diff options
| author | Konstantin <const@const.me> | 2023-01-16 14:52:43 +0100 |
|---|---|---|
| committer | Konstantin <const@const.me> | 2023-01-16 14:52:43 +0100 |
| commit | 8c4603c73675958efc960fbd4bb599a2909d106a (patch) | |
| tree | 714dc6fc9a1672d5fd7f89676b97e10959662abc /ComputeShaders/copyTranspose.hlsl | |
| parent | 990a8d0dbaefc996244097397259e92758b15cce (diff) | |
Source codes
Diffstat (limited to 'ComputeShaders/copyTranspose.hlsl')
| -rw-r--r-- | ComputeShaders/copyTranspose.hlsl | 56 |
1 files changed, 56 insertions, 0 deletions
diff --git a/ComputeShaders/copyTranspose.hlsl b/ComputeShaders/copyTranspose.hlsl new file mode 100644 index 0000000..fc3e82f --- /dev/null +++ b/ComputeShaders/copyTranspose.hlsl @@ -0,0 +1,56 @@ +// ggml_compute_forward_dup_f32 when we actually need to reshape the tensor +// Dispatch [ ne01, ne02, ne03 ] thread groups of this shader +Buffer<float> arg0: register( t0 ); +RWBuffer<float> result: register( u0 ); + +cbuffer Constants: register( b0 ) +{ + uint4 src0_elements: packoffset( c0 ); + uint4 src0_strides: packoffset( c1 ); + bool downcastFp32 : packoffset( c2.x ); +} + +#include "miscUtils.hlsli" + +[ numthreads( 32, 1, 1 ) ] +void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex ) +{ + const uint nb00 = src0_strides[ 0 ]; + const uint nb01 = src0_strides[ 1 ]; + const uint nb02 = src0_strides[ 2 ]; + const uint nb03 = src0_strides[ 3 ]; + + const uint ne00 = src0_elements[ 0 ]; + const uint ne01 = src0_elements[ 1 ]; + const uint ne02 = src0_elements[ 2 ]; + const uint ne03 = src0_elements[ 3 ]; + + const uint i01 = group.x; + const uint i02 = group.y; + const uint i03 = group.z; + + // We need following integer: i01*ne00 + i02*ne00*ne01 + i03*ne00*ne01*ne02 + // We want to minimize count of integer multiplications + // Also, DXBC assembly features `imad` instruction which computes a*b+c for integers, the actual hardware hopefully has an equivalent + // i03*ne00*ne01*ne02 + i02*ne00*ne01 + i01*ne00 + // ( i03*ne01*ne02 + i02*ne01 + i01 ) * ne00 + // ( ( i03*ne02 + i02) * ne01 + i01 ) * ne00 + uint rdi = ( ( i03 * ne02 + i02 ) * ne01 + i01 ) * ne00; + + const uint rdiEnd = rdi + ne00; + + uint rsi = i01 * nb01 + i02 * nb02 + i03 * nb03; + const uint rsiInc = 32 * nb00; + + rdi += thread; + rsi += thread * nb00; + + for( ; rdi < rdiEnd; rdi += 32, rsi += rsiInc ) + { + float f = arg0[ rsi ]; + [branch] + if( downcastFp32 ) + f = adjustFp16( f ); + result[ rdi ] = f; + } +}
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