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// Dispatch [ nr, 1, 1 ] thread groups of this shader
RWBuffer<float> result: register( u0 );
cbuffer Constants: register( b0 )
{
uint4 elements: packoffset( c0 );
uint4 strides: packoffset( c1 );
uint nr: packoffset( c2.x );
float inputScale: packoffset( c2.y );
}
#ifndef THREADS
static const uint THREADS = 32;
#endif
groupshared float sharedAccumulators[ THREADS ];
// Compute horizontal maximum of the numbers, and broadcast to all threads of the group.
void horizontalMaxBroadcast( const uint thread, inout float ax )
{
sharedAccumulators[ thread ] = ax;
for( uint i = THREADS / 2; i > 0; i /= 2 )
{
GroupMemoryBarrierWithGroupSync();
if( thread < i )
{
ax = max( ax, sharedAccumulators[ thread + i ] );
sharedAccumulators[ thread ] = ax;
}
}
GroupMemoryBarrierWithGroupSync();
ax = sharedAccumulators[ 0 ];
}
// 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 )
{
sharedAccumulators[ thread ] = sum;
for( uint i = THREADS / 2; i > 1; i /= 2 )
{
GroupMemoryBarrierWithGroupSync();
if( thread < i )
{
sum += sharedAccumulators[ thread + i ];
sharedAccumulators[ thread ] = sum;
}
}
GroupMemoryBarrierWithGroupSync();
if( 0 == thread )
sum += sharedAccumulators[ 1 ];
}
static const float negativeInfinity = asfloat( 0xff800000 );
[numthreads( THREADS, 1, 1 )]
void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex )
{
const uint p = group.x * strides[ 1 ];
const uint nc = elements[ 0 ];
const uint pEnd = p + nc;
uint i;
float m = negativeInfinity;
for( i = p + thread; i < pEnd; i += THREADS )
m = max( m, result[ i ] );
horizontalMaxBroadcast( thread, m );
float sum = 0;
for( i = p + thread; i < pEnd; i += THREADS )
{
float f = result[ i ];
[branch]
if( f != negativeInfinity )
{
f = ( f - m ) * inputScale;
// On both Radeon Graphics and nVidia 1080Ti, computing the exponent is slightly faster than loading from the lookup table
f = exp( f );
sum += f;
}
else
f = 0;
result[ i ] = f;
}
horizontalSum( thread, sum );
if( 0 == thread )
sharedAccumulators[ 0 ] = 1.0 / sum;
GroupMemoryBarrierWithGroupSync();
const float scale = sharedAccumulators[ 0 ];
// ggml_vec_scale_f32
for( i = p + thread; i < pEnd; i += THREADS )
{
float f = result[ i ];
f *= scale;
result[ i ] = f;
}
}
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