
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img, err := arrayToImage(arr)
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if err != nil {
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return err
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}
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return savePNG(img, path)
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}
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func savePNG(img *image.RGBA, path string) error {
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if filepath.Ext(path) != ".png" {
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path = path + ".png"
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}
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f, err := os.Create(path)
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if err != nil {
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return err
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}
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defer f.Close()
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return png.Encode(f, img)
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}
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func arrayToImage(arr *mlx.Array) (*image.RGBA, error) {
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shape := arr.Shape()
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if len(shape) != 4 {
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return nil, fmt.Errorf("expected 4D array [B, C, H, W], got %v", shape)
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}
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// Transform to [H, W, C] for image conversion
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img := mlx.Squeeze(arr, 0)
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arr.Free()
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img = mlx.Transpose(img, 1, 2, 0)
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img = mlx.Contiguous(img)
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mlx.Eval(img)
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imgShape := img.Shape()
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H := int(imgShape[0])
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W := int(imgShape[1])
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C := int(imgShape[2])
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if C != 3 {
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img.Free()
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return nil, fmt.Errorf("expected 3 channels (RGB), got %d", C)
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}
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// Copy to CPU and free GPU memory
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data := img.Data()
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img.Free()
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// Write directly to Pix slice (faster than SetRGBA)
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goImg := image.NewRGBA(image.Rect(0, 0, W, H))
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pix := goImg.Pix
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for y := 0; y < H; y++ {
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for x := 0; x < W; x++ {
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srcIdx := (y*W + x) * C
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dstIdx := (y*W + x) * 4
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pix[dstIdx+0] = uint8(clampF(data[srcIdx+0]*255+0.5, 0, 255))
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pix[dstIdx+1] = uint8(clampF(data[srcIdx+1]*255+0.5, 0, 255))
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pix[dstIdx+2] = uint8(clampF(data[srcIdx+2]*255+0.5, 0, 255))
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pix[dstIdx+3] = 255
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}
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}
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return goImg, nil
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}
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func clampF(v, min, max float32) float32 {
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if v < min {
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return min
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}
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if v > max {
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return max
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}
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return v
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}
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