whisper.cpp/ggml/src/ggml-cpu/simd-mappings.h
Georgi Gerganov 1e9c2f87f1 ggml : simplify Arm fp16 CPU logic (ggml/1177)
* ggml : simlpify Arm fp16 CPU logic

ggml-ci

* cont : bring back CUDA/MUSA checks

ggml-ci
2025-04-24 20:39:16 +03:00

885 lines
35 KiB
C

#pragma once
#include "ggml-cpu-impl.h"
//
// simd mappings
//
// we define a common set of C macros which map to specific intrinsics based on the current architecture
// we then implement the fundamental computation operations below using only these macros
// adding support for new architectures requires to define the corresponding SIMD macros
//
// GGML_F32_STEP / GGML_F16_STEP
// number of elements to process in a single step
//
// GGML_F32_EPR / GGML_F16_EPR
// number of elements to fit in a single register
//
#if defined(__ARM_NEON) && defined(__ARM_FEATURE_FMA)
#define GGML_SIMD
// F32 NEON
#define GGML_F32_STEP 16
#define GGML_F32_EPR 4
#define GGML_F32x4 float32x4_t
#define GGML_F32x4_ZERO vdupq_n_f32(0.0f)
#define GGML_F32x4_SET1(x) vdupq_n_f32(x)
#define GGML_F32x4_LOAD vld1q_f32
#define GGML_F32x4_STORE vst1q_f32
#define GGML_F32x4_FMA(a, b, c) vfmaq_f32(a, b, c)
#define GGML_F32x4_ADD vaddq_f32
#define GGML_F32x4_MUL vmulq_f32
#define GGML_F32x4_REDUCE_ONE(x) vaddvq_f32(x)
#define GGML_F32x4_REDUCE(res, x) \
{ \
int offset = GGML_F32_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
(x)[i] = vaddq_f32((x)[i], (x)[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
(x)[i] = vaddq_f32((x)[i], (x)[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
(x)[i] = vaddq_f32((x)[i], (x)[offset+i]); \
} \
(res) = (ggml_float) GGML_F32x4_REDUCE_ONE((x)[0]); \
}
#define GGML_F32_VEC GGML_F32x4
#define GGML_F32_VEC_ZERO GGML_F32x4_ZERO
#define GGML_F32_VEC_SET1 GGML_F32x4_SET1
#define GGML_F32_VEC_LOAD GGML_F32x4_LOAD
#define GGML_F32_VEC_STORE GGML_F32x4_STORE
#define GGML_F32_VEC_FMA GGML_F32x4_FMA
#define GGML_F32_VEC_ADD GGML_F32x4_ADD
#define GGML_F32_VEC_MUL GGML_F32x4_MUL
#define GGML_F32_VEC_REDUCE GGML_F32x4_REDUCE
// F16 NEON
#if defined(__ARM_FEATURE_FP16_VECTOR_ARITHMETIC)
#define GGML_F16_STEP 32
#define GGML_F16_EPR 8
#define GGML_F16x8 float16x8_t
#define GGML_F16x8_ZERO vdupq_n_f16(0.0f)
#define GGML_F16x8_SET1(x) vdupq_n_f16(x)
#define GGML_F16x8_LOAD(x) vld1q_f16((const __fp16 *)(x))
#define GGML_F16x8_STORE vst1q_f16
#define GGML_F16x8_FMA(a, b, c) vfmaq_f16(a, b, c)
#define GGML_F16x8_ADD vaddq_f16
#define GGML_F16x8_MUL vmulq_f16
#define GGML_F16x8_REDUCE(res, x) \
do { \
int offset = GGML_F16_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
(x)[i] = vaddq_f16((x)[i], (x)[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
(x)[i] = vaddq_f16((x)[i], (x)[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
(x)[i] = vaddq_f16((x)[i], (x)[offset+i]); \
} \
const float32x4_t t0 = vcvt_f32_f16(vget_low_f16 ((x)[0])); \
const float32x4_t t1 = vcvt_f32_f16(vget_high_f16((x)[0])); \
(res) = (ggml_float) vaddvq_f32(vaddq_f32(t0, t1)); \
} while (0)
#define GGML_F16_VEC GGML_F16x8
#define GGML_F16_VEC_ZERO GGML_F16x8_ZERO
#define GGML_F16_VEC_SET1 GGML_F16x8_SET1
#define GGML_F16_VEC_LOAD(p, i) GGML_F16x8_LOAD(p)
#define GGML_F16_VEC_STORE(p, r, i) GGML_F16x8_STORE((__fp16 *)(p), (r)[i])
