Files
ik_llama.cpp/ggml/src/kompute-shaders/op_rmsnorm.comp
Kawrakow 0ceeb11721 Merge mainline llama.cpp (#3)
* Merging mainline - WIP

* Merging mainline - WIP

AVX2 and CUDA appear to work.
CUDA performance seems slightly (~1-2%) lower as it is so often
the case with llama.cpp/ggml after some "improvements" have been made.

* Merging mainline - fix Metal

* Remove check

---------

Co-authored-by: Iwan Kawrakow <iwan.kawrakow@gmail.com>
2024-07-27 07:55:01 +02:00

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#version 450
#include "common.comp"
layout(local_size_x = 512) 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[gl_WorkGroupSize.x];
void main() {
const uint x = (gl_WorkGroupID.x*pcs.nb01/4) + pcs.inOff; // Based from in_
// parallel sum
sum[gl_LocalInvocationID.x] = 0.0;
for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += gl_WorkGroupSize.x) {
sum[gl_LocalInvocationID.x] += in_[x+i00] * in_[x+i00];
}
// reduce
barrier();
memoryBarrierShared();
[[unroll]] for (uint i = gl_WorkGroupSize.x/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 scale = 1.0f/sqrt(sum[0] + pcs.eps);
const uint y = (gl_WorkGroupID.x*pcs.ne00) + pcs.outOff; // Based from out_
for (uint i00 = gl_LocalInvocationID.x; i00 < pcs.ne00; i00 += gl_WorkGroupSize.x) {
out_[y+i00] = in_[x+i00] * scale;
}
}