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norm.hlsl
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// Ported from ggml_compute_forward_norm_f32
// Dispatch [ ne01, ne02, ne03 ] thread groups of this shader
Buffer<float> arg0: register( t0 );
RWBuffer<float> result: register( u0 );
cbuffer Constants: register( b0 )
{
uint4 src0_elements: packoffset( c0 );
uint4 src0_strides: packoffset( c1 );
uint4 result_strides: packoffset( c3 );
}
static const float eps = 1e-5f; // TODO: make this a parameter
#include "groupReduce.hlsli"
float computeVectorSum( uint i, const uint length, const uint thread )
{
float res = 0.0;
const uint iEnd = i + length;
i += thread;
for( ; i < iEnd; i += 32 )
res += arg0[ i ];
horizontalSumBroadcast( thread, res );
return res;
}
float offsetAndComputeSumSquares( uint rsi, uint rdi, const float mean, const uint length, const uint thread )
{
float sum2 = 0.0;
const uint rsiEnd = rsi + length;
rsi += thread;
rdi += thread;
for( ; rsi < rsiEnd; rsi += 32, rdi += 32 )
{
float v = arg0[ rsi ] - mean;
result[ rdi ] = v;
sum2 = mad( v, v, sum2 );
}
horizontalSumBroadcast( thread, sum2 );
return sum2;
}
void scaleVector( uint rdi, const float scale, const uint length, const uint thread )
{
const uint rdiEnd = rdi + length;
for( rdi += thread; rdi < rdiEnd; rdi += 32 )
{
float f = result[ rdi ];
f *= scale;
result[ rdi ] = f;
}
}
[ numthreads( 32, 1, 1 ) ]
void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex )
{
const uint i03 = group.z;
const uint i02 = group.y;
const uint i01 = group.x;
const uint nb01 = src0_strides[ 1 ];
const uint nb02 = src0_strides[ 2 ];
const uint nb03 = src0_strides[ 3 ];
const uint p = i01 * nb01 + i02 * nb02 + i03 * nb03;
const uint ne00 = src0_elements[ 0 ];
float mean = computeVectorSum( p, ne00, thread );
mean /= (float)(int)ne00;
const uint nb1 = result_strides[ 1 ];
const uint nb2 = result_strides[ 2 ];
const uint nb3 = result_strides[ 3 ];
const uint y = i01 * nb1 + i02 * nb2 + i03 * nb3;
float sum2 = offsetAndComputeSumSquares( p, y, mean, ne00, thread );
const float scale = 1.0 / sqrt( sum2 / (float)(int)ne00 + eps );
scaleVector( y, scale, ne00, thread );
}