mirror of
https://github.com/Const-me/Whisper.git
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274 lines
8.8 KiB
HLSL
274 lines
8.8 KiB
HLSL
// This compute shader implements matrix*matrix product, using tiling and many other tricks to improve the performance
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// This one here is _the_ most expensive shader in the model. Optimized heavily, as a result the readability ain't great.
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#ifndef TILE_SIZE
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static const uint TILE_SIZE = 32;
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#endif
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#ifndef THREADS_Y
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static const uint THREADS_Y = 8;
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#endif
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// The above values have a following constraint: TILE_SIZE = THREADS_Y * N * 4 where N is an integer
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#ifndef STREAM_SECOND_MATRIX
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// Funfact: enabling this on 1080Ti ruins the performance, by a factor of 3.5
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#define STREAM_SECOND_MATRIX 0
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#endif
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#ifndef LOAD_ORDER
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// Load with coalesced loads from global memory whenever possible, store into groupshared buffer with random stores
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// #define LOAD_ORDER bool2( ( 1 == arg0Strides[ 0 ] ) || ( 1 != arg0Strides[ 1 ] ), ( 1 == arg1Strides[ 0 ] ) || ( 1 != arg1Strides[ 1 ] ) )
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// Load with random loads from global memory, store into groupshared buffer with coalesced stores
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// On my AMD iGPU inside Ryzen 7 5700G, there's whopping 15% performance win with that tactics, from 6.67 to 5.66 seconds for this shader.
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// My nVidia GPU does about the same
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#define LOAD_ORDER bool2( false, true )
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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 arg0Size: packoffset( c0 );
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uint4 arg0Strides: packoffset( c1 );
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uint4 arg1Strides: packoffset( c3 );
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uint4 resultSize: packoffset( c4 );
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uint4 resultStrides: packoffset( c5 );
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}
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groupshared float tile0[ TILE_SIZE ][ TILE_SIZE ];
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#if !STREAM_SECOND_MATRIX
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groupshared float tile1[ TILE_SIZE ][ TILE_SIZE ];
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#endif
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// Count of FP32 accumulators we need in every thread of the shader
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static const uint heightScalars = TILE_SIZE / THREADS_Y;
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// The local accumulators are float4 vectors, compute count of these vectors
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static const uint heightVectors = ( heightScalars + 3 ) / 4;
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#if STREAM_SECOND_MATRIX
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void multiplyTiles( uint rsi, const uint3 thread, const uint w, const uint h, inout float4 acc[ heightVectors ] )
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{
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uint4 rsi4 = ( THREADS_Y * arg1Strides.y ) * uint4( 0, 1, 2, 3 ) + rsi;
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[unroll]
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for( uint iv = 0; iv < heightVectors; iv++, rsi4 += THREADS_Y * 4 * arg1Strides.y )
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{
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float4 r = 0;
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uint4 rsiRow = rsi4;
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for( uint j = 0; j < w; j++, rsiRow += arg1Strides.x )
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{
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// One TILE_SIZE * 4 bytes coalesced load, broadcasted into THREADS_Y copies
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const float s0 = tile0[ j ][ thread.x ];
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float4 s1 = 0.0;
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[unroll]
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for( uint k = 0; k < 4; k++ )
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{
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const uint i = ( iv * 4 + k ) * THREADS_Y + thread.y;
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if( i < h )
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s1[ k ] = arg1[ rsiRow[ k ] ];
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}
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// Multiply and accumulate
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r = mad( s0, s1, r );
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}
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// Accumulate into the output tile
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acc[ iv ] += r;
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}
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}
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#else
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// Compute resTemp += tile0 * tile1, for TILE_SIZE^2 square matrices
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// The group size is TILE_SIZE*THREADS_Y threads in this shader
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void multiplyTiles( const uint3 thread, inout float4 acc[ heightVectors ] )
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{
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[unroll]
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for( uint iv = 0; iv < heightVectors; iv++ )
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{
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float4 r = 0;
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for( uint j = 0; j < TILE_SIZE; j++ )
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{
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// One TILE_SIZE * 4 bytes coalesced load, broadcasted into THREADS_Y copies
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const float s0 = tile0[ j ][ thread.x ];
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float4 s1;
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[unroll]
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for( uint k = 0; k < 4; k++ )
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{
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const uint i = ( iv * 4 + k ) * THREADS_Y + thread.y;
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// THREADS_Y broadcasts, each one is 4 bytes broadcasted into TILE_SIZE copies
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s1[ k ] = tile1[ i ][ j ];
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}
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// Multiply and accumulate
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r = mad( s0, s1, r );
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}
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// Accumulate into the output tile
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acc[ iv ] += r;
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}