#define GGML_F16_VEC_FMA GGML_F16x8_FMA
#define GGML_F16_VEC_ADD GGML_F16x8_ADD
#define GGML_F16_VEC_MUL GGML_F16x8_MUL
#define GGML_F16_VEC_REDUCE GGML_F16x8_REDUCE
#else
// if FP16 vector arithmetic is not supported, we use FP32 instead
// and take advantage of the vcvt_ functions to convert to/from FP16
#define GGML_F16_STEP 16
#define GGML_F16_EPR 4
#define GGML_F32Cx4 float32x4_t
#define GGML_F32Cx4_ZERO vdupq_n_f32(0.0f)
#define GGML_F32Cx4_SET1(x) vdupq_n_f32(x)
#define GGML_F32Cx4_LOAD(x) vcvt_f32_f16(vld1_f16((const __fp16 *)(x)))
#define GGML_F32Cx4_STORE(x, y) vst1_f16(x, vcvt_f16_f32(y))
#define GGML_F32Cx4_FMA(a, b, c) vfmaq_f32(a, b, c)
#define GGML_F32Cx4_ADD vaddq_f32
#define GGML_F32Cx4_MUL vmulq_f32
#define GGML_F32Cx4_REDUCE GGML_F32x4_REDUCE
#define GGML_F16_VEC GGML_F32Cx4
#define GGML_F16_VEC_ZERO GGML_F32Cx4_ZERO
#define GGML_F16_VEC_SET1 GGML_F32Cx4_SET1
#define GGML_F16_VEC_LOAD(p, i) GGML_F32Cx4_LOAD(p)
#define GGML_F16_VEC_STORE(p, r, i) GGML_F32Cx4_STORE((__fp16 *)(p), r[i])
#define GGML_F16_VEC_FMA GGML_F32Cx4_FMA
#define GGML_F16_VEC_ADD GGML_F32Cx4_ADD
#define GGML_F16_VEC_MUL GGML_F32Cx4_MUL
#define GGML_F16_VEC_REDUCE GGML_F32Cx4_REDUCE
#endif
#elif defined(__AVX512F__)
#define GGML_SIMD
// F32 AVX512
#define GGML_F32_STEP 64
#define GGML_F32_EPR 16
#define GGML_F32x16 __m512
#define GGML_F32x16_ZERO _mm512_setzero_ps()
#define GGML_F32x16_SET1(x) _mm512_set1_ps(x)
#define GGML_F32x16_LOAD _mm512_loadu_ps
#define GGML_F32x16_STORE _mm512_storeu_ps
// _mm512_fmadd_ps is defined in AVX512F so no guard is required
#define GGML_F32x16_FMA(a, b, c) _mm512_fmadd_ps(b, c, a)
#define GGML_F32x16_ADD _mm512_add_ps
#define GGML_F32x16_MUL _mm512_mul_ps
#define GGML_F32x16_REDUCE(res, x) \
do { \
int offset = GGML_F32_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm512_add_ps(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm512_add_ps(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm512_add_ps(x[i], x[offset+i]); \
} \
res = (ggml_float) _mm512_reduce_add_ps(x[0]); \
} while (0)
// TODO: is this optimal ?
#define GGML_F32_VEC GGML_F32x16
#define GGML_F32_VEC_ZERO GGML_F32x16_ZERO
#define GGML_F32_VEC_SET1 GGML_F32x16_SET1
#define GGML_F32_VEC_LOAD GGML_F32x16_LOAD
#define GGML_F32_VEC_STORE GGML_F32x16_STORE
#define GGML_F32_VEC_FMA GGML_F32x16_FMA
#define GGML_F32_VEC_ADD GGML_F32x16_ADD
#define GGML_F32_VEC_MUL GGML_F32x16_MUL
#define GGML_F32_VEC_REDUCE GGML_F32x16_REDUCE
// F16 AVX512
// F16 AVX
#define GGML_F16_STEP 64
#define GGML_F16_EPR 16
// AVX512 has FP16 extension (AVX512_FP16) but I don't have it on my machine so I use FP32 instead
#define GGML_F32Cx16 __m512
#define GGML_F32Cx16_ZERO _mm512_setzero_ps()
#define GGML_F32Cx16_SET1(x) _mm512_set1_ps(x)
// unlike _mm256_cvt intrinsics that require F16C, _mm512_cvt is defined in AVX512F
// so F16C guard isn't required
#define GGML_F32Cx16_LOAD(x) _mm512_cvtph_ps(_mm256_loadu_si256((const __m256i *)(x)))
#define GGML_F32Cx16_STORE(x, y) _mm256_storeu_si256((__m256i *)(x), _mm512_cvtps_ph(y, 0))
#define GGML_F32Cx16_FMA(a, b, c) _mm512_fmadd_ps(b, c, a)
#define GGML_F32Cx16_ADD _mm512_add_ps
#define GGML_F32Cx16_MUL _mm512_mul_ps
