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// ggml_compute_forward_soft_max_f32
// Dispatch [ ( nr + 31 ) / 32, 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 );
}
#include "miscUtils.hlsli"
#include "fp64Utils.hlsli"
static const float negativeInfinity = asfloat( 0xff800000 );
[ numthreads( 32, 1, 1 ) ]
void main( uint3 dtid: SV_DispatchThreadID )
{
if( dtid.x >= nr )
return;
const uint p = dtid.x * strides[ 1 ];
const uint nc = elements[ 0 ];
const uint pEnd = p + nc;
uint i;
float m = negativeInfinity;
for( i = p; i < pEnd; i++ )
m = max( m, result[ i ] );
double sum = 0;
for( i = p; i < pEnd; i++ )
{
float f = result[ i ];
[branch]
if( f != negativeInfinity )
{
uint s = fp16Rounded( f - m );
s = lookupTable[ s ];
f = f16tof32( s );
sum += f;
}
else
f = 0;
result[ i ] = f;
}
const float scale = (float)div64( 1.0, sum );
// ggml_vec_scale_f32
for( i = p; i < pEnd; i++ )
{
float f = result[ i ];
f *= scale;
result[ i ] = f;
}
}
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