// This compute shader implements yet another version of matrix*matrix product // For optimal VRAM access pattern, it requires both arguments to be reshaped into a sequence of horizontal column major panels. // The panel height is TILE_SIZE, and the last panel of the matrix needs to be padded with zeros; see matReshapePanels.hlsl shader for the reshaping. // So far, it's only used when running on AMD GPUs. #ifndef TILE_SIZE static const uint TILE_SIZE = 32; #endif #ifndef TILE_HEIGHT static const uint TILE_HEIGHT = 32; #endif #ifndef THREADS_Y static const uint THREADS_Y = 16; #endif #ifndef STREAM_SECOND_MATRIX #define STREAM_SECOND_MATRIX 1 #endif // First tensor, reshaped into dense column major horizontal panels of size [ width, TILE_SIZE ] Buffer arg0: register( t0 ); // Second tensor, reshaped into dense column major horizontal panels of size [ width, TILE_SIZE ] Buffer arg1: register( t1 ); // FP32 output tensor, row major and continuous RWBuffer result: register( u0 ); cbuffer Constants: register( b0 ) { uint4 arg0Size: packoffset( c0 ); uint arg0panel: packoffset( c1.y ); uint2 arg0LayerStrides: packoffset( c1.z ); // uint4 arg1Size: packoffset( c2 ); uint arg1panel: packoffset( c3.y ); uint2 arg1LayerStrides: packoffset( c3.z ); uint4 resultSize: packoffset( c4 ); uint4 resultStrides: packoffset( c5 ); } // Accumulator for the output tile // That last `+1` helps a bit, I'm not sure why exactly but probebly because memory bank conflicts. groupshared float tileOutput[ TILE_SIZE ][ TILE_SIZE + 1 ]; // A smaller tile loaded from the first source matrix groupshared float tile0[ TILE_HEIGHT ][ TILE_SIZE ]; #if !STREAM_SECOND_MATRIX // A smaller tile loaded from the second source matrix groupshared float tile1[ TILE_HEIGHT ][ TILE_SIZE ]; #endif #if STREAM_SECOND_MATRIX void multiplyTiles( const uint3 thread, uint rsi, const uint h ) { uint2 i = uint2( thread.y, rsi ); const uint2 iInc = uint2( THREADS_Y, THREADS_Y ); for( ; i.x < TILE_SIZE; i += iInc ) { float r = 0.0; uint2 j = uint2( 0, i.y ); const uint2 jInc = uint2( 1, TILE_SIZE ); for( ; j.x < h; j += jInc ) { float a = tile0[ j.x ][ thread.x ]; float b = arg1[ j.y ]; r = mad( a, b, r ); } tileOutput[ i.x ][ thread.x ] += r; } } #else void multiplyTiles( const uint3 thread ) { for( uint row = thread.y; row < TILE_SIZE; row += THREADS_Y ) { float r = 0.0; for( uint j = 0; j < TILE_HEIGHT; j++ ) { float a = tile0[ j ][ thread.x ]; float b = tile1[ j ][ row ]; r = mad( a, b, r ); } tileOutput[ row ][ thread.x ] += r; } } #endif void storeTile( const uint3 thread, const uint4 pos, const uint2 size ) { if( thread.x >= size.x ) return; const uint4 prod4 = pos * resultStrides; const uint2 prod2 = prod4.xy + prod4.zw; uint rdi = prod2.x + prod2.y; rdi += resultStrides.y * thread.y; rdi += thread.x; for( uint i = thread.y; i < size.y; i += THREADS_Y, rdi += resultStrides.y * THREADS_Y ) result[ rdi ] = tileOutput[ i ][ thread.x ]; } [numthreads( TILE_SIZE, THREADS_Y, 1 )] void main( const uint3 group: SV_GroupID, const uint3 thread : SV_GroupThreadID ) { uint i; // Zero all 3 shared buffers for( i = thread.y; i < TILE_SIZE; i += THREADS_Y ) tileOutput[ i ][ thread.x ] = 0.0; for( i = thread.y; i < TILE_HEIGHT; i += THREADS_Y ) { tile0[ i ][ thread.x ] = 0.0; #if !STREAM_SECOND_MATRIX tile1[ i ][ thread.x ] = 0.0; #endif } const uint2 layer = uint2( group.z % resultSize.z, group.z / resultSize.z ); uint rsi0 = group.x * arg0panel + layer.x * arg0LayerStrides.x + layer.y * arg0LayerStrides.y; uint rsi1 = group.y * arg1panel + layer.x * arg1LayerStrides.x + layer.y * arg1LayerStrides.y; const uint threadOffset = thread.y * TILE_SIZE + thread.x; rsi0 += threadOffset; #if STREAM_SECOND_MATRIX rsi1 += thread.y; #else rsi1 += threadOffset; #endif const uint completeTiles = arg0Size.x / TILE_HEIGHT; for( i = 0; i < completeTiles; i++ ) { // Load [ TILE_SIZE, TILE_HEIGHT ] block from both source tensors into these groupshared buffers for( uint j = thread.y; j < TILE_HEIGHT; j += THREADS_Y ) { tile0[ j ][ thread.x ] = arg0[ rsi0 ]; rsi0 += THREADS_Y * TILE_SIZE; #if !STREAM_SECOND_MATRIX tile1[ j ][ thread.x ] = arg1[ rsi1 ]; rsi1 += THREADS_Y * TILE_SIZE; #endif } // Wait for all threads in the group to complete these loads GroupMemoryBarrierWithGroupSync(); #if STREAM_SECOND_MATRIX multiplyTiles( thread, rsi1, TILE_HEIGHT ); rsi1 += TILE_HEIGHT * TILE_SIZE; #else // Multiply + accumulate the elements collected in the groupshared buffers multiplyTiles( thread ); #endif GroupMemoryBarrierWithGroupSync(); } const uint rem = arg0Size.x % TILE_HEIGHT; if( rem != 0 ) { // Load [ TILE_SIZE, rem ] block from both source tensors, and zero out the padding elements for( uint j = thread.y; j < TILE_HEIGHT; j += THREADS_Y ) { [branch] if( j < rem ) { tile0[ j ][ thread.x ] = arg0[ rsi0 ]; rsi0 += THREADS_Y * TILE_SIZE; #if !STREAM_SECOND_MATRIX tile1[ j ][ thread.x ] = arg1[ rsi1 ]; rsi1 += THREADS_Y * TILE_SIZE; #endif } else { tile0[ j ][ thread.x ] = 0.0; #if !STREAM_SECOND_MATRIX tile1[ j ][ thread.x ] = 0.0; #endif } } // Wait for all threads in the group to complete these loads GroupMemoryBarrierWithGroupSync(); // Multiply + accumulate the elements collected in the groupshared buffers #if STREAM_SECOND_MATRIX multiplyTiles( thread, rsi1, rem ); #else multiplyTiles( thread ); #endif GroupMemoryBarrierWithGroupSync(); } const uint2 resultPos = group.xy * TILE_SIZE; const uint2 outputSize = min( TILE_SIZE, resultSize.xy - resultPos ); storeTile( thread, uint4( resultPos, layer ), outputSize ); }