#define GGML_F32Cx16_REDUCE(res, x) \
do { \
int offset = GGML_F32_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm512_add_ps(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm512_add_ps(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm512_add_ps(x[i], x[offset+i]); \
} \
res = (ggml_float) _mm512_reduce_add_ps(x[0]); \
} while (0)
#define GGML_F16_VEC GGML_F32Cx16
#define GGML_F16_VEC_ZERO GGML_F32Cx16_ZERO
#define GGML_F16_VEC_SET1 GGML_F32Cx16_SET1
#define GGML_F16_VEC_LOAD(p, i) GGML_F32Cx16_LOAD(p)
#define GGML_F16_VEC_STORE(p, r, i) GGML_F32Cx16_STORE(p, r[i])
#define GGML_F16_VEC_FMA GGML_F32Cx16_FMA
#define GGML_F16_VEC_ADD GGML_F32Cx16_ADD
#define GGML_F16_VEC_MUL GGML_F32Cx16_MUL
#define GGML_F16_VEC_REDUCE GGML_F32Cx16_REDUCE
#elif defined(__AVX__)
#define GGML_SIMD
// F32 AVX
#define GGML_F32_STEP 32
#define GGML_F32_EPR 8
#define GGML_F32x8 __m256
#define GGML_F32x8_ZERO _mm256_setzero_ps()
#define GGML_F32x8_SET1(x) _mm256_set1_ps(x)
#define GGML_F32x8_LOAD _mm256_loadu_ps
#define GGML_F32x8_STORE _mm256_storeu_ps
#if defined(__FMA__)
#define GGML_F32x8_FMA(a, b, c) _mm256_fmadd_ps(b, c, a)
#else
#define GGML_F32x8_FMA(a, b, c) _mm256_add_ps(_mm256_mul_ps(b, c), a)
#endif
#define GGML_F32x8_ADD _mm256_add_ps
#define GGML_F32x8_MUL _mm256_mul_ps
#define GGML_F32x8_REDUCE(res, x) \
do { \
int offset = GGML_F32_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm256_add_ps(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm256_add_ps(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm256_add_ps(x[i], x[offset+i]); \
} \
const __m128 t0 = _mm_add_ps(_mm256_castps256_ps128(x[0]), \
_mm256_extractf128_ps(x[0], 1)); \
const __m128 t1 = _mm_hadd_ps(t0, t0); \
res = (ggml_float) _mm_cvtss_f32(_mm_hadd_ps(t1, t1)); \
} while (0)
// TODO: is this optimal ?
#define GGML_F32_VEC GGML_F32x8
#define GGML_F32_VEC_ZERO GGML_F32x8_ZERO
#define GGML_F32_VEC_SET1 GGML_F32x8_SET1
#define GGML_F32_VEC_LOAD GGML_F32x8_LOAD
#define GGML_F32_VEC_STORE GGML_F32x8_STORE
#define GGML_F32_VEC_FMA GGML_F32x8_FMA
#define GGML_F32_VEC_ADD GGML_F32x8_ADD
#define GGML_F32_VEC_MUL GGML_F32x8_MUL
#define GGML_F32_VEC_REDUCE GGML_F32x8_REDUCE
// F16 AVX
#define GGML_F16_STEP 32
#define GGML_F16_EPR 8
// F16 arithmetic is not supported by AVX, so we use F32 instead
#define GGML_F32Cx8 __m256
#define GGML_F32Cx8_ZERO _mm256_setzero_ps()
#define GGML_F32Cx8_SET1(x) _mm256_set1_ps(x)
#if defined(__F16C__)
// the _mm256_cvt intrinsics require F16C
#define GGML_F32Cx8_LOAD(x) _mm256_cvtph_ps(_mm_loadu_si128((const __m128i *)(x)))
#define GGML_F32Cx8_STORE(x, y) _mm_storeu_si128((__m128i *)(x), _mm256_cvtps_ph(y, 0))
#else
static inline __m256 __avx_f32cx8_load(const ggml_fp16_t * x) {
float tmp[8];
for (int i = 0; i < 8; i++) {
tmp[i] = GGML_FP16_TO_FP32(x[i]);
}
return _mm256_loadu_ps(tmp);
}
static inline void __avx_f32cx8_store(ggml_fp16_t *x, __m256 y) {
float arr[8];
_mm256_storeu_ps(arr, y);
for (int i = 0; i < 8; i++)
x[i] = GGML_FP32_TO_FP16(arr[i]);
}
#define GGML_F32Cx8_LOAD(x) __avx_f32cx8_load(x)
#define GGML_F32Cx8_STORE(x, y) __avx_f32cx8_store(x, y)
#endif
#define GGML_F32Cx8_FMA GGML_F32x8_FMA
#define GGML_F32Cx8_ADD _mm256_add_ps
