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nv-coopmat-2.vk.nocompat.spv16.comp
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139 lines (119 loc) · 5.28 KB
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#version 450
#extension GL_KHR_memory_scope_semantics : require
#extension GL_KHR_cooperative_matrix : require
#extension GL_NV_cooperative_matrix2 : require
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_shader_explicit_arithmetic_types_float16 : require
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : require
#extension GL_EXT_float_e5m2 : require
#extension GL_EXT_float_e4m3 : require
layout(local_size_x = 1) in;
layout(constant_id = 0) const uint32_t Clamp = 0;
layout (binding = 0) buffer A_buffer {float16_t data_a[];};
layout(buffer_reference, std430, buffer_reference_align = 8) buffer A_buffer_ref {float16_t data_a[];};
float16_t Exp(const in uint32_t row, const in uint32_t col, const in float16_t elem)
{
return exp(elem);
}
float16_t ExpWithArg(const in uint32_t row, const in uint32_t col, const in float16_t elem, const in bool maybe)
{
if(maybe) {
return exp(elem);
} else {
return elem;
}
}
float16_t maxReduce(const in float16_t x, const in float16_t y) {
return max(x, y);
}
float16_t maxReduceIndirect(const in float16_t x, const in float16_t y) {
return maxReduce(x, y);
}
void accum_to_a_cast()
{
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator> Accum =
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator>(0.0);
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseA> A;
A = coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseA>(Accum);
}
void accum_to_b_cast()
{
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator> Accum =
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator>(0.0);
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseB> B;
B = coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseB>(Accum);
}
void value_cast()
{
// This should use normal OpFConvert.
coopmat<float, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator> Accum =
coopmat<float, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator>(0.0);
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator> A;
A = coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator>(Accum);
}
void saturated_cast()
{
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator> Accum =
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator>(0.0);
coopmat<floate4m3_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseB> B;
saturatedConvertEXT(B, Accum);
}
void tensor_layouts() {
tensorLayoutNV<2, gl_CooperativeMatrixClampModeConstantNV> layout1 = createTensorLayoutNV(2, gl_CooperativeMatrixClampModeConstantNV);
tensorLayoutNV<2, Clamp> layout2 = createTensorLayoutNV(2, Clamp);
tensorLayoutNV<2, gl_CooperativeMatrixClampModeConstantNV> layout3 = setTensorLayoutClampValueNV(layout1, 42);
const uint32_t BLOCK_SIZE = 16;
layout1 = setTensorLayoutBlockSizeNV(layout1, 1, BLOCK_SIZE);
layout1 = setTensorLayoutBlockSizeNV(layout1, 1, 16);
const int N = 128;
const int D = 128;
const int KV = 128;
layout1 = setTensorLayoutDimensionNV(layout1, N, D);
layout1 = setTensorLayoutDimensionNV(layout1, KV, D);
layout1 = setTensorLayoutDimensionNV(layout1, KV, D);
layout1 = setTensorLayoutStrideNV(layout1, 1, 1);
}
void tensor_views() {
tensorViewNV<2, false> view1 = createTensorViewNV(2, false);
tensorViewNV<2, false, 0, 1> view2 = createTensorViewNV(2, false);
tensorViewNV<2, false, 1, 0> viewTransposed = createTensorViewNV(2, false, 1, 0);
view1 = setTensorViewClipNV(view1, 0, 16, 0, 16);
view1 = setTensorViewDimensionsNV(view1, 256, 256);
view1 = setTensorViewStrideNV(view1, 2, 1);
}
float16_t decodeLoad(const in A_buffer_ref buf, const in uint32_t blockCoord[2], const in uint32_t coordInBlock[2]) {
return buf.data_a[0];
}
void load_stores() {
uint32_t offset = 17;
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseA> A;
tensorLayoutNV<2, gl_CooperativeMatrixClampModeConstantNV> layout1 = createTensorLayoutNV(2, gl_CooperativeMatrixClampModeConstantNV);
tensorViewNV<2, false, 0, 1> view = createTensorViewNV(2, false, 0, 1);
coopMatLoadTensorNV(A, data_a, offset, layout1);
coopMatLoadTensorNV(A, data_a, offset, sliceTensorLayoutNV(layout1, 16, 16, 0, 16));
coopMatLoadTensorNV(A, data_a, offset, layout1, view);
coopMatLoadTensorNV(A, data_a, offset, layout1, decodeLoad);
coopMatLoadTensorNV(A, data_a, offset, layout1, view, decodeLoad);
coopMatStoreTensorNV(A, data_a, offset, sliceTensorLayoutNV(layout1, 16, 16, 0, 16));
coopMatStoreTensorNV(A, data_a, offset, sliceTensorLayoutNV(layout1, 16, 16, 0, 16), view);
}
void callback_functions() {
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator> A;
coopmat<float16_t, gl_ScopeSubgroup, 16, 16, gl_MatrixUseAccumulator> reduced;
coopMatReduceNV(reduced, A, gl_CooperativeMatrixReduceRowNV, maxReduce);
coopMatReduceNV(reduced, reduced, gl_CooperativeMatrixReduceRowAndColumnNV, maxReduce);
coopmat<float16_t, gl_ScopeSubgroup, 8, 8, gl_MatrixUseAccumulator> B;
coopMatReduceNV(B, A, gl_CooperativeMatrixReduce2x2NV, maxReduceIndirect);
coopMatPerElementNV(A, A, Exp);
coopMatPerElementNV(A, A, ExpWithArg, true);
}
void main()
{
accum_to_a_cast();
accum_to_b_cast();
value_cast();
saturated_cast();
tensor_layouts();
load_stores();
callback_functions();
}