mirror of
https://github.com/Const-me/Whisper.git
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119 lines
3.2 KiB
HLSL
119 lines
3.2 KiB
HLSL
// Optimized version of convolutionMain2.hlsl for kernel size = 3
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// Dispatch [ ( ( ne10 / 2 ) + TILE_Y - 1 ) / TILE_Y, ne02, 1 ] thread groups of this shader
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#ifndef TILE_Y
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static const uint TILE_Y = 8;
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#endif
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#ifndef THREADS
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static const uint THREADS = 64;
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#endif
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Buffer<float> arg0: register( t0 );
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Buffer<float> arg1: register( t1 );
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RWBuffer<float> result: register( u0 );
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cbuffer Constants: register( b0 )
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{
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uint4 src0_elements: packoffset( c0 );
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uint4 src0_strides: packoffset( c1 );
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uint4 src1_elements: packoffset( c2 );
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uint4 result_elements: packoffset( c4 );
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uint4 result_strides: packoffset( c5 );
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}
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// The accumulators we're after
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groupshared float resTemp[ TILE_Y ][ THREADS ];
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// Multiply + accumulate the specified row
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inline void accumulate( float a0, float a1, const uint resultRow, const uint thread )
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{
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float acc = resTemp[ resultRow ][ thread ];
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acc = mad( a0, a1, acc );
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resTemp[ resultRow ][ thread ] = acc;
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}
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inline void convolutionTile( const uint s0, uint s1, const uint thread, const uint stride, const uint height )
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{
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// Load 3 rows from arg0
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const float3 a0 = float3( arg0[ s0 ], arg0[ s0 + stride ], arg0[ s0 + stride * 2 ] );
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// Row 0
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float a1 = arg1[ s1 ];
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accumulate( a0[ 0 ], a1, 0, thread );
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s1 += stride;
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for( uint i = 1; i < height; i++ )
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{
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// Row i*2-1
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// Even-indexed rows only contribute to a single output rows, after muiltiplied by kernel row #1
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a1 = arg1[ s1 ];
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accumulate( a0[ 1 ], a1, i - 1, thread );
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s1 += stride;
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// Row i*2, contributes to 2 output rows corresponding to kernel rows #0 and #2
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a1 = arg1[ s1 ];
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accumulate( a0[ 2 ], a1, i - 1, thread );
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accumulate( a0[ 0 ], a1, i, thread );
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s1 += stride;
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}
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// Row height*2 - 1
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a1 = arg1[ s1 ];
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accumulate( a0[ 1 ], a1, height - 1, thread );
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s1 += stride;
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// Row height*2
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a1 = arg1[ s1 ];
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accumulate( a0[ 2 ], a1, height - 1, thread );
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}
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#include "miscUtils.hlsli"
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[ numthreads( THREADS, 1, 1 ) ]
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void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex )
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{
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uint i;
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// Zero out the accumulators
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for( i = 0; i < TILE_Y; i++ )
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resTemp[ i ][ thread ] = 0.0;
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GroupMemoryBarrierWithGroupSync();
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const uint i1 = group.y;
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const uint i0 = group.x * TILE_Y * 2;
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const uint height = min( TILE_Y, ( src1_elements.x / 2 ) - group.x * TILE_Y );
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const uint ne00 = src0_elements[ 0 ];
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const uint ne01 = src0_elements[ 1 ];
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const int ew0 = roundUp32( ne01 );
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uint s0 = i1 * ew0 * ne00;
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const uint s0End = s0 + ew0;
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uint s1 = i0 * ew0;
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s0 += thread;
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s1 += thread;
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for( ; s0 < s0End; s0 += THREADS, s1 += THREADS )
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convolutionTile( s0, s1, thread, ew0, height );
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GroupMemoryBarrierWithGroupSync();
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// Now we need horizontal sums of these shared accumulators, i.e. reduce [height][THREADS] shared array into [height][1] column
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for( i = THREADS / 2; i > 0; i /= 2 )
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{
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if( thread < i )
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{
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for( uint j = 0; j < height; j++ )
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{
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float sum = resTemp[ j ][ thread ];
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sum += resTemp[ j ][ thread + i ];
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resTemp[ j ][ thread ] = sum;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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}
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// And finally, store that column to global memory
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if( thread >= height )
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return;
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const uint nb1 = result_strides[ 1 ];
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const uint rdi = i1 * nb1 + group.x * TILE_Y + thread;
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result[ rdi ] = resTemp[ thread ][ 0 ];
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} |