#define GGML_F32Cx8_MUL _mm256_mul_ps
#define GGML_F32Cx8_REDUCE GGML_F32x8_REDUCE
#define GGML_F16_VEC GGML_F32Cx8
#define GGML_F16_VEC_ZERO GGML_F32Cx8_ZERO
#define GGML_F16_VEC_SET1 GGML_F32Cx8_SET1
#define GGML_F16_VEC_LOAD(p, i) GGML_F32Cx8_LOAD(p)
#define GGML_F16_VEC_STORE(p, r, i) GGML_F32Cx8_STORE(p, r[i])
#define GGML_F16_VEC_FMA GGML_F32Cx8_FMA
#define GGML_F16_VEC_ADD GGML_F32Cx8_ADD
#define GGML_F16_VEC_MUL GGML_F32Cx8_MUL
#define GGML_F16_VEC_REDUCE GGML_F32Cx8_REDUCE
#elif defined(__POWER9_VECTOR__)
#define GGML_SIMD
// F32 POWER9
#define GGML_F32_STEP 32
#define GGML_F32_EPR 4
#define GGML_F32x4 vector float
#define GGML_F32x4_ZERO 0.0f
#define GGML_F32x4_SET1 vec_splats
#define GGML_F32x4_LOAD(p) vec_xl(0, p)
#define GGML_F32x4_STORE(p, r) vec_xst(r, 0, p)
#define GGML_F32x4_FMA(a, b, c) vec_madd(b, c, a)
#define GGML_F32x4_ADD vec_add
#define GGML_F32x4_MUL vec_mul
#define GGML_F32x4_REDUCE(res, x) \
{ \
int offset = GGML_F32_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = vec_add(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = vec_add(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = vec_add(x[i], x[offset+i]); \
} \
res = vec_extract(x[0], 0) + \
vec_extract(x[0], 1) + \
vec_extract(x[0], 2) + \
vec_extract(x[0], 3); \
}
#define GGML_F32_VEC GGML_F32x4
#define GGML_F32_VEC_ZERO GGML_F32x4_ZERO
#define GGML_F32_VEC_SET1 GGML_F32x4_SET1
#define GGML_F32_VEC_LOAD GGML_F32x4_LOAD
#define GGML_F32_VEC_STORE GGML_F32x4_STORE
#define GGML_F32_VEC_FMA GGML_F32x4_FMA
#define GGML_F32_VEC_ADD GGML_F32x4_ADD
#define GGML_F32_VEC_MUL GGML_F32x4_MUL
#define GGML_F32_VEC_REDUCE GGML_F32x4_REDUCE
// F16 POWER9
#define GGML_F16_STEP GGML_F32_STEP
#define GGML_F16_EPR GGML_F32_EPR
#define GGML_F16_VEC GGML_F32x4
#define GGML_F16_VEC_ZERO GGML_F32x4_ZERO
#define GGML_F16_VEC_SET1 GGML_F32x4_SET1
#define GGML_F16_VEC_FMA GGML_F32x4_FMA
#define GGML_F16_VEC_ADD GGML_F32x4_ADD
#define GGML_F16_VEC_MUL GGML_F32x4_MUL
#define GGML_F16_VEC_REDUCE GGML_F32x4_REDUCE
// Use vec_xl, not vec_ld, in case the load address is not aligned.
#define GGML_F16_VEC_LOAD(p, i) (i & 0x1) ? \
vec_extract_fp32_from_shorth(vec_xl(0, p - GGML_F16_EPR)) : \
vec_extract_fp32_from_shortl(vec_xl(0, p))
#define GGML_ENDIAN_BYTE(i) ((unsigned char *)&(uint16_t){1})[i]
#define GGML_F16_VEC_STORE(p, r, i) \
if (i & 0x1) \
vec_xst(vec_pack_to_short_fp32(r[i - GGML_ENDIAN_BYTE(1)], \
r[i - GGML_ENDIAN_BYTE(0)]), \
0, p - GGML_F16_EPR)
#elif defined(__wasm_simd128__)
#define GGML_SIMD
// F32 WASM
#define GGML_F32_STEP 16
#define GGML_F32_EPR 4
#define GGML_F32x4 v128_t
#define GGML_F32x4_ZERO wasm_f32x4_splat(0.0f)
#define GGML_F32x4_SET1(x) wasm_f32x4_splat(x)
#define GGML_F32x4_LOAD wasm_v128_load
#define GGML_F32x4_STORE wasm_v128_store
#define GGML_F32x4_FMA(a, b, c) wasm_f32x4_add(wasm_f32x4_mul(b, c), a)
#define GGML_F32x4_ADD wasm_f32x4_add
#define GGML_F32x4_MUL wasm_f32x4_mul
#define GGML_F32x4_REDUCE(res, x) \
{ \
int offset = GGML_F32_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = wasm_f32x4_add(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = wasm_f32x4_add(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = wasm_f32x4_add(x[i], x[offset+i]); \
} \
