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authorMichele Di Giorgio <michele.digiorgio@arm.com>2018-04-26 10:24:30 +0100
committerAnthony Barbier <anthony.barbier@arm.com>2018-11-02 16:52:35 +0000
commitf6f08dac6d57770c191d1bc77123f0ddd2363d3f (patch)
tree3409794e82c069398fb6eaf74f5fbce645adc2c9 /src/core/GLES_COMPUTE/cs_shaders/gemm.cs
parenta4244190b6c7dc7d30d6adc621ca9a8b84b677ee (diff)
downloadComputeLibrary-f6f08dac6d57770c191d1bc77123f0ddd2363d3f.tar.gz
COMPMID-1044: Optimizing GCGEMM - Support for not reshaped GEMM on GLES
Change-Id: I22fe80393ec70e4501a4f9f9cad14014029d035d Reviewed-on: https://eu-gerrit-1.euhpc.arm.com/129134 Tested-by: Jenkins <bsgcomp@arm.com> Reviewed-by: Gian Marco Iodice <gianmarco.iodice@arm.com>
Diffstat (limited to 'src/core/GLES_COMPUTE/cs_shaders/gemm.cs')
-rw-r--r--src/core/GLES_COMPUTE/cs_shaders/gemm.cs188
1 files changed, 184 insertions, 4 deletions
diff --git a/src/core/GLES_COMPUTE/cs_shaders/gemm.cs b/src/core/GLES_COMPUTE/cs_shaders/gemm.cs
index 580acc16a7..e51908b5e5 100644
--- a/src/core/GLES_COMPUTE/cs_shaders/gemm.cs
+++ b/src/core/GLES_COMPUTE/cs_shaders/gemm.cs
@@ -132,7 +132,7 @@ void main(void)
/** This OpenGL ES kernel is optimised for Midgard. It computes the matrix multiplication between matrix A (src0) and matrix B (src1)
* Matrix A and matrix B must be reshaped respectively with @ref gemm_interleave4x4_32bit and @ref gemm_transpose1x4 before running the matrix multiplication
*
- * @attention The width of matrix B and the alpha's value need to be passed at compile time using WIDTH_MATRIX_B and ALPHA
+ * @note The optional value of scalar alpha is passed at compile time using -DALPHA=alpha
*
* @param[in] src0_ptr Pointer to the source matrix. Supported data types: F32
* @param[in] src0_attrs The attributes of the source matrix
@@ -221,7 +221,9 @@ void main()
/** This OpenGL ES kernel computes the matrix multiplication between matrix A (src0) and matrix B (src1)
* Matrix A and matrix B must be reshaped respectively with @ref gemm_interleave4x4_32bit and @ref gemm_transpose1x4 before running the matrix multiplication
*
- * @attention The width of matrix B and the alpha's value need to be passed at compile time using WIDTH_MATRIX_B and ALPHA
+ * @note The number of elements processed along the x and y directions must be passed at compile time using -DNUM_ELEMS_PROCESSED_PER_THREAD_X and -DNUM_ELEMS_PROCESSED_PER_THREAD_Y.
+ * @note The number of matrix A columns must be passed at compile time using -DCOLS_A.
+ * @note The optional value of scalar alpha is passed at compile time using -DALPHA=alpha
*
* @param[in] src0_ptr Pointer to the source matrix. Supported data types: F32
* @param[in] src0_attrs The attributes of the source matrix
@@ -345,6 +347,184 @@ void main()
}
#endif /* GEMM_MM_FLOATING_POINT */
+#ifdef GEMM_MM_FLOATING_POINT_BIFROST
+/** This OpenGL ES kernel computes the matrix multiplication between matrix A (src0) and matrix B (src1)
+ * Matrix A and matrix B in case both matrices have not been reshaped
+ *
+ * @note The number of elements processed along the x and y directions must be passed at compile time using -DNUM_ELEMS_PROCESSED_PER_THREAD_X and -DNUM_ELEMS_PROCESSED_PER_THREAD_Y.
+ * @note The number of matrix A columns must be passed at compile time using -DCOLS_A.
