llama.cpp/kompute/op_norm.comp

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/**
* Copyright (c) 2023 Nomic, Inc. All rights reserved.
*
* This software is licensed under the terms of the Software for Open Models License (SOM),
* version 1.0, as detailed in the LICENSE_SOM.txt file. A copy of this license should accompany
* this software. Except as expressly granted in the SOM license, all rights are reserved by Nomic, Inc.
*/
#version 450
#include "common.comp"
#define nth 256
layout(local_size_x = nth) in;
layout(binding = 0) buffer restrict readonly tensorIn { float in_[]; };
layout(binding = 1) buffer restrict tensorOut { float out_[]; };
layout(push_constant) uniform PushConstants {
uint inOff;
uint outOff;
uint ne00;
uint nb01;
float eps;
} pcs;
shared float sum[nth];
void main() {
const uint x = (gl_WorkGroupID.x*pcs.nb01/4) + pcs.inOff; // Based from in_
// MEAN
// parallel sum
sum[gl_LocalInvocationID.x] = 0.0;
for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += nth) {
sum[gl_LocalInvocationID.x] += in_[x+i00];
}
// reduce
barrier();
memoryBarrierShared();
[[unroll]] for (uint i = nth/2; i > 0; i /= 2) {
if (gl_LocalInvocationID.x < i) {
sum[gl_LocalInvocationID.x] += sum[gl_LocalInvocationID.x + i];
}
barrier();
memoryBarrierShared();
}
// broadcast
if (gl_LocalInvocationID.x == 0) {
sum[0] /= float(pcs.ne00);
}
barrier();
memoryBarrierShared();
const float mean = sum[0];
// recenter
2023-10-03 01:00:48 +00:00
const uint y = (gl_WorkGroupID.x*pcs.ne00) + pcs.outOff; // Based from out_
for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += nth) {
out_[y+i00] = in_[x+i00] - mean;
}
// VARIANCE
// parallel sum
sum[gl_LocalInvocationID.x] = 0.0;
for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += nth) {
sum[gl_LocalInvocationID.x] += out_[y+i00] * out_[y+i00];
}
// reduce
barrier();
memoryBarrierShared();
[[unroll]] for (uint i = nth/2; i > 0; i /= 2) {
if (gl_LocalInvocationID.x < i) {
sum[gl_LocalInvocationID.x] += sum[gl_LocalInvocationID.x + i];
}
barrier();
memoryBarrierShared();
}
// broadcast
if (gl_LocalInvocationID.x == 0) {
sum[0] /= float(pcs.ne00);
}
barrier();
memoryBarrierShared();
const float variance = sum[0];
const float scale = 1.0f/sqrt(variance + pcs.eps);
for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += nth) {
out_[y+i00] *= scale;
}
}