cubek-std 0.3.0-pre.2

CubeK: Standard Library
Documentation
use cubecl::{
    prelude::*,
    {cmma::MmaDefinition, ir::MatrixIdent},
};

use crate::{
    MatrixLayout, TileSize, as_cmma_layout, from_cmma_layout,
    tile::{
        StridedTile,
        variants::{LoadMethod, MmaIOConfig},
    },
};

/// Load an MMA fragment from a strided tile.
#[cube]
pub fn mma_load_strided<
    E: Numeric,
    NE: Size,
    V: Numeric,
    NV: Size,
    A: Numeric,
    B: Numeric,
    CD: Numeric,
>(
    tile: &StridedTile<V, NV>,
    fragment: &mut Array<Vector<E, NE>>,
    def: &MmaDefinition<A, B, CD>,
    #[comptime] ident: MatrixIdent,
    #[comptime] layout: MatrixLayout,
    #[comptime] tile_size: TileSize,
    #[comptime] config: MmaIOConfig,
) {
    let vector_layout = def.vector_layout(ident);

    let transposed = comptime![as_cmma_layout(layout) != vector_layout];

    match config.load_method(ident) {
        LoadMethod::Manual => {
            if transposed {
                load_manual_transposed(tile, fragment, def, ident, layout);
            } else {
                load_manual_plain(tile, fragment, def, ident, layout);
            }
        }
        LoadMethod::LoadMatrix => {
            load_ldmatrix(tile, fragment, def, transposed, ident, layout, tile_size);
        }
    }
}

#[cube]
fn load_manual_transposed<
    E: Numeric,
    N: Size,
    V: Numeric,
    NV: Size,
    A: Numeric,
    B: Numeric,
    CD: Numeric,
>(
    tile: &StridedTile<V, NV>,
    fragment: &mut Array<Vector<E, N>>,
    def: &MmaDefinition<A, B, CD>,
    #[comptime] ident: MatrixIdent,
    #[comptime] layout: MatrixLayout,
) {
    let num_vectors = def.vectors_per_lane(ident);
    let vector_size = def.vector_size(ident);
    let lane_id = UNIT_POS_PLANE;

    let stride = tile.unvectorized_stride();
    let tile = tile.with_vector_size::<Const<1>>();

    let (stride_row, stride_col) = match layout {
        MatrixLayout::RowMajor => (stride, 1),
        MatrixLayout::ColMajor => (1, stride),
    };

    #[unroll]
    for i in 0..num_vectors {
        let mut vector = Vector::empty();
        #[unroll]
        for n in 0..vector_size {
            let elem_idx = i * vector_size + n;
            let (row, col) = def.position_of_nth(lane_id, elem_idx as u32, ident);
            let offset = row * stride_row + col * stride_col;
            let offset = tile.stage_offset(offset);

            vector.insert(n, E::cast_from(tile.container[offset as usize]));
        }
        fragment[i] = vector;
    }
}

#[cube]
fn load_manual_plain<
    E: Numeric,
    N: Size,
    V: Numeric,
    NV: Size,
    A: Numeric,
    B: Numeric,
    CD: Numeric,
>(
    tile: &StridedTile<V, NV>,
    fragment: &mut Array<Vector<E, N>>,
    def: &MmaDefinition<A, B, CD>,
    #[comptime] ident: MatrixIdent,
    #[comptime] layout: MatrixLayout,
) {
    let num_vectors = def.vectors_per_lane(ident);
    let vector_size = N::value();

    let lane_id = UNIT_POS_PLANE;
    let stride = tile.unvectorized_stride();
    // Supported on all targets that support manual MMA
    let tile = tile.with_vector_size::<N>();

    let (stride_row, stride_col) = match layout {
        MatrixLayout::RowMajor => (stride, 1),
        MatrixLayout::ColMajor => (1, stride),
    };