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}
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#endif
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// Note we transposed these tiles while loading
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void loadTile0( uint rsi, const uint3 thread, const uint w, const uint h, const bool rowMajor )
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{
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uint i;
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if( rowMajor )
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{
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rsi += arg0Strides.y * thread.y;
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for( i = thread.y; i < h; i += THREADS_Y, rsi += arg0Strides.y * THREADS_Y )
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{
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if( thread.x < w )
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tile0[ thread.x ][ i ] = arg0[ rsi + thread.x * arg0Strides.x ];
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else
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tile0[ thread.x ][ i ] = 0.0;
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}
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}
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else
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{
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// Unlike width which is smaller for the last tile, the height is always the same, and all these tiles are zero-initialized
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if( thread.x >= h )
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return;
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rsi += arg0Strides.x * thread.y;
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for( i = thread.y; i < w; i += THREADS_Y, rsi += arg0Strides.x * THREADS_Y )
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tile0[ i ][ thread.x ] = arg0[ rsi + thread.x * arg0Strides.y ];
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if( i >= TILE_SIZE )
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return;
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for( ; i < TILE_SIZE; i += THREADS_Y )
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tile0[ i ][ thread.x ] = 0.0;
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}
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}
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#if !STREAM_SECOND_MATRIX
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void loadTile1( uint rsi, const uint3 thread, const uint w, const uint h, const bool rowMajor )
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{
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uint i;
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if( rowMajor )
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{
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rsi += thread.y * arg1Strides.y;
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for( i = thread.y; i < h; i += THREADS_Y, rsi += arg1Strides.y * THREADS_Y )
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{
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if( thread.x < w )
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tile1[ i ][ thread.x ] = arg1[ rsi + thread.x * arg1Strides.x ];
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else
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tile1[ i ][ thread.x ] = 0.0;
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}
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}
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else
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{
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// Unlike width which is smaller for the last tile, the height is always the same, and all these tiles are zero-initialized
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if( thread.x >= h )
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return;
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rsi += thread.y * arg1Strides.x;
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for( i = thread.y; i < w; i += THREADS_Y, rsi += arg1Strides.x * THREADS_Y )
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tile1[ thread.x ][ i ] = arg1[ rsi + thread.x * arg0Strides.y ];
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if( i >= TILE_SIZE )
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return;
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for( ; i < TILE_SIZE; i += THREADS_Y )
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tile1[ thread.x ][ i ] = 0.0;
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}
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}
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#endif
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void storeTile( const uint3 thread, const uint4 pos, const uint2 size, in float4 acc[ heightVectors ] )
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{
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if( thread.x >= size.x )
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return;
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const uint4 prod4 = pos * resultStrides;
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const uint2 prod2 = prod4.xy + prod4.zw;
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uint rdi = prod2.x + prod2.y;
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rdi += resultStrides.y * thread.y;
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rdi += resultStrides.x * thread.x;
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const uint4 offsets = THREADS_Y * uint4( 0, 1, 2, 3 ); //< a compile-time constant vector
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uint4 rdi4 = resultStrides.y * offsets + rdi;
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[unroll]
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for( uint iv = 0; iv < heightVectors; iv++, rdi4 += resultStrides.y * THREADS_Y * 4 )
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{
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const float4 source = acc[ iv ];
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[unroll]
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for( uint k = 0; k < 4; k++ )
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{
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const uint i = ( iv * 4 + k ) * THREADS_Y + thread.y;
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if( i < size.y )
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result[ rdi4[ k ] ] = source[ k ];
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}
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}
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}
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[ numthreads( TILE_SIZE, THREADS_Y, 1 ) ]
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void main( uint3 group: SV_GroupID, uint3 thread : SV_GroupThreadID )
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{
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// Zero out these shared buffers
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for( uint i = 0; i < TILE_SIZE; i += THREADS_Y )
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{
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tile0[ i + thread.y ][ thread.x ] = 0.0;
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#if !STREAM_SECOND_MATRIX
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tile1[ i + thread.y ][ thread.x ] = 0.0;
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#endif
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}
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// Despite inside GPU cores, the shared memory is still much slower than registers
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// For this reason, this shader accumulates numbers in local variables. Only uses groupshared memory for tiles of the argument matrices.
