2023-06-22 10:58:07 +00:00
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/**
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* Copyright (c) 2023 Nomic, Inc. All rights reserved.
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*
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* This software is licensed under the terms of the Software for Open Models License (SOM),
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* version 1.0, as detailed in the LICENSE_SOM.txt file. A copy of this license should accompany
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* this software. Except as expressly granted in the SOM license, all rights are reserved by Nomic, Inc.
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*/
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#version 450
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2023-09-21 17:00:10 +00:00
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#include "common.comp"
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2023-06-22 10:58:07 +00:00
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#define nth 256
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layout(local_size_x = nth) in;
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layout(binding = 0) buffer restrict readonly tensorIn { float in_[]; };
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layout(binding = 1) buffer restrict tensorOut { float out_[]; };
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layout(push_constant) uniform PushConstants {
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uint inOff;
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uint outOff;
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uint ne00;
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uint nb01;
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float eps;
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} pcs;
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shared float sum[nth];
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void main() {
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const uint x = (gl_WorkGroupID.x*pcs.nb01/4) + pcs.inOff; // Based from in_
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// MEAN
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// parallel sum
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sum[gl_LocalInvocationID.x] = 0.0;
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for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += nth) {
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sum[gl_LocalInvocationID.x] += in_[x+i00];
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}
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// reduce
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barrier();
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memoryBarrierShared();
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[[unroll]] for (uint i = nth/2; i > 0; i /= 2) {
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if (gl_LocalInvocationID.x < i) {
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sum[gl_LocalInvocationID.x] += sum[gl_LocalInvocationID.x + i];
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}
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barrier();
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memoryBarrierShared();
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}
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// broadcast
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if (gl_LocalInvocationID.x == 0) {
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sum[0] /= float(pcs.ne00);
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}
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barrier();
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memoryBarrierShared();
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const float mean = sum[0];
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// recenter
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const uint y = (gl_WorkGroupID.x*pcs.ne00/4) + pcs.outOff; // Based from out_
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for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += nth) {
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out_[y+i00] = in_[x+i00] - mean;
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}
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// VARIANCE
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// parallel sum
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sum[gl_LocalInvocationID.x] = 0.0;
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for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += nth) {
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sum[gl_LocalInvocationID.x] += out_[y+i00] * out_[y+i00];
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}
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// reduce
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barrier();
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memoryBarrierShared();
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[[unroll]] for (uint i = nth/2; i > 0; i /= 2) {
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if (gl_LocalInvocationID.x < i) {
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sum[gl_LocalInvocationID.x] += sum[gl_LocalInvocationID.x + i];
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}
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barrier();
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memoryBarrierShared();
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}
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// broadcast
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if (gl_LocalInvocationID.x == 0) {
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sum[0] /= float(pcs.ne00);
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}
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barrier();
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memoryBarrierShared();
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const float variance = sum[0];
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const float scale = 1.0f/sqrt(variance + pcs.eps);
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for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += nth) {
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out_[y+i00] *= scale;
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}
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}
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