Add native K/M/RR inference engines, HIP kernels, replay and validation harnesses, and Windows DLSS setup and runtime support. Include GPU profiling tools, build and packaging scripts, platform integration patches, and implementation documentation.
41 lines
1.8 KiB
Plaintext
41 lines
1.8 KiB
Plaintext
// Public synthetic reproducer: compare packed F16 WMMA with F32 WMMA followed
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// by one FP16 rounding after each K16 step. Never part of game packaging.
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#define D4R_K_F16_WMMA
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#include "../../kernels/common/wmma_layout.h"
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// The replay utility passes a single by-value parameter block, like K/M.
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struct CompareParams { const _Float16* a; const _Float16* b; const float* c; float* output; };
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extern "C" __attribute__((global)) void d4r_wmma_f16_compare(CompareParams params)
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{
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const _Float16* a = params.a;
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const _Float16* b = params.b;
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const float* c = params.c;
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float* output = params.output;
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const unsigned test = __builtin_amdgcn_workgroup_id_x();
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const unsigned token = wm_lane() & 15;
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const unsigned base = test * 256;
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const wm_op aa = wm_op_load(a + base + token * 16);
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const wm_op bb = wm_op_load(b + base + token * 16);
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wm_f8v baseline, adapted;
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wm_h8 packed;
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for (unsigned i = 0; i < 8; ++i) {
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baseline[i] = c[base + wm_acc_row(i) * 16 + token];
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packed[i] = (_Float16)baseline[i];
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}
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adapted = baseline;
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const unsigned steps = 1u << (test / 16);
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for (unsigned step = 0; step < steps; ++step) {
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baseline = wm_mma(aa, bb, baseline);
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for (unsigned i = 0; i < 8; ++i) baseline[i] = (float)(_Float16)baseline[i];
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packed = __builtin_amdgcn_wmma_f16_16x16x16_f16_w32_gfx12(
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__builtin_bit_cast(wm_h8, aa), __builtin_bit_cast(wm_h8, bb), packed);
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adapted = wm_mma_f16_step(aa, bb, adapted);
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}
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for (unsigned i = 0; i < 8; ++i) {
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const unsigned index = wm_acc_row(i) * 16 + token;
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output[test * 768 + index] = baseline[i];
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output[test * 768 + 256 + index] = (float)packed[i];
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output[test * 768 + 512 + index] = adapted[i];
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}
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}
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