res = wasm_f32x4_extract_lane(x[0], 0) + \
wasm_f32x4_extract_lane(x[0], 1) + \
wasm_f32x4_extract_lane(x[0], 2) + \
wasm_f32x4_extract_lane(x[0], 3); \
}
#define GGML_F32_VEC GGML_F32x4
#define GGML_F32_VEC_ZERO GGML_F32x4_ZERO
#define GGML_F32_VEC_SET1 GGML_F32x4_SET1
#define GGML_F32_VEC_LOAD GGML_F32x4_LOAD
#define GGML_F32_VEC_STORE GGML_F32x4_STORE
#define GGML_F32_VEC_FMA GGML_F32x4_FMA
#define GGML_F32_VEC_ADD GGML_F32x4_ADD
#define GGML_F32_VEC_MUL GGML_F32x4_MUL
#define GGML_F32_VEC_REDUCE GGML_F32x4_REDUCE
// F16 WASM
#define GGML_F16_STEP 16
#define GGML_F16_EPR 4
inline static v128_t __wasm_f16x4_load(const ggml_fp16_t * p) {
float tmp[4];
tmp[0] = GGML_FP16_TO_FP32(p[0]);
tmp[1] = GGML_FP16_TO_FP32(p[1]);
tmp[2] = GGML_FP16_TO_FP32(p[2]);
tmp[3] = GGML_FP16_TO_FP32(p[3]);
return wasm_v128_load(tmp);
}
inline static void __wasm_f16x4_store(ggml_fp16_t * p, v128_t x) {
float tmp[4];
wasm_v128_store(tmp, x);
p[0] = GGML_FP32_TO_FP16(tmp[0]);
p[1] = GGML_FP32_TO_FP16(tmp[1]);
p[2] = GGML_FP32_TO_FP16(tmp[2]);
p[3] = GGML_FP32_TO_FP16(tmp[3]);
}
#define GGML_F16x4 v128_t
#define GGML_F16x4_ZERO wasm_f32x4_splat(0.0f)
#define GGML_F16x4_SET1(x) wasm_f32x4_splat(x)
#define GGML_F16x4_LOAD(x) __wasm_f16x4_load(x)
#define GGML_F16x4_STORE(x, y) __wasm_f16x4_store(x, y)
#define GGML_F16x4_FMA GGML_F32x4_FMA
#define GGML_F16x4_ADD wasm_f32x4_add
#define GGML_F16x4_MUL wasm_f32x4_mul
#define GGML_F16x4_REDUCE(res, x) \
{ \
int offset = GGML_F16_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = wasm_f32x4_add(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = wasm_f32x4_add(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = wasm_f32x4_add(x[i], x[offset+i]); \
} \
res = (ggml_float) (wasm_f32x4_extract_lane(x[0], 0) + \
wasm_f32x4_extract_lane(x[0], 1) + \
wasm_f32x4_extract_lane(x[0], 2) + \
wasm_f32x4_extract_lane(x[0], 3)); \
}
#define GGML_F16_VEC GGML_F16x4
#define GGML_F16_VEC_ZERO GGML_F16x4_ZERO
#define GGML_F16_VEC_SET1 GGML_F16x4_SET1
#define GGML_F16_VEC_LOAD(p, i) GGML_F16x4_LOAD(p)
#define GGML_F16_VEC_STORE(p, r, i) GGML_F16x4_STORE(p, r[i])
#define GGML_F16_VEC_FMA GGML_F16x4_FMA
#define GGML_F16_VEC_ADD GGML_F16x4_ADD
#define GGML_F16_VEC_MUL GGML_F16x4_MUL
#define GGML_F16_VEC_REDUCE GGML_F16x4_REDUCE
#elif defined(__SSE3__)
#define GGML_SIMD
// F32 SSE
#define GGML_F32_STEP 32
#define GGML_F32_EPR 4
#define GGML_F32x4 __m128
#define GGML_F32x4_ZERO _mm_setzero_ps()
#define GGML_F32x4_SET1(x) _mm_set1_ps(x)
#define GGML_F32x4_LOAD _mm_loadu_ps
#define GGML_F32x4_STORE _mm_storeu_ps
#if defined(__FMA__)
// TODO: Does this work?
#define GGML_F32x4_FMA(a, b, c) _mm_fmadd_ps(b, c, a)
#else
#define GGML_F32x4_FMA(a, b, c) _mm_add_ps(_mm_mul_ps(b, c), a)
#endif
#define GGML_F32x4_ADD _mm_add_ps
#define GGML_F32x4_MUL _mm_mul_ps
#define GGML_F32x4_REDUCE(res, x) \
{ \
int offset = GGML_F32_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm_add_ps(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm_add_ps(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = _mm_add_ps(x[i], x[offset+i]); \
} \
const __m128 t0 = _mm_hadd_ps(x[0], x[0]); \
res = (ggml_float) _mm_cvtss_f32(_mm_hadd_ps(t0, t0)); \
}
// TODO: is this optimal ?