+ * @note The optional value of scalar alpha is passed at compile time using -DALPHA=alpha
+ *
+ * @param[in] src0_ptr Pointer to the source matrix. Supported data types: F32
+ * @param[in] src0_attrs The attributes of the source matrix
+ * @param[in] src1_ptr Pointer to the source matrix. Supported data types: same as @p src0_ptr
+ * @param[in] src1_attrs The attributes of the source matrix
+ * @param[out] dst_ptr Pointer to the destination matrix Supported data types: same as @p src0_ptr
+ * @param[in] dst_attrs The attributes of the destination matrix
+ */
+SHADER_PARAMS_DECLARATION
+{
+ ImageAttributes src0_attrs;
+ ImageAttributes src1_attrs;
+ ImageAttributes dst_attrs;
+};
+TENSOR_DECLARATION(1, src0Buffer, float, src0_ptr, src0_shift, 2, readonly);
+TENSOR_DECLARATION(2, src1Buffer, float, src1_ptr, src1_shift, 2, readonly);
+TENSOR_DECLARATION(3, dstBuffer, float, dst_ptr, dst_shift, 2, writeonly);
+
+void main()
+{
+ ImageIterator src0_iter = CONVERT_TO_IMAGE_ITERATOR_NO_STEP(src0_attrs, src0_shift);
+ ImageIterator src1_iter = CONVERT_TO_IMAGE_ITERATOR_NO_STEP(src1_attrs, src1_shift);
+ ImageIterator dst_iter = CONVERT_TO_IMAGE_ITERATOR(dst_attrs, dst_shift);
+
+ int idx = int(gl_GlobalInvocationID.x) * int(NUM_ELEMS_PROCESSED_PER_THREAD_X);
+ /* Compute the address for the vector A and matrix B */
+ TENSOR_ITERATOR_ADVANCE_IN_BYTES(src0_iter, uint(gl_GlobalInvocationID.y) * (src0_attrs.stride_y) * uint(NUM_ELEMS_PROCESSED_PER_THREAD_Y));
+ TENSOR_ITERATOR_ADVANCE_IN_BYTES(src1_iter, idx * 4);
+
+ /* Reset accumulators */
+ vec4 acc0 = vec4(0.0f);
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+ vec4 acc1 = vec4(0.0f);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+ vec4 acc2 = vec4(0.0f);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ vec4 acc3 = vec4(0.0f);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+
+ // A and B src indices get incremented at the same time.
+ int i = 0;
+ for(; i <= (COLS_A - 4); i += 4)
+ {
+ // Load values from matrix A and matrix B
+ vec4 a0 = VLOAD4_CURRENT_ITEM(vec4, src0_ptr, src0_iter);
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+ vec4 a1 = VLOAD4(vec4, src0_ptr, IMAGE_OFFSET(src0_iter, 0, 1));
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+ vec4 a2 = VLOAD4(vec4, src0_ptr, IMAGE_OFFSET(src0_iter, 0, 2));
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ vec4 a3 = VLOAD4(vec4, src0_ptr, IMAGE_OFFSET(src0_iter, 0, 3));
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ vec4 b0 = VLOAD4_CURRENT_ITEM(vec4, src1_ptr, src1_iter);
+ TENSOR_ITERATOR_ADVANCE_IN_BYTES(src1_iter, src1_attrs.stride_y);
+
+ // Multiply and accumulate
+ acc0 += b0 * vec4(a0.x);
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+ acc1 += b0 * vec4(a1.x);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+ acc2 += b0 * vec4(a2.x);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ acc3 += b0 * vec4(a3.x);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+
+ // Load values from matrix B
+ b0 = VLOAD4_CURRENT_ITEM(vec4, src1_ptr, src1_iter);
+ TENSOR_ITERATOR_ADVANCE_IN_BYTES(src1_iter, src1_attrs.stride_y);
+
+ // Multiply and accumulate
+ acc0 += b0 * vec4(a0.y);
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+ acc1 += b0 * vec4(a1.y);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+ acc2 += b0 * vec4(a2.y);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ acc3 += b0 * vec4(a3.y);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+
+ // Load values from matrix B
+ b0 = VLOAD4_CURRENT_ITEM(vec4, src1_ptr, src1_iter);
+ TENSOR_ITERATOR_ADVANCE_IN_BYTES(src1_iter, src1_attrs.stride_y);
+
+ // Multiply and accumulate
+ acc0 += b0 * vec4(a0.z);
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+ acc1 += b0 * vec4(a1.z);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+ acc2 += b0 * vec4(a2.z);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ acc3 += b0 * vec4(a3.z);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+