    #[unroll]
    for i in 0..num_vectors {
        let elem_idx = i * vector_size;
        let (row, col) = def.position_of_nth(lane_id, elem_idx as u32, ident);
        let offset = row * stride_row + col * stride_col;
        let stage_offset = tile.stage_offset(offset / vector_size as u32);

        fragment[i] = Vector::cast_from(tile.container[stage_offset as usize]);
    }
}

/// This is important to use on CUDA because CUDA's matrices are heavily permuted, being organized
/// into 8x8 chunks with only 32 contiguous bits per thread. `ldmatrix` loads 8 consecutive elements
/// in each thread (if executed with x4), then uses warp shuffles to move the elements to the
/// correct positions for each thread. This currently only supports f16, fp8 needs more handling and
/// packed fp4 isn't supported at all. So these currently fall back to manual loading.
/// tf32 isn't supported by the instruction at all.
#[cube]
fn load_ldmatrix<E: Numeric, N: Size, V: Numeric, NV: Size, A: Numeric, B: Numeric, CD: Numeric>(
    tile: &StridedTile<V, NV>,
    fragment: &mut Array<Vector<E, N>>,
    def: &MmaDefinition<A, B, CD>,
    #[comptime] transposed: bool,
    #[comptime] ident: MatrixIdent,
    #[comptime] layout: MatrixLayout,
    #[comptime] tile_size: TileSize,
) {
    let stage_vector_size = tile.container.vector_size().comptime();
    let stride = tile.unvectorized_stride();

    let elem_size = E::type_size().comptime();
    let num_regs = def.vectors_per_lane(ident);
    let width = (16 / elem_size / stage_vector_size) as u32;

    let start =
        ldmatrix_offset::<V, A, B, CD>(stride, def, stage_vector_size, ident, layout, tile_size);
    let start = tile.stage_offset(start);

    let row_slice = &tile.container[start as usize..(start + width) as usize];
    let regs = def.load_matrix::<_, N>(row_slice, ident, num_regs, transposed);

    #[unroll]
    for i in 0..num_regs {
        fragment[i] = Vector::cast_from(regs[i]);
    }
}

/// This logic is horrible and hard to reason about, and very hardcoded. But can't figure out a
/// better way to do it.
#[cube]
pub(crate) fn ldmatrix_offset<E: Numeric, A: Numeric, B: Numeric, CD: Numeric>(
    stride: u32,
    def: &MmaDefinition<A, B, CD>,
    #[comptime] stage_vector_size: VectorSize,
    #[comptime] ident: MatrixIdent,
    #[comptime] layout: MatrixLayout,
    #[comptime] tile_size: TileSize,
) -> u32 {
    let expected_layout = from_cmma_layout(def.vector_layout(ident)).comptime();
    let (stride_row, stride_col) = match layout {
        MatrixLayout::RowMajor => (stride, 1),
        MatrixLayout::ColMajor => (1, stride),
    };

    let elem_size = E::type_size().comptime();
    let num_regs = def.vectors_per_lane(ident).comptime() as u32;
    let width = 16 / elem_size as u32;
    // Height is always 8, and lanes are divided into blocks of 8.
    let height = 8;

    let (total_rows, total_cols) = match ident {
        MatrixIdent::A => (tile_size.m(), tile_size.k()),
        MatrixIdent::B => (tile_size.k(), tile_size.n()),
        MatrixIdent::Accumulator => (tile_size.m(), tile_size.n()),
    };
    // tile is treated as row-major, if col-major the tile shape is just inverted
    let total_cols = match expected_layout {
        MatrixLayout::RowMajor => total_cols,
        MatrixLayout::ColMajor => total_rows,
    };

    //  Indices are wrapped for < 4 registers.
    let lane = UNIT_POS_PLANE;
    let sub_lane = lane % height;
    let nth_matrix = lane / height % num_regs;

    let tiles_col = total_cols / height;

    // Tiles are arranged in column-major fashion
    let row_offs = (nth_matrix % tiles_col) * 8;
    let col_offs = (nth_matrix / tiles_col) * width;

    let (row, col) = match layout {
        MatrixLayout::RowMajor => (row_offs + sub_lane, col_offs),
        MatrixLayout::ColMajor => (row_offs, col_offs + sub_lane),
    };

    let start = row * stride_row + col * stride_col;
    start / stage_vector_size as u32
}

/// Fill every vector slot of the MMA fragment with `value`.
#[cube]
pub fn mma_fill_fragment<E: Numeric, N: Size, V: Numeric, A: Numeric, B: Numeric, CD: Numeric>(
    value: &V,
    fragment: &mut Array<Vector<E, N>>,
    def: &MmaDefinition<A, B, CD>,
    #[comptime] ident: MatrixIdent,
) {
    let num_vectors = def.vectors_per_lane(ident);
    let value = Vector::<E, N>::cast_from(*value);

    #[unroll]
    for i in 0..num_vectors {
        fragment[i] = value;
    }
}