#define GGML_F32_VEC GGML_F32x4
#define GGML_F32_VEC_ZERO GGML_F32x4_ZERO
#define GGML_F32_VEC_SET1 GGML_F32x4_SET1
#define GGML_F32_VEC_LOAD GGML_F32x4_LOAD
#define GGML_F32_VEC_STORE GGML_F32x4_STORE
#define GGML_F32_VEC_FMA GGML_F32x4_FMA
#define GGML_F32_VEC_ADD GGML_F32x4_ADD
#define GGML_F32_VEC_MUL GGML_F32x4_MUL
#define GGML_F32_VEC_REDUCE GGML_F32x4_REDUCE
// F16 SSE
#define GGML_F16_STEP 32
#define GGML_F16_EPR 4
static inline __m128 __sse_f16x4_load(const ggml_fp16_t * x) {
float tmp[4];
tmp[0] = GGML_FP16_TO_FP32(x[0]);
tmp[1] = GGML_FP16_TO_FP32(x[1]);
tmp[2] = GGML_FP16_TO_FP32(x[2]);
tmp[3] = GGML_FP16_TO_FP32(x[3]);
return _mm_loadu_ps(tmp);
}
static inline void __sse_f16x4_store(ggml_fp16_t * x, __m128 y) {
float arr[4];
_mm_storeu_ps(arr, y);
x[0] = GGML_FP32_TO_FP16(arr[0]);
x[1] = GGML_FP32_TO_FP16(arr[1]);
x[2] = GGML_FP32_TO_FP16(arr[2]);
x[3] = GGML_FP32_TO_FP16(arr[3]);
}
#define GGML_F32Cx4 __m128
#define GGML_F32Cx4_ZERO _mm_setzero_ps()
#define GGML_F32Cx4_SET1(x) _mm_set1_ps(x)
#define GGML_F32Cx4_LOAD(x) __sse_f16x4_load(x)
#define GGML_F32Cx4_STORE(x, y) __sse_f16x4_store(x, y)
#define GGML_F32Cx4_FMA GGML_F32x4_FMA
#define GGML_F32Cx4_ADD _mm_add_ps
#define GGML_F32Cx4_MUL _mm_mul_ps
#define GGML_F32Cx4_REDUCE GGML_F32x4_REDUCE
#define GGML_F16_VEC GGML_F32Cx4
#define GGML_F16_VEC_ZERO GGML_F32Cx4_ZERO
#define GGML_F16_VEC_SET1 GGML_F32Cx4_SET1
#define GGML_F16_VEC_LOAD(p, i) GGML_F32Cx4_LOAD(p)
#define GGML_F16_VEC_STORE(p, r, i) GGML_F32Cx4_STORE(p, r[i])
#define GGML_F16_VEC_FMA GGML_F32Cx4_FMA
#define GGML_F16_VEC_ADD GGML_F32Cx4_ADD
#define GGML_F16_VEC_MUL GGML_F32Cx4_MUL
#define GGML_F16_VEC_REDUCE GGML_F32Cx4_REDUCE
#elif defined(__loongarch_asx)
#define GGML_SIMD
// F32 LASX
#define GGML_F32_STEP 32
#define GGML_F32_EPR 8
#define GGML_F32x8 __m256
#define GGML_F32x8_ZERO (__m256)__lasx_xvldi(0)
#define GGML_F32x8_SET1(x) (__m256)__lasx_xvreplfr2vr_s((x))
#define GGML_F32x8_LOAD(x) (__m256)__lasx_xvld((x), 0)
#define GGML_F32x8_STORE(x,y) __lasx_xvst((y), (x), 0)
#define GGML_F32x8_FMA(a, b, c) __lasx_xvfmadd_s(b, c, a)
#define GGML_F32x8_ADD __lasx_xvfadd_s
#define GGML_F32x8_MUL __lasx_xvfmul_s
#define GGML_F32x8_REDUCE(res, x) \
do { \
int offset = GGML_F32_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = __lasx_xvfadd_s(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = __lasx_xvfadd_s(x[i], x[offset+i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = __lasx_xvfadd_s(x[i], x[offset+i]); \
} \
float *tmp_p = (float *)&x[0]; \
res = tmp_p[0] + tmp_p[1] + tmp_p[2] + tmp_p[3] + tmp_p[4] + tmp_p[5] + tmp_p[6] + tmp_p[7]; \
} while (0)
// TODO: is this optimal ?
