// Ported from ggml_compute_forward_norm_f32 // Dispatch [ ( ne01 + 31 ) / 32, 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 double eps = 1e-5; // TODO: make this a parameter #include "groupReduce.hlsli" double computeVectorSum( uint i, const uint length ) { double res = 0.0; const uint iEnd = i + length; for( ; i < iEnd; i++ ) res += arg0[ i ]; return res; } double offsetAndComputeSumSquares( uint rsi, uint rdi, const double mean, const uint length ) { precise double sum2 = 0.0; const uint rsiEnd = rsi + length; for( ; rsi < rsiEnd; rsi++, rdi++ ) { double v = arg0[ rsi ]; v -= mean; result[ rdi ] = (float)v; double prod = v * v; sum2 += prod; } return sum2; } void scaleVector( uint rdi, const float scale, const uint length ) { const uint rdiEnd = rdi + length; for( ; rdi < rdiEnd; rdi++ ) { float f = result[ rdi ]; f *= scale; result[ rdi ] = f; } } #include "fp64Utils.hlsli" [ numthreads( 32, 1, 1 ) ] void main( uint3 dtid: SV_DispatchThreadID ) { const uint i03 = dtid.z; const uint i02 = dtid.y; const uint i01 = dtid.x; if( i01 >= src0_elements[ 1 ] ) return; 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 ]; double mean = computeVectorSum( p, ne00 ); mean = div64( mean, (double)(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; const double sum2 = offsetAndComputeSumSquares( p, y, mean, ne00 ); const float scale = (float)div64( 1.0, sqrt64( sum2 / (float)(int)ne00 + eps ) ); scaleVector( y, scale, ne00 ); }