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// Dispatch [ nr, 1, 1 ] thread groups of this shader
RWBuffer<float> result: register( u0 );
// table_exp_f16
Buffer<uint> lookupTable: register( t0 );
cbuffer Constants: register( b0 )
{
uint4 elements: packoffset( c0 );
uint4 strides: packoffset( c1 );
uint nr: packoffset( c2.x );
float inputScale: packoffset( c2.y );
}
#include "miscUtils.hlsli"
#include "groupReduce.hlsli"
static const float negativeInfinity = asfloat( 0xff800000 );
[ numthreads( 32, 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 += 32 )
m = max( m, result[ i ] );
horizontalMaxBroadcast( thread, m );
float sum = 0;
for( i = p + thread; i < pEnd; i += 32 )
{
float f = result[ i ];
[branch]
if( f != negativeInfinity )
{
f = ( f - m ) * inputScale;
#if 1
// Similar to Radeon Graphics, computing the exponent on nVidia 1080Ti is also slightly faster than loading from the lookup table
f = exp( f );
#else
uint s = fp16Rounded( f );
s = lookupTable[ s ];
f = f16tof32( s );
#endif
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 += 32 )
{
float f = result[ i ];
f *= scale;
result[ i ] = f;
}
}
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