// 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" #ifndef THREADS static const uint THREADS = 32; #endif static const uint ROW_LENGTH = 1024; groupshared float rowBuffer[ ROW_LENGTH ]; static const uint REDUCTION_BUFFER = 32; groupshared float sharedAccumulators[ REDUCTION_BUFFER ]; // Compute horisontal sum of the numbers. The result is only correct on the thread #0 of the group. void horizontalSum( const uint thread, inout float sum ) { if( THREADS > REDUCTION_BUFFER ) { for( uint t = REDUCTION_BUFFER; t < THREADS; t += REDUCTION_BUFFER ) { // Threads [ t .. t + REDUCTION_BUFFER ] store into the buffer if( thread >= t && thread < t + REDUCTION_BUFFER ) sharedAccumulators[ thread - t ] = sum; GroupMemoryBarrierWithGroupSync(); // Threads [ 0 .. REDUCTION_BUFFER ] increment their local sum with the value loaded from the buffer if( thread < REDUCTION_BUFFER ) sum += sharedAccumulators[ thread ]; } } if( thread < REDUCTION_BUFFER ) sharedAccumulators[ thread ] = sum; for( uint i = REDUCTION_BUFFER / 2; i > 1; i /= 2 ) { GroupMemoryBarrierWithGroupSync(); if( thread < i ) { sum += sharedAccumulators[ thread + i ]; sharedAccumulators[ thread ] = sum; } } GroupMemoryBarrierWithGroupSync(); if( 0 == thread ) sum += sharedAccumulators[ 1 ]; } [ numthreads( THREADS, 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 ne00 = ROW_LENGTH; // First pass: copy the data to local buffer, and compute sum { 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; float sum = 0; for( uint i = thread; i < ne00; i += THREADS ) { float f = arg0[ p + i ]; rowBuffer[ i ] = f; sum += f; } horizontalSum( thread, sum ); if( 0 == thread ) sharedAccumulators[ 0 ] = sum / (float)(int)ne00; GroupMemoryBarrierWithGroupSync(); } // Second pass: offset and compute sum of squares { const float mean = sharedAccumulators[ 0 ]; float sum2 = 0; for( uint i = thread; i < ne00; i += THREADS ) { float v = rowBuffer[ i ]; v -= mean; rowBuffer[ i ] = v; sum2 = mad( v, v, sum2 ); } horizontalSum( thread, sum2 ); if( 0 == thread ) sharedAccumulators[ 0 ] = 1.0 / sqrt( sum2 / (float)(int)ne00 + eps ); GroupMemoryBarrierWithGroupSync(); } // Final pass: apply the scale, and copy from group shared buffer to the destination { const float scale = sharedAccumulators[ 0 ]; 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; for( uint i = thread; i < ne00; i += THREADS ) { float v = rowBuffer[ i ]; v *= scale; result[ y + i ] = v; } } }