#define GGML_F32_VEC GGML_F32x8
#define GGML_F32_VEC_ZERO GGML_F32x8_ZERO
#define GGML_F32_VEC_SET1 GGML_F32x8_SET1
#define GGML_F32_VEC_LOAD GGML_F32x8_LOAD
#define GGML_F32_VEC_STORE GGML_F32x8_STORE
#define GGML_F32_VEC_FMA GGML_F32x8_FMA
#define GGML_F32_VEC_ADD GGML_F32x8_ADD
#define GGML_F32_VEC_MUL GGML_F32x8_MUL
#define GGML_F32_VEC_REDUCE GGML_F32x8_REDUCE
// F16 LASX
#define GGML_F16_STEP 32
#define GGML_F16_EPR 8
// F16 arithmetic is not supported by LASX, so we use F32 instead
#define GGML_F32Cx8 __m256
#define GGML_F32Cx8_ZERO (__m256)__lasx_xvldi(0)
#define GGML_F32Cx8_SET1(x) (__m256)__lasx_xvreplgr2vr_w((x))
static inline __m256 __lasx_f32cx8_load(const ggml_fp16_t * x) {
__m256i a;
memcpy(&a, x, sizeof(ggml_fp16_t) * 8);
a = __lasx_xvpermi_d(a, 0 | (1 << 4));
return __lasx_xvfcvtl_s_h(a);
}
static inline void __lasx_f32cx8_store(ggml_fp16_t * x, __m256 y) {
__m256i a = __lasx_xvfcvt_h_s(y, y);
a = __lasx_xvpermi_d(a, 0 | (2 << 2));
memcpy(x, &a, sizeof(ggml_fp16_t) * 8);
}
#define GGML_F32Cx8_LOAD(x) __lasx_f32cx8_load(x)
#define GGML_F32Cx8_STORE(x, y) __lasx_f32cx8_store(x, y)
#define GGML_F32Cx8_FMA GGML_F32x8_FMA
#define GGML_F32Cx8_ADD __lasx_xvfadd_s
#define GGML_F32Cx8_MUL __lasx_xvfmul_s
#define GGML_F32Cx8_REDUCE GGML_F32x8_REDUCE
#define GGML_F16_VEC GGML_F32Cx8
#define GGML_F16_VEC_ZERO GGML_F32Cx8_ZERO
#define GGML_F16_VEC_SET1 GGML_F32Cx8_SET1
#define GGML_F16_VEC_LOAD(p, i) GGML_F32Cx8_LOAD(p)
#define GGML_F16_VEC_STORE(p, r, i) GGML_F32Cx8_STORE(p, r[i])
#define GGML_F16_VEC_FMA GGML_F32Cx8_FMA
#define GGML_F16_VEC_ADD GGML_F32Cx8_ADD
#define GGML_F16_VEC_MUL GGML_F32Cx8_MUL
#define GGML_F16_VEC_REDUCE GGML_F32Cx8_REDUCE
#elif defined(__loongarch_sx)
#define GGML_SIMD
// F32 LSX
#define GGML_F32_STEP 32
#define GGML_F32_EPR 4
#define GGML_F32x4 __m128
#define GGML_F32x4_ZERO __lsx_vldi(0)
#define GGML_F32x4_SET1(x) __lsx_vinsgr2vr_w(__lsx_vldi(0),(x), 0)
#define GGML_F32x4_LOAD(x) __lsx_vld((x), 0)
#define GGML_F32x4_STORE((x),(y)) __lsx_vst((y), (x), 0)
#define GGML_F32x4_FMA(a, b, c) __lsx_vfmadd_s(b, c, a)
#define GGML_F32x4_ADD __lsx_vfadd_s
#define GGML_F32x4_MUL __lsx_vfmul_s
#define GGML_F32x4_REDUCE(res, x) \
{ \
int offset = GGML_F32_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = __lsx_vfadd_s(x[i], x[offset + i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = __lsx_vfadd_s(x[i], x[offset + i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = __lsx_vfadd_s(x[i], x[offset + i]); \
} \
__m128i tmp = __lsx_vsrli_d((__m128i) x[0], 32); \
tmp = (__m128i) __lsx_vfadd_s((__m128) tmp, x[0]); \
tmp = __lsx_vpickev_w(__lsx_vldi(0), tmp); \
const __m128 t0 = __lsx_vshuf4i_w(tmp, 0x88); \
tmp = __lsx_vsrli_d((__m128i) t0, 32); \
tmp = (__m128i) __lsx_vfadd_s((__m128) tmp, t0); \
tmp = __lsx_vpickev_w(__lsx_vldi(0), tmp); \
res = (ggml_float) __lsx_vpickve2gr_w(__lsx_vshuf4i_w(tmp, 0x88), 0); \
}
#define GGML_F32_VEC GGML_F32x4
#define GGML_F32_VEC_ZERO GGML_F32x4_ZERO
#define GGML_F32_VEC_SET1 GGML_F32x4_SET1
#define GGML_F32_VEC_LOAD GGML_F32x4_LOAD
#define GGML_F32_VEC_STORE GGML_F32x4_STORE
#define GGML_F32_VEC_FMA GGML_F32x4_FMA
#define GGML_F32_VEC_ADD GGML_F32x4_ADD
#define GGML_F32_VEC_MUL GGML_F32x4_MUL
#define GGML_F32_VEC_REDUCE GGML_F32x4_REDUCE
// F16 LSX
#define GGML_F16_STEP 32
#define GGML_F16_EPR 4
static inline __m128 __lsx_f16x4_load(const ggml_fp16_t * x) {
float tmp[4];
tmp[0] = GGML_FP16_TO_FP32(x[0]);
