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-rw-r--r--ComputeShaders/copyTranspose.hlsl56
1 files changed, 56 insertions, 0 deletions
diff --git a/ComputeShaders/copyTranspose.hlsl b/ComputeShaders/copyTranspose.hlsl
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+++ b/ComputeShaders/copyTranspose.hlsl
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+// 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;
+ }
+} \ No newline at end of file