// ggml_compute_forward_conv_1d_1s_f16_f32, GGML_TASK_COMPUTE implementation // Dispatch [ ne10, ne02, 1 ] thread groups Buffer arg0: register( t0 ); Buffer arg1: register( t1 ); RWBuffer result: register( u0 ); cbuffer Constants: register( b0 ) { uint4 src0_elements: packoffset( c0 ); uint4 src0_strides: packoffset( c1 ); uint4 src1_elements: packoffset( c2 ); uint4 result_elements: packoffset( c4 ); uint4 result_strides: packoffset( c5 ); } #include "groupReduce.hlsli" inline void computeDotProduct( uint s0, uint s1, uint len, uint thread, inout float acc ) { float curr = 0; const uint completeVectors = len / 32; uint i; for( i = 0; i < completeVectors; i++, s0 += 32, s1 += 32 ) curr = mad( arg0[ s0 + thread ], arg1[ s1 + thread ], curr ); horizontalSumCompatNew( thread, curr ); if( 0 == thread ) { const uint rem = len % 32; if( 0 != rem ) { double f64 = curr; for( i = 0; i < rem; i++ ) { precise float a = arg0[ s0 + i ]; precise float b = arg1[ s1 + i ]; precise float prod = a * b; f64 += prod; } curr = (float)f64; } acc += curr; } } #include "miscUtils.hlsli" [ numthreads( 32, 1, 1 ) ] void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex ) { const uint i1 = group.y; const uint i0 = group.x; const uint ne00 = src0_elements[ 0 ]; const uint nk = ne00; const int nh = (int)( nk / 2 ); const uint ne01 = src0_elements[ 1 ]; const int ew0 = roundUp32( ne01 ); float res = 0; for( int k = -nh; k <= nh; k++ ) { const uint source0 = i1 * ew0 * ne00 + uint( nh + k ) * ew0; const uint source1 = uint( i0 + nh + k ) * ew0; computeDotProduct( source0, source1, ew0, thread, res ); } if( 0 != thread ) return; const uint nb1 = result_strides[ 1 ]; const uint rdi = i1 * nb1 + i0; result[ rdi ] = res; }