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// ggml_compute_forward_conv_1d_1s_f16_f32, GGML_TASK_COMPUTE implementation
// Dispatch [ ne10, ne02, 1 ] thread groups
Buffer<float> arg0: register( t0 );
Buffer<float> arg1: register( t1 );
RWBuffer<float> 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;
}
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