tmp[1] = GGML_FP16_TO_FP32(x[1]);
tmp[2] = GGML_FP16_TO_FP32(x[2]);
tmp[3] = GGML_FP16_TO_FP32(x[3]);
return __lsx_vld(tmp, 0);
}
static inline void __lsx_f16x4_store(ggml_fp16_t * x, __m128 y) {
float arr[4];
__lsx_vst(y, arr, 0);
x[0] = GGML_FP32_TO_FP16(arr[0]);
x[1] = GGML_FP32_TO_FP16(arr[1]);
x[2] = GGML_FP32_TO_FP16(arr[2]);
x[3] = GGML_FP32_TO_FP16(arr[3]);
}
#define GGML_F32Cx4 __m128
#define GGML_F32Cx4_ZERO __lsx_vldi(0)
#define GGML_F32Cx4_SET1(x) __lsx_vinsgr2vr_w(__lsx_vldi(0),(x), 0)
#define GGML_F32Cx4_LOAD(x) __lsx_f16x4_load(x)
#define GGML_F32Cx4_STORE(x, y) __lsx_f16x4_store(x, y)
#define GGML_F32Cx4_FMA GGML_F32x4_FMA
#define GGML_F32Cx4_ADD __lsx_vfadd_s
#define GGML_F32Cx4_MUL __lsx_vfmul_s
#define GGML_F32Cx4_REDUCE GGML_F32x4_REDUCE
#define GGML_F16_VEC GGML_F32Cx4
#define GGML_F16_VEC_ZERO GGML_F32Cx4_ZERO
#define GGML_F16_VEC_SET1 GGML_F32Cx4_SET1
#define GGML_F16_VEC_LOAD(p, i) GGML_F32Cx4_LOAD(p)
#define GGML_F16_VEC_STORE(p, r, i) GGML_F32Cx4_STORE(p, r[i])
#define GGML_F16_VEC_FMA GGML_F32Cx4_FMA
#define GGML_F16_VEC_ADD GGML_F32Cx4_ADD
#define GGML_F16_VEC_MUL GGML_F32Cx4_MUL
#define GGML_F16_VEC_REDUCE GGML_F32Cx4_REDUCE
#elif defined(__VXE__) || defined(__VXE2__)
#define GGML_SIMD
// F32 s390x
#define GGML_F32_STEP 32
#define GGML_F32_EPR 4
#define GGML_F32x4 __vector float
#define GGML_F32x4_ZERO vec_splats(0.0f)
#define GGML_F32x4_SET1 vec_splats
#define GGML_F32x4_LOAD(p) vec_xl(0, p)
#define GGML_F32x4_STORE(p, r) vec_xst(r, 0, p)
#define GGML_F32x4_FMA(a, b, c) vec_madd(b, c, a)
#define GGML_F32x4_ADD vec_add
#define GGML_F32x4_MUL vec_mul
#define GGML_F32x4_REDUCE(res, x) \
{ \
int offset = GGML_F32_ARR >> 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = vec_add(x[i], x[offset + i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = vec_add(x[i], x[offset + i]); \
} \
offset >>= 1; \
for (int i = 0; i < offset; ++i) { \
x[i] = vec_add(x[i], x[offset + i]); \
} \
res = vec_extract(x[0], 0) + \
vec_extract(x[0], 1) + \
vec_extract(x[0], 2) + \
vec_extract(x[0], 3); \
}
#define GGML_F32_VEC GGML_F32x4
#define GGML_F32_VEC_ZERO GGML_F32x4_ZERO
#define GGML_F32_VEC_SET1 GGML_F32x4_SET1
#define GGML_F32_VEC_LOAD GGML_F32x4_LOAD
#define GGML_F32_VEC_STORE GGML_F32x4_STORE
#define GGML_F32_VEC_FMA GGML_F32x4_FMA
#define GGML_F32_VEC_ADD GGML_F32x4_ADD
#define GGML_F32_VEC_MUL GGML_F32x4_MUL
#define GGML_F32_VEC_REDUCE GGML_F32x4_REDUCE
// F16 s390x
#define GGML_F16_STEP GGML_F32_STEP
#define GGML_F16_EPR GGML_F32_EPR
static inline __vector float __lzs_f16cx4_load(const ggml_fp16_t * x) {
float tmp[4];
for (int i = 0; i < 4; i++) {
tmp[i] = GGML_FP16_TO_FP32(x[i]);
}
return vec_xl(0, tmp);
}
static inline void __lzs_f16cx4_store(ggml_fp16_t * x, __vector float y) {
float arr[4];
vec_xst(y, 0, arr);
for (int i = 0; i < 4; i++) {
x[i] = GGML_FP32_TO_FP16(arr[i]);
}
}
#define GGML_F16_VEC GGML_F32x4
#define GGML_F16_VEC_ZERO GGML_F32x4_ZERO
#define GGML_F16_VEC_SET1 GGML_F32x4_SET1
#define GGML_F16_VEC_LOAD(p, i) __lzs_f16cx4_load(p)
#define GGML_F16_VEC_STORE(p, r, i) __lzs_f16cx4_store(p, r[i])
#define GGML_F16_VEC_FMA GGML_F32x4_FMA
#define GGML_F16_VEC_ADD GGML_F32x4_ADD
#define GGML_F16_VEC_MUL GGML_F32x4_MUL
#define GGML_F16_VEC_REDUCE GGML_F32x4_REDUCE
#endif
// GGML_F32_ARR / GGML_F16_ARR
// number of registers to use per step
#ifdef GGML_SIMD
#define GGML_F32_ARR (GGML_F32_STEP/GGML_F32_EPR)
#define GGML_F16_ARR (GGML_F16_STEP/GGML_F16_EPR)
#endif