llama.cpp/vulkan-shaders/norm.comp
0cc4m 7c7836d9d4
Vulkan Shader Refactor, Memory Debugging Option (#7947)
* Refactor shaders, extract GLSL code from ggml_vk_generate_shaders.py into vulkan-shaders directory

* Improve debug log code

* Add memory debug output option

* Fix flake8

* Fix unnecessary high llama-3 VRAM use
2024-06-16 07:17:31 +02:00

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#version 450
#include "generic_head.comp"
#include "types.comp"
#extension GL_EXT_control_flow_attributes : enable
#define BLOCK_SIZE 512
layout(local_size_x = BLOCK_SIZE, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0) readonly buffer X {A_TYPE data_a[];};
layout (binding = 1) writeonly buffer D {D_TYPE data_d[];};
shared vec2 sum[BLOCK_SIZE];
void main() {
const uint row = gl_WorkGroupID.x;
const uint tid = gl_LocalInvocationID.x;
sum[tid] = vec2(0.0f, 0.0f);
[[unroll]] for (uint col = tid; col < p.KX; col += BLOCK_SIZE) {
const float xi = float(data_a[row*p.KX + col]);
sum[tid].x += xi;
sum[tid].y += xi * xi;
}
// sum up partial sums and write back result
barrier();
[[unroll]] for (int s = BLOCK_SIZE / 2; s > 0; s >>= 1) {
if (tid < s) {
sum[tid] += sum[tid + s];
}
barrier();
}
const float mean = sum[0].x / p.KX;
const float var = sum[0].y / p.KX - mean * mean;
const float inv_std = inversesqrt(var + p.param1);
[[unroll]] for (uint col = tid; col < p.KX; col += BLOCK_SIZE) {
data_d[row*p.KX + col] = D_TYPE((float(data_a[row*p.KX + col]) - mean) * inv_std);
}
}