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https://github.com/Const-me/Whisper.git
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50 lines
1.3 KiB
HLSL
50 lines
1.3 KiB
HLSL
// ggml_compute_forward_dup_f32 when we only need to convert types, but not reshape the tensor
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// Dispatch [ ne01, ne02, ne03 ] thread groups of this shader
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Buffer<float> arg0: register( t0 );
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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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bool downcastFp32 : packoffset( c2.x );
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}
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#include "miscUtils.hlsli"
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[ numthreads( 32, 1, 1 ) ]
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void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex )
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{
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const uint nb00 = src0_strides[ 0 ];
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const uint nb01 = src0_strides[ 1 ];
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const uint nb02 = src0_strides[ 2 ];
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const uint nb03 = src0_strides[ 3 ];
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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 uint ne02 = src0_elements[ 2 ];
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const uint ne03 = src0_elements[ 3 ];
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const uint i01 = group.x;
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const uint i02 = group.y;
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const uint i03 = group.z;
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const uint rs = ne00 * nb00;
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//const uint id = i01 + i02 * ne02 + i03 * ne01 * ne02;
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const uint id = ( i03 * ne01 + i02 ) * ne02 + i01;
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uint rsi = i01 * nb01 + i02 * nb02 + i03 * nb03;
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uint rdi = id * rs;
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const uint rsiEnd = rsi + rs;
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rsi += thread;
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rdi += thread;
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for( ; rsi < rsiEnd; rsi += 32, rdi += 32 )
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{
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float f = arg0[ rsi ];
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[branch]
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if( downcastFp32 )
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f = adjustFp16( f );
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result[ rdi ] = f;
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}
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} |