// Ported from ggml_compute_forward_norm_f32 // Dispatch [ ne01, ne02, ne03 ] thread groups of this shader Buffer arg0: register( t0 ); RWBuffer result: register( u0 ); cbuffer Constants: register( b0 ) { uint4 src0_elements: packoffset( c0 ); uint4 src0_strides: packoffset( c1 ); uint4 result_strides: packoffset( c3 ); } static const float eps = 1e-5f; // TODO: make this a parameter #include "groupReduce.hlsli" float computeVectorSum( uint i, const uint length, const uint thread ) { float res = 0.0; const uint iEnd = i + length; i += thread; for( ; i < iEnd; i += 32 ) res += arg0[ i ]; horizontalSumBroadcast( thread, res ); return res; } float offsetAndComputeSumSquares( uint rsi, uint rdi, const float mean, const uint length, const uint thread ) { float sum2 = 0.0; const uint rsiEnd = rsi + length; rsi += thread; rdi += thread; for( ; rsi < rsiEnd; rsi += 32, rdi += 32 ) { float v = arg0[ rsi ] - mean; result[ rdi ] = v; sum2 = mad( v, v, sum2 ); } horizontalSumBroadcast( thread, sum2 ); return sum2; } void scaleVector( uint rdi, const float scale, const uint length, const uint thread ) { const uint rdiEnd = rdi + length; for( rdi += thread; rdi < rdiEnd; rdi += 32 ) { float f = result[ rdi ]; f *= scale; result[ rdi ] = f; } } [ numthreads( 32, 1, 1 ) ] void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex ) { const uint i03 = group.z; const uint i02 = group.y; const uint i01 = group.x; const uint nb01 = src0_strides[ 1 ]; const uint nb02 = src0_strides[ 2 ]; const uint nb03 = src0_strides[ 3 ]; const uint p = i01 * nb01 + i02 * nb02 + i03 * nb03; const uint ne00 = src0_elements[ 0 ]; float mean = computeVectorSum( p, ne00, thread ); mean /= (float)(int)ne00; const uint nb1 = result_strides[ 1 ]; const uint nb2 = result_strides[ 2 ]; const uint nb3 = result_strides[ 3 ]; const uint y = i01 * nb1 + i02 * nb2 + i03 * nb3; float sum2 = offsetAndComputeSumSquares( p, y, mean, ne00, thread ); const float scale = 1.0 / sqrt( sum2 / (float)(int)ne00 + eps ); scaleVector( y, scale, ne00, thread ); }