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float4 acc[ heightVectors ];
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// Zero out the accumulators
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[unroll]
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for( i = 0; i < heightVectors; i++ )
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acc[ i ] = 0.0;
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const uint2 resultPos = group.xy * TILE_SIZE;
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const uint2 layer = uint2( group.z % resultSize.z, group.z / resultSize.z );
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uint rsi0 = resultPos.x * arg0Strides.y + layer.x * arg0Strides.z + layer.y * arg0Strides.w;
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uint rsi1 = resultPos.y * arg1Strides.y + layer.x * arg1Strides.z + layer.y * arg1Strides.w;
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const uint rsi0Inc = TILE_SIZE * arg0Strides.x;
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const uint rsi1Inc = TILE_SIZE * arg1Strides.x;
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const uint completeTiles = arg0Size.x / TILE_SIZE;
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const uint rsi0AndAligned = rsi0 + rsi0Inc * completeTiles;
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// Output tile size
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// Normally TILE_SIZE^2, less than that for the tiles at the right and bottom edges of the output matrix
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const uint2 outputSize = min( TILE_SIZE, resultSize.xy - resultPos );
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const bool2 loadOrder = LOAD_ORDER;
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#if STREAM_SECOND_MATRIX
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rsi1 += thread.y * arg1Strides.y;
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#endif
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for( ; rsi0 < rsi0AndAligned; rsi0 += rsi0Inc, rsi1 += rsi1Inc )
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{
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loadTile0( rsi0, thread, TILE_SIZE, outputSize.x, loadOrder.x );
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#if STREAM_SECOND_MATRIX
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GroupMemoryBarrierWithGroupSync();
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multiplyTiles( rsi1, thread, TILE_SIZE, outputSize.y, acc );
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#else
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loadTile1( rsi1, thread, TILE_SIZE, outputSize.y, loadOrder.y );
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GroupMemoryBarrierWithGroupSync();
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multiplyTiles( thread, acc );
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#endif
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// Need one moar barrier here.
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// Otherwise, some threads of the group are loading the next tile into tile0/tile1 groupshared buffers on the next iteration of the loop,
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// while other threads of the same group are still computing the matrix product, and getting incorrect values from that groupshared buffer.
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// The missing barrier only caused a bug on AMD, and only with "ggml-large.bin" model; no idea why that is.
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GroupMemoryBarrierWithGroupSync();
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}
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const uint rem = arg0Size.x % TILE_SIZE;
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if( 0 != rem )
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{
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loadTile0( rsi0, thread, rem, outputSize.x, loadOrder.x );
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#if STREAM_SECOND_MATRIX
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GroupMemoryBarrierWithGroupSync();
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multiplyTiles( rsi1, thread, rem, outputSize.y, acc );
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#else
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loadTile1( rsi1, thread, rem, outputSize.y, loadOrder.y );
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GroupMemoryBarrierWithGroupSync();
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multiplyTiles( thread, acc );
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#endif
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}
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storeTile( thread, uint4( resultPos, layer ), outputSize, acc );
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} |