+ // Load values from matrix B
+ b0 = VLOAD4_CURRENT_ITEM(vec4, src1_ptr, src1_iter);
+ TENSOR_ITERATOR_ADVANCE_IN_BYTES(src1_iter, src1_attrs.stride_y);
+
+ // Multiply and accumulate
+ acc0 += b0 * vec4(a0.w);
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+ acc1 += b0 * vec4(a1.w);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+ acc2 += b0 * vec4(a2.w);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ acc3 += b0 * vec4(a3.w);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+
+ TENSOR_ITERATOR_ADVANCE(src0_iter, 4);
+ }
+
+ for(; i < COLS_A; ++i)
+ {
+ // Load values from matrix A
+ float a0 = LOAD_CURRENT_ITEM(src0_ptr, src0_iter);
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+ float a1 = LOAD(src0_ptr, IMAGE_OFFSET(src0_iter, 0, 1));
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+ float a2 = LOAD(src0_ptr, IMAGE_OFFSET(src0_iter, 0, 2));
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ float a3 = LOAD(src0_ptr, IMAGE_OFFSET(src0_iter, 0, 3));
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ vec4 b0 = VLOAD4_CURRENT_ITEM(vec4, src1_ptr, src1_iter);
+
+ // Multiply and accumulate
+ acc0 += b0 * vec4(a0);
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+ acc1 += b0 * vec4(a1);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+ acc2 += b0 * vec4(a2);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ acc3 += b0 * vec4(a3);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+
+ TENSOR_ITERATOR_ADVANCE_IN_BYTES(src1_iter, src1_attrs.stride_y);
+ TENSOR_ITERATOR_ADVANCE(src0_iter, 1);
+ }
+
+ /* Multiply by the weight of vector-matrix product */
+ acc0 = acc0 * vec4(ALPHA);
+ VSTORE4_CURRENT_ITEM(dst_ptr, dst_iter, acc0);
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+ acc1 = acc1 * vec4(ALPHA);
+ VSTORE4(dst_ptr, IMAGE_OFFSET(dst_iter, 0, 1), acc1);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 1
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+ acc2 = acc2 * vec4(ALPHA);
+ VSTORE4(dst_ptr, IMAGE_OFFSET(dst_iter, 0, 2), acc2);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 2
+#if NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+ acc3 = acc3 * vec4(ALPHA);
+ VSTORE4(dst_ptr, IMAGE_OFFSET(dst_iter, 0, 3), acc3);
+#endif // NUM_ELEMS_PROCESSED_PER_THREAD_Y > 3
+}
+#endif /* GEMM_MM_FLOATING_POINT_BIFROST */
+
#ifdef GEMM_MATRIXADDITION
/** This OpenGL ES kernel performs the in-place matrix addition between 2 matrices taking into account that the second matrix might be weighted by a scalar value beta:
*
@@ -462,7 +642,7 @@ void main(void)
/** This OpenGL ES kernel computes the matrix multiplication between matrix A(src0) and matrix B(src1)
* Matrix A and matrix B must be reshaped respectively with @ref gemm_interleave4x4_16bit and @ref gemm_transpose1x4 before running the matrix multiplication
*
- * @attention The width of matrix B and the alpha's value need to be passed at compile time using WIDTH_MATRIX_B and ALPHA
+ * @note The optional value of scalar alpha is passed at compile time using -DALPHA=alpha
*
* @param[in] src0_ptr Pointer to the source matrix.Supported data types: F16
* @param[in] src0_attrs The attributes of the source matrix
@@ -837,7 +1017,7 @@ void main(void)
/** This OpenGL ES kernel is optimised for Midgard. It computes the matrix multiplication between matrix A (src0) and matrix B (src1)
* Matrix A and matrix B must be reshaped respectively with @ref gemm_interleave4x4_32bit and @ref gemm_transpose1x4 before running the matrix multiplication
*
- * @attention The width of matrix B and the alpha's value need to be passed at compile time using WIDTH_MATRIX_B and ALPHA
+ * @note The optional value of scalar alpha is passed at compile time using -DALPHA=alpha
*
* @param[in] src0_ptr Pointer to the source matrix. Supported data types: F16
* @param[in] src0_attrs The attributes of the source matrix