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https://github.com/Const-me/Whisper.git
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71 lines
1.5 KiB
HLSL
71 lines
1.5 KiB
HLSL
// Dispatch [ nr, 1, 1 ] thread groups of this shader
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RWBuffer<float> result: register( u0 );
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// table_exp_f16
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Buffer<uint> lookupTable: register( t0 );
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cbuffer Constants: register( b0 )
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{
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uint4 elements: packoffset( c0 );
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uint4 strides: packoffset( c1 );
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uint nr: packoffset( c2.x );
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float inputScale: packoffset( c2.y );
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}
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#include "miscUtils.hlsli"
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#include "groupReduce.hlsli"
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static const float negativeInfinity = asfloat( 0xff800000 );
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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 p = group.x * strides[ 1 ];
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const uint nc = elements[ 0 ];
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const uint pEnd = p + nc;
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uint i;
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float m = negativeInfinity;
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for( i = p + thread; i < pEnd; i += 32 )
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m = max( m, result[ i ] );
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horizontalMaxBroadcast( thread, m );
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float sum = 0;
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for( i = p + thread; i < pEnd; i += 32 )
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{
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float f = result[ i ];
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[branch]
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if( f != negativeInfinity )
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{
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f = ( f - m ) * inputScale;
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#if 1
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// Similar to Radeon Graphics, computing the exponent on nVidia 1080Ti is also slightly faster than loading from the lookup table
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f = exp( f );
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#else
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uint s = fp16Rounded( f );
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s = lookupTable[ s ];
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f = f16tof32( s );
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#endif
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sum += f;
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}
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else
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f = 0;
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result[ i ] = f;
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}
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horizontalSum( thread, sum );
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if( 0 == thread )
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sharedAccumulators[ 0 ] = 1.0 / sum;
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GroupMemoryBarrierWithGroupSync();
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const float scale = sharedAccumulators[ 0 ];
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// ggml_vec_scale_f32
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for( i = p + thread; i < pEnd; i += 32 )
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{
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float f = result[ i ];
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f *= scale;
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result[ i ] = f;
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}
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} |