* Add buffer label and enable dawn-specific toggles to turn off some checks * Minor set_rows optimization (#4) * updated optimization, fixed errors * non vectorized version now dispatches one thread per element * Simplify * Change logic for set_rows pipelines --------- Co-authored-by: Neha Abbas <nehaabbas@macbookpro.lan> Co-authored-by: Neha Abbas <nehaabbas@ReeseLevines-MacBook-Pro.local> Co-authored-by: Reese Levine <reeselevine1@gmail.com> * Comment on dawn toggles * Remove some comments * Implement overlap binary operators * Revert "Implement overlap binary operators" This reverts commit ed710b36f51ab3f53fa13db15c1685dc8678a32a. * Disable support for non-contiguous binary_op tensors and leave note for future support --------- Co-authored-by: neha-ha <137219201+neha-ha@users.noreply.github.com> Co-authored-by: Neha Abbas <nehaabbas@macbookpro.lan> Co-authored-by: Neha Abbas <nehaabbas@ReeseLevines-MacBook-Pro.local>
113 lines
2.5 KiB
WebGPU Shading Language
113 lines
2.5 KiB
WebGPU Shading Language
#define(VARIANTS)
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[
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{
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"SHADER_SUFFIX": "f16_vec",
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"REPLS": {
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"TYPE" : "vec4<f32>",
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"DST_TYPE": "vec4<f16>",
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"VEC_SIZE": 4
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}
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},
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{
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"SHADER_SUFFIX": "f16",
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"REPLS": {
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"TYPE" : "f32",
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"DST_TYPE": "f16",
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"VEC_SIZE": 1
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}
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}
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]
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#end(VARIANTS)
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#define(SHADER)
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enable f16;
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@group(0) @binding(0)
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var<storage, read_write> src: array<{{TYPE}}>;
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@group(0) @binding(1)
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var<storage, read_write> idx: array<u32>;
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@group(0) @binding(2)
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var<storage, read_write> dst: array<{{DST_TYPE}}>;
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@group(0) @binding(3)
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var<storage, read_write> error: atomic<u32>;
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struct Params {
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offset_src: u32, // in elements
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offset_idx: u32, // in elements
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offset_dst: u32, // in elements
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// Strides (in elements)
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stride_src1: u32,
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stride_src2: u32,
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stride_src3: u32,
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stride_idx0: u32,
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stride_idx1: u32,
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stride_idx2: u32,
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stride_dst1: u32,
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stride_dst2: u32,
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stride_dst3: u32,
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// Shape of src
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ne0: u32,
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n_rows: u32,
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ne2: u32,
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ne3: u32,
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// Shape of idx
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idx1: u32,
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idx2: u32,
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};
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@group(0) @binding(4)
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var<uniform> params: Params;
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override wg_size: u32;
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@compute @workgroup_size(wg_size)
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fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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if (gid.x >= (params.ne3 * params.ne2 * params.n_rows * params.ne0) / {{VEC_SIZE}}) {
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return;
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}
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// getting the row from gid
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let elems_per_row = params.ne0 / {{VEC_SIZE}};
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var i = gid.x / elems_per_row;
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let i_src3 = i / (params.ne2 * params.n_rows);
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i = i % (params.ne2 * params.n_rows);
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let i_src2 = i / params.n_rows;
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let i_src1 = i % params.n_rows;
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let i_idx2 = i_src3 % params.idx2;
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let i_idx1 = i_src2 % params.idx1;
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let i_idx0 = i_src1;
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let idx_high = (params.offset_idx + i_idx0 * params.stride_idx0 + i_idx1 * params.stride_idx1 + i_idx2 * params.stride_idx2) * 2;
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let idx_high_val = idx[idx_high];
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let idx_low_val = idx[idx_high + 1];
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if (idx_low_val != 0) {
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// Upper bits of index are not zero, output will be incorrect
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atomicStore(&error, 1);
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return;
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}
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let i_dst_row = params.offset_dst + idx_high_val * params.stride_dst1 + i_src2 * params.stride_dst2 + i_src3 * params.stride_dst3;
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let i_src_row = params.offset_src + i_src1 * params.stride_src1 + i_src2 * params.stride_src2 + i_src3 * params.stride_src3;
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let col_idx = (gid.x % elems_per_row);
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dst[i_dst_row/{{VEC_SIZE}} + col_idx] = {{DST_TYPE}}(src[i_src_row/{{VEC_SIZE}} + col_idx]);
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}
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#end(SHADER)
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