struct View {
shape: vec4<u32>,
stride: vec4<u32>,
offset: vec4<u32>,
};
struct Cursor {
batch: u32,
token: u32,
len: u32,
};
struct Input {
@builtin(global_invocation_id) uid: vec3<u32>,
@builtin(local_invocation_id) tid: vec3<u32>,
};
@group(0) @binding(0) var<uniform> shape: vec4<u32>; // [S, H, A]
@group(0) @binding(1) var<uniform> view: View; // [C, S + 1, B]
@group(0) @binding(2) var<storage, read> cursors: array<u32>; // [A]
@group(0) @binding(3) var<storage, read_write> state: array<vec4<f32>>; // (B, S + 1, C)
@group(0) @binding(4) var<storage, read> u: array<vec2<u32>>; // (A, H, S)
#ifdef FP16
@group(0) @binding(5) var<storage, read> r: array<vec2<u32>>; // (A, H, S)
@group(0) @binding(6) var<storage, read> w: array<vec2<u32>>; // (A, H, S)
@group(0) @binding(7) var<storage, read> n: array<vec2<u32>>; // (4, A, H, S)
@group(0) @binding(9) var<storage, read_write> x: array<vec2<u32>>; // (A, H, S)
#else
@group(0) @binding(5) var<storage, read> r: array<vec4<f32>>; // (A, H, S)
@group(0) @binding(6) var<storage, read> w: array<vec4<f32>>; // (A, H, S)
@group(0) @binding(7) var<storage, read> n: array<vec4<f32>>; // (4, A, H, S)
@group(0) @binding(9) var<storage, read_write> x: array<vec4<f32>>; // (A, H, S)
#endif
var<workgroup> shared_r: array<vec4<f32>, BLOCK_SIZE>;
var<workgroup> shared_k: array<vec4<f32>, BLOCK_SIZE>;
var<workgroup> shared_w: array<vec4<f32>, BLOCK_SIZE>;
var<workgroup> shared_a: array<vec4<f32>, BLOCK_SIZE>;
var<workgroup> shared_b: array<vec4<f32>, BLOCK_SIZE>;
var<workgroup> shared_x: array<vec4<f32>, BLOCK_SIZE>;
fn compute_index(batch: u32, token: u32, index: u32) -> u32 {
let stride = view.stride.x >> 2u;
let offset = vec3<u32>(view.offset.zy, view.offset.x >> 2u);
return dot(vec3<u32>(batch, token, index) + offset, vec3<u32>(view.stride.y * stride, stride, 1u));
}
fn compute_cursor(x: u32) -> Cursor {
// let unpacked = vec4<u32>(unpack4x8unorm(x) * 255.0 + 0.5);
var cursor: Cursor;
cursor.batch = x & 0xffu;
cursor.token = (x >> 8u) & 0xffffu;
cursor.len = (x >> 24u) & 0xffu;
return cursor;
}
fn pack4x16float(x: vec4<f32>) -> vec2<u32> {
return vec2<u32>(pack2x16float(x.xy), pack2x16float(x.zw));
}
fn unpack4x16float(x: vec2<u32>) -> vec4<f32> {
return vec4<f32>(unpack2x16float(x.x), unpack2x16float(x.y));
}
// ACTIVATION_DEFINE
fn act_w(x: vec4<f32>) -> vec4<f32> {
return exp(-0.606531 * sigmoid(x)); // 0.606531 = exp(-0.5)
}
fn load_u(index: u32) -> vec4<f32> {
return unpack4x16float(u[index]);
}
fn load_r(index: u32) -> vec4<f32> {
#ifdef FP16
return unpack4x16float(r[index]);
#else
return r[index];
#endif
}
fn load_w(index: u32) -> vec4<f32> {
#ifdef FP16
return unpack4x16float(w[index]);
#else
return w[index];
#endif
}
fn load_k(index: u32) -> vec4<f32> {
#ifdef FP16
return unpack4x16float(n[index]);
#else
return n[index];
#endif
}
fn load_v(index: u32) -> vec4<f32> {
let offset = shape[2] * shape[1] * shape[0] / 4u;
#ifdef FP16
return unpack4x16float(n[index + offset]);
#else
return n[index + offset];
#endif
}
fn load_a(index: u32) -> vec4<f32> {
let offset = shape[2] * shape[1] * shape[0] / 4u;
#ifdef FP16
return unpack4x16float(n[index + 2u * offset]);
#else
return n[index + 2u * offset];
#endif
}
fn load_kk(index: u32) -> vec4<f32> {
let offset = shape[2] * shape[1] * shape[0] / 4u;
#ifdef FP16
return unpack4x16float(n[index + 3u * offset]);
#else
return n[index + 3u * offset];
#endif
}
fn load_x(index: u32) -> vec4<f32> {
#ifdef FP16
return unpack4x16float(x[index]);
#else
return x[index];
#endif
}
fn store_x(index: u32, value: vec4<f32>) {
#ifdef FP16
x[index] = pack4x16float(value);
#else
x[index] = value;
#endif
}
@compute @workgroup_size(BLOCK_SIZE, 1, 1)
fn time_mix(in: Input) {
// const HEAD_SIZE = shape[0] / 4u;
let stride = shape[1] * shape[0] / 4u;
let index = in.uid.x;
let head = in.tid.x / HEAD_SIZE;
let h = head * HEAD_SIZE;
for (var t = 0u; t < shape[2]; t += 1u) {
let ti = t * stride + index;
let cursor = compute_cursor(cursors[t]);
if index < stride && t - cursor.token + 1u == cursor.len {
state[compute_index(cursor.batch, 0u, index)] = load_x((cursor.token + cursor.len - 1u) * stride + index);
}
workgroupBarrier();
if index < stride {
shared_r[in.tid.x] = load_r(ti);
shared_w[in.tid.x] = act_w(load_w(ti));
shared_k[in.tid.x] = load_k(ti);
let a = load_a(ti);
let kk = load_kk(ti);
shared_a[in.tid.x] = -kk;
shared_b[in.tid.x] = kk * a;
}
workgroupBarrier();
if index < stride {
var sa = vec4<f32>(0.0);
for (var j = 0u; j < HEAD_SIZE; j += 1u) {
var ss: mat4x4<f32>;
let aa = shared_a[h + j];
var bji = compute_index(cursor.batch, j * 4u + 1u, index);
ss[0] = state[bji]; bji += stride;
ss[1] = state[bji]; bji += stride;
ss[2] = state[bji]; bji += stride;
ss[3] = state[bji];
sa += ss * aa;
}
let vv = load_v(ti);
var y = vec4<f32>(0.0);
for (var j = 0u; j < HEAD_SIZE; j += 1u) {
let rr = shared_r[h + j];
let ww = shared_w[h + j];
let kk = shared_k[h + j];
let bb = shared_b[h + j];
var ss: array<vec4<f32>, 4>;
let bji = compute_index(cursor.batch, j * 4u + 1u, index);
ss[0] = state[bji + stride * 0u];
ss[1] = state[bji + stride * 1u];
ss[2] = state[bji + stride * 2u];
ss[3] = state[bji + stride * 3u];
ss[0] = ss[0] * ww[0] + kk[0] * vv + sa * bb[0];
ss[1] = ss[1] * ww[1] + kk[1] * vv + sa * bb[1];
ss[2] = ss[2] * ww[2] + kk[2] * vv + sa * bb[2];
ss[3] = ss[3] * ww[3] + kk[3] * vv + sa * bb[3];
y += rr[0] * ss[0];
y += rr[1] * ss[1];
y += rr[2] * ss[2];
y += rr[3] * ss[3];
state[bji + stride * 0u] = ss[0];
state[bji + stride * 1u] = ss[1];
state[bji + stride * 2u] = ss[2];
state[bji + stride * 3u] = ss[3];
}
store_x(ti, y);
}
}
}
@compute @workgroup_size(BLOCK_SIZE, 1, 1)
fn time_first(in: Input) {
// const HEAD_SIZE = shape[0] / 4u;
let stride = shape[1] * shape[0] / 4u;
let index = in.uid.x;
let head = in.tid.x / HEAD_SIZE;
let h = head * HEAD_SIZE;
let t = in.uid.y;
let ti = t * stride + index;
if index < stride {
let uu = load_u(index);
let kk = load_k(ti);
let rr = load_r(ti);
shared_x[in.tid.x] = uu * kk * rr;
}
workgroupBarrier();
for (var step = HEAD_SIZE >> 1u; step > 0u; step >>= 1u) {
shared_x[in.tid.x] += shared_x[in.tid.x + step];
workgroupBarrier();
}
// if in.tid.x == h {
// var xx: vec4<f32>;
// for (var j = 0u; j < HEAD_SIZE; j += 1u) {
// xx += shared_x[h + j];
// }
// shared_x[h] = xx;
// }
// workgroupBarrier();
if index < stride {
let xx = dot(shared_x[h], vec4<f32>(1.0));
let vv = load_v(ti);
store_x(ti, load_x(ti) + xx * vv);
}
}