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https://github.com/Const-me/Whisper.git
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82 lines
2.0 KiB
HLSL
82 lines
2.0 KiB
HLSL
// Ported from ggml_compute_forward_norm_f32
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// Dispatch [ ( ne01 + 31 ) / 32, 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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uint4 result_strides: packoffset( c3 );
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}
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static const double eps = 1e-5; // TODO: make this a parameter
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#include "groupReduce.hlsli"
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double computeVectorSum( uint i, const uint length )
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{
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double res = 0.0;
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const uint iEnd = i + length;
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for( ; i < iEnd; i++ )
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res += arg0[ i ];
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return res;
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}
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double offsetAndComputeSumSquares( uint rsi, uint rdi, const double mean, const uint length )
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{
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precise double sum2 = 0.0;
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const uint rsiEnd = rsi + length;
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for( ; rsi < rsiEnd; rsi++, rdi++ )
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{
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double v = arg0[ rsi ];
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v -= mean;
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result[ rdi ] = (float)v;
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double prod = v * v;
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sum2 += prod;
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}
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return sum2;
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}
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void scaleVector( uint rdi, const float scale, const uint length )
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{
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const uint rdiEnd = rdi + length;
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for( ; rdi < rdiEnd; rdi++ )
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{
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float f = result[ rdi ];
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f *= scale;
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result[ rdi ] = f;
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}
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}
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#include "fp64Utils.hlsli"
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[ numthreads( 32, 1, 1 ) ]
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void main( uint3 dtid: SV_DispatchThreadID )
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{
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const uint i03 = dtid.z;
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const uint i02 = dtid.y;
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const uint i01 = dtid.x;
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if( i01 >= src0_elements[ 1 ] )
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return;
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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 p = i01 * nb01 + i02 * nb02 + i03 * nb03;
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const uint ne00 = src0_elements[ 0 ];
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double mean = computeVectorSum( p, ne00 );
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mean = div64( mean, (double)(int)ne00 );
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const uint nb1 = result_strides[ 1 ];
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const uint nb2 = result_strides[ 2 ];
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const uint nb3 = result_strides[ 3 ];
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const uint y = i01 * nb1 + i02 * nb2 + i03 * nb3;
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const double sum2 = offsetAndComputeSumSquares( p, y, mean, ne00 );
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const float scale = (float)div64( 1.0, sqrt64( sum2 / (float)(int)ne00 + eps ) );
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scaleVector( y, scale, ne00 );
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} |