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https://github.com/Const-me/Whisper.git
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45 lines
1.5 KiB
HLSL
45 lines
1.5 KiB
HLSL
// Implementation of fmaRepeat() when source arguments have different shape or VRAM layout
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// Dispatch [ nb[ 1 ], nb[ 2 ], nb[ 3 ] ] thread groups of this shader, where nb is size of the destination tensor
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RWBuffer<float> tensor: register( u0 );
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Buffer<float> patternMul: register( t0 );
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Buffer<float> patternAdd: register( t1 );
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cbuffer Constants: register( b0 )
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{
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uint4 tensorSize: packoffset( c0 );
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uint4 tensorStrides: packoffset( c1 );
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uint4 patternSizeMul: packoffset( c2 );
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uint4 patternStridesMul: packoffset( c3 );
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uint4 patternSizeAdd: packoffset( c4 );
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uint4 patternStridesAdd: packoffset( c5 );
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}
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#ifndef THREADS
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#define THREADS 32
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#endif
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#include "repeatUtils.hlsli"
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inline float loadPattern( Buffer<float> buffer, uint rowStart, uint i, uint4 size, uint4 stride )
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{
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i %= size.x;
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return buffer[ i * stride.x + rowStart ];
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}
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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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uint3 it = tensorIteratorState( group, thread, tensorSize, tensorStrides );
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const uint rsiMul = rowOffset( group % patternSizeMul.yzw, patternStridesMul );
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const uint rsiAdd = rowOffset( group % patternSizeAdd.yzw, patternStridesAdd );
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for( uint i = thread; it.x < it.z; it.x += it.y, i++ )
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{
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precise float f = tensor[ it.x ];
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float mul = loadPattern( patternMul, rsiMul, i, patternSizeMul, patternStridesMul );
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float add = loadPattern( patternAdd, rsiAdd, i, patternSizeAdd, patternStridesAdd );
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f *= mul;
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f += add;
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tensor[ it.x ] = f